i got to some testing on the single player version of Nether Better so far and i noticed following:
* Weakwood Sapling can only be placed on soulsand (should they be placeable on netherrack as well as i found lots of weakwood plant growing on netherrack.)
* Weakwood generate and grow sometimes in a little weird ways. (Some of the leaves seem out of place so that they despawn about instantly. I only noticed this bugs on the top of the weakwood trees.)
Glowshroom:
Are very nice. =) I didn't expect them to work they way they do. But
* They overproduce the shrooms... a lot! (I think that was for testing.)
* The difference between the shrooms you grow and shrooms you just place feels weird. Why do i put rost red dust on the caps of the shroom and not the full grown fungus. Was just a little confusing.
* Fungus surface texture inside the a shroom is a little weird but i'm sure that already on your list =)
For the rest... i have to say that i didn't found any ore so far... but i have to say that i wasn't able to much a lot so far.
Ore is never generated on the surface or?
Cheers and until time!
-good point, will fix that next update. I think I will make it so the chances of getting a bigger tree are increased on soul sand, but not a requirement.
-this is a bug with the generation process; I think I know how to fix it so that will happen post haste!
-this is indeed a test; I completely forgot about it! I am sorry, will fix this.
-the shroom plant itself is weird, but you can think of it like a melon plant; the stem grows fruit, and in this case the roots grow the shroom. So (assuming you could) using bonemeal on a melon would make a big melon(again assuming this was in the game :tongue.gif:) so using rot reed dust on the mushroom to make a big mushroom is a bit more logical looking at it like this.
-this is because I was having problems getting the texture to look correctly, so this actually is correct not a bug. I think this is fine though, because the shroom is from the nether; to prevent damage from heat it would protect it's interior as well as exterior.
-On the ores: I think I made them too rare, this i will fix too.
On a random note, three things:
-how was performance? I am asking because I want to know if anything was too laggy.
-how was the hoe? I remember you saying you weren't sure about it. Now that you've played it, what do you think?
-have you found the secret of using rot reed dust on soul sand?
So i tested around a little more (still not on the server)
performance was okay so far. I didn't had any big lags. I was able to play as it were normal minecraft =P
Creative mod lags a lot anyway and the test on survival was always without lag.
The ores seem still to be very rare... at the moment i didn't found a single ore block =/ no coal no gold no blood.
The hue seem to be okay. It works similar to the way you grow crops. (They don't spawn natural, you have to till...) but still it feels weird to me that there is such a big difference between a grown glowshroom and a placed glowshroom (cap). It look like you just use parts of the whole thing...
I think i would make it like you just get spores from the full grown glowshroom and when you use dust on them they will grow directly into big mushrooms. So i would avoid the placeable glowshroom, but thats just me and an idea.
The secret about the dust is great =) I really like it - it adds missing background about soulsand =P. But the creeper looked a little misplaced in the nether =P everything else about it was great. Oh... and your nether skeletons seem to shooting arrows rather then using there swords.
Not sure if there is anymore to say...
You are on a very good way with this mod! I hope it will work as good with the 1.9 (and any other further release) as it is working with 1.8 at the moment.
And please be very careful with adding mobs.
Well when it is grown the giant mushroom is only the cap, not the root system as well, so I think it's fine as is. Still thanks for the feedback!
That's not a bug, check closely at the skeletons - if you get far enough away, they swap thier swords for bows!
the ores are definitely too rare - I will fix this.
Yh the creeper is misplaced, it's just until I make more nether mobs.
May I ask why I should be careful? The nether literally has 2 mobs.(if you include the nether skellies then 3) So long as they aren't superpowered then I don't see a problem with it. The skeleton's ability to swap weapons was added for challenge, it doesn't make them superpowered just more resourceful than your average mob.
* There is always one block of soulsand under every weakwood tree.
* Leaves doesn't seem to drop saplings on decay only on destruction by hand.
About the mob thing. Well...
how should i see i think people seem to over-do it with mobs often. I got a little scared when you posted the pic of the skelett mob. As long as they are kind of a secret it's okay i think.
The nether is a wasteland there souldn't be to much life in it and 1.9 adds a two new mobs to the nether ("magma slimes" and those blazing rods things) as well as changing all of the existing ones.
And i've seen so much idea about populating the nether... magma turtles, lots of ghosts, more lost souls similar to zombie pigies, magots, steel sheeps, centipeds,... etc
Maybe it's just me but sometimes less is more. I think the aether mod shown us best how you could add a bunch of mobs. They have to be very unique and different.
Sadly most of the nether mods so far just tried to make a more or less good copy from the overworld. I'm just afraid you could overdo it after you done so much right.
Oh... and something else... why not generating some obsidian in the nether? Maybe as a ore or anything like that would be nice, as obsidian as one of the base ingredients for some of your tools.
