Wonderful mod! I really enjoy the new terrain generation settings in specific. Rather enjoyed how wondrous and weird the terrain could become a ways back, glad to have a way to generate such terrain again.
Alas the recent game update broke things. Hopefully this mod can be made working again soon.
Wonderful mod! I really enjoy the new terrain generation settings in specific. Rather enjoyed how wondrous and weird the terrain could become a ways back, glad to have a way to generate such terrain again.
Alas the recent game update broke things. Hopefully this mod can be made working again soon.
Damn, and I just got the biome trees and bedrock options in :sad.gif:
And this is why I have 10+ different installations of Minecraft (various (older) versions, mods, texture packs, etc.). Thanks for the update! I'll be using this on my older installation until it works with the newest version. I love this mod! :biggrin.gif: Mouser X over and out.
And this is why I have 10+ different installations of Minecraft (various (older) versions, mods, texture packs, etc.). Thanks for the update! I'll be using this on my older installation until it works with the newest version. I love this mod! :biggrin.gif: Mouser X over and out.
Well, until I can figure out how to decompile the newest jar I am dead in the water in development and getting this working with 1.2.2. I've been working off a 1.2.0 version, but too much changed this time and MCP isn't up to date yet. Tried a couple of options to decompile the new version, but nothing is working :/
I know it's in wickity's mod but with you changing max height just makes me go back here. Could you implement the flattening of bedrock and possibly fill in the holes? It's just so damn hard choosing between max height and AWESOME trees!
The bedrock and tree options will be in within the hour :smile.gif:
I'm wanting to play with trees more, but I can put in the basic stuff that's in Wickity's mod for now
You have truly impressed me. But the new update broke it!
I know it's in wickity's mod but with you changing max height just makes me go back here. Could you implement the flattening of bedrock and possibly fill in the holes? It's just so damn hard choosing between max height and AWESOME trees!
The bedrock and tree options will be in within the hour :smile.gif:
I'm wanting to play with trees more, but I can put in the basic stuff that's in Wickity's mod for now
You have truly impressed me. But the new update broke it!
Yeah it did and I'm at a standstill until I can reliably decompile the update /cry
I look forward to a version that has a ton of different tree types. Its a shame that it doesn't work in SMP. If your time constraints only allow you to have it working in one or the other, you might want to consider switching to SMP.
That way, using scripts that move spawn/start server, you can just generate whatever size map you want, and the move it to your singleplayer save.
There doesn't seem to be away to do this the other way around tho (pre-generate a large world in singleplayer for multi) besides just starting a map and walking for hours.
Yeah it did and I'm at a standstill until I can reliably decompile the update /cry
Use JD-GUI and work from the obfuscated code. It's harder but if you've already been working with the classes in question, you should be fine. Just keep out some scratch paper and write down obfuscated -> name translations.
Yeah it did and I'm at a standstill until I can reliably decompile the update /cry
Use JD-GUI and work from the obfuscated code. It's harder but if you've already been working with the classes in question, you should be fine. Just keep out some scratch paper and write down obfuscated -> name translations.
I normally use JD-GUI, but I'm having issues with the new jar. For some reason it's giving me a number of empty classes and I don't know why. The code being obfuscated and there being some errors from decompiling aren't a problem; the issue is having classes decompile with no code in them. I can't magic up code to fill these in and a number of them changed enough that references my old decompiled version(s) aren't helpful.
Since you have JD-GUI, do you have the same problem? One particular example is that the ft.class is completely empty in JD-GUI with the newest jar.
In the new jar, ft is just an enum for various operating systems. You shouldn't need to touch that. I'm guessing you just need to hunt around for what you need.
In the new jar, ft is just an enum for various operating systems. You shouldn't need to touch that. I'm guessing you just need to hunt around for what you need.
fy -> gd
mu -> nb
pb -> pj
and so on
Well I work using Eclipse as my development environment which relies on having all the classes available and without error. Guess I can switch back to manual editing/testing for now :tongue.gif:
In the new jar, ft is just an enum for various operating systems. You shouldn't need to touch that. I'm guessing you just need to hunt around for what you need.
fy -> gd
mu -> nb
pb -> pj
and so on
Well I work using Eclipse as my development environment which relies on having all the classes available and without error. Guess I can switch back to manual editing/testing for now :tongue.gif:
Instead of including all the classes/java files, just put the ones you need to make/change in the src folder and delete the rest. Make a copy of the current minecraft.jar and make sure the mojang signatures are deleted from it. Put this in your project folder. Right click on your project and go to Build Path -> Add External Archives. Include the minecraft.jar.
Eclipse will now use the official build to link against. Way the hell easier.
Instead of including all the classes/java files, just put the ones you need to make/change in the src folder and delete the rest. Make a copy of the current minecraft.jar and make sure the mojang signatures are deleted from it. Put this in your project folder. Right click on your project and go to Build Path -> Add External Archives. Include the minecraft.jar.
Eclipse will now use the official build to link against. Way the hell easier.
That is way the hell easier and I feel retarded for not thinking of trying that. I'll just plead that java is something I have not touched in quite a while, let alone eclipse :tongue.gif:
Alas the recent game update broke things. Hopefully this mod can be made working again soon.
Damn, and I just got the biome trees and bedrock options in :sad.gif:
Time to fix it for the update -.-
Yeah, looks like most, if not all, of the class file names changes
Well, until I can figure out how to decompile the newest jar I am dead in the water in development and getting this working with 1.2.2. I've been working off a 1.2.0 version, but too much changed this time and MCP isn't up to date yet. Tried a couple of options to decompile the new version, but nothing is working :/
You have truly impressed me. But the new update broke it!
Yeah it did and I'm at a standstill until I can reliably decompile the update /cry
That way, using scripts that move spawn/start server, you can just generate whatever size map you want, and the move it to your singleplayer save.
There doesn't seem to be away to do this the other way around tho (pre-generate a large world in singleplayer for multi) besides just starting a map and walking for hours.
Use JD-GUI and work from the obfuscated code. It's harder but if you've already been working with the classes in question, you should be fine. Just keep out some scratch paper and write down obfuscated -> name translations.
I normally use JD-GUI, but I'm having issues with the new jar. For some reason it's giving me a number of empty classes and I don't know why. The code being obfuscated and there being some errors from decompiling aren't a problem; the issue is having classes decompile with no code in them. I can't magic up code to fill these in and a number of them changed enough that references my old decompiled version(s) aren't helpful.
Since you have JD-GUI, do you have the same problem? One particular example is that the ft.class is completely empty in JD-GUI with the newest jar.
In the new jar, ft is just an enum for various operating systems. You shouldn't need to touch that. I'm guessing you just need to hunt around for what you need.
fy -> gd
mu -> nb
pb -> pj
and so on
Well I work using Eclipse as my development environment which relies on having all the classes available and without error. Guess I can switch back to manual editing/testing for now :tongue.gif:
Instead of including all the classes/java files, just put the ones you need to make/change in the src folder and delete the rest. Make a copy of the current minecraft.jar and make sure the mojang signatures are deleted from it. Put this in your project folder. Right click on your project and go to Build Path -> Add External Archives. Include the minecraft.jar.
Eclipse will now use the official build to link against. Way the hell easier.
That is way the hell easier and I feel retarded for not thinking of trying that. I'll just plead that java is something I have not touched in quite a while, let alone eclipse :tongue.gif:
Thanks again Donkey Kong for pointing out my massive brain fart :tongue.gif:
This is getting SO annoying, I just want to screw around with the biomes! (Not blaming you or anything, Bucyruss)