Edit:
I just noticed that i'm unable to get addition glow shroom spores from my farm =/
-this is intentional, but I gues it doesn't really make sense so I will fix it.
-this, I am not sure how to fix tbh. I'll look into it.
-yes but like you said, if they are unique, have thier own abilites and have an actual use, like say a rare or new drop, or drop something hard to get in the dimension your in.
for example:
This is a mob I am adding. His abilites:
-quite slow unless attacked, in which case his speed is tripled.
-Once attacked, it pumps it's system with redstone (which it naturally produces) and will glow red in spots, have redstone particles and ofc drop redstone dust. However, like the pigmen after an amount of time it calms down.(unlike the pigmen they don't attack in groups)
-is unaffected by soul sand's slowing ability
-is immune to fire(debatable, I don't want everything in the nether to be fireproof :/)
so he's both unique looking, unique abilities and has unique drops in the nether.
At the moment i like him =P (maybe spread the front legs a little to the sides)
but i'm a little unsure how redstone made it to the nether =P
And it isn't too much at the moment. You done very good stuff. =)
Uhm a little off topic but did you seen any tutorial about creating a custom renderer for blocks? As i would need something like that for my own little mod at the moment and i won't make very much progress without such an tut (and so i'm very very sad =( )
Cheers!
Funnily enough, I'm making a tutorial on that soon. Got it to work awhile go, just takes time.
This looks pretty good...downloading now. I'm curious though; Why do the files have to be inserted into Minecraft.jar instead of zipping them up and placing them in the 'mods' folder like other Modloader compatible mods?
This looks pretty good...downloading now. I'm curious though; Why do the files have to be inserted into Minecraft.jar instead of zipping them up and placing them in the 'mods' folder like other Modloader compatible mods?
He made 128x textures and icons compatible with PureBDCraft. If you use it click here-> Linky
Some of it is pretty good but the armor needs work. If this mod works as advertised I'll fix it.
They don't, I just forgot you could .zip them. :tongue.gif: Your welcome to jsut .zip the contents of the client folder.
Also: there's a fair few bugs pointed out in this thread, so it's not bug-free. I have fixed all of these but am still working on server-side stuff(which generally is the buggy-est.)
They don't, I just forgot you could .zip them. :tongue.gif: Your welcome to jsut .zip the contents of the client folder.
Also: there's a fair few bugs pointed out in this thread, so it's not bug-free. I have fixed all of these but am still working on server-side stuff(which generally is the buggy-est.)
As it stands I'm currently running several mods that are in the WIP stage so every few days I have grab the latest version and start a new world anyway. So what's one more ?
EDIT
I zipped the files and dropped them into my Mods folder and Minecraft proceeded to crash after login. I guess I must be doing something wrong.
Sorry that v1.1 is taking so long but serverside is having alot of problems with skellies.
In v1.0, nether skellies on servers have broken arrow firing code; it changes thier held weapon but they don't sync values serverside and clientside (ie it can hold a bow serverside and is considered a sword clientside, resulting in a sword-holding, arrow-firing skellie. Not cool.) After a bit of tinkering they sync up but now it doesn't fire arrows at all. I honestly don't know what's wrong; all values should work and it should fire arrows, but no, it's not. One last attempt I will do is copy normal skeleton bow code and try that. If it fails, I will have a vote to see which weapon it keeps.
@Panther: Exactly what demonette says. Another problem might be that my mod uses IDs one of your other mods uses. Nether Better creates a .ref file in the .minecraft directory, you can use this to see what IDs are.(not change them - couldn't get that to work. :sad.gif: Anywho notepad will do for opening it. )
There's a few bugs and missing features (mostly in SMP), I've listed them so you know what to expect before you do something dangerous.
This version still has netheran tillers, so tell me if you like them or not.
Anyway, really nice. Adding support for it in my texture pack. :smile.gif:
-good point, will fix that next update. I think I will make it so the chances of getting a bigger tree are increased on soul sand, but not a requirement.
-this is a bug with the generation process; I think I know how to fix it so that will happen post haste!
-this is indeed a test; I completely forgot about it! I am sorry, will fix this.
-the shroom plant itself is weird, but you can think of it like a melon plant; the stem grows fruit, and in this case the roots grow the shroom. So (assuming you could) using bonemeal on a melon would make a big melon(again assuming this was in the game :tongue.gif:) so using rot reed dust on the mushroom to make a big mushroom is a bit more logical looking at it like this.
-this is because I was having problems getting the texture to look correctly, so this actually is correct not a bug. I think this is fine though, because the shroom is from the nether; to prevent damage from heat it would protect it's interior as well as exterior.
-On the ores: I think I made them too rare, this i will fix too.
On a random note, three things:
-how was performance? I am asking because I want to know if anything was too laggy.
-how was the hoe? I remember you saying you weren't sure about it. Now that you've played it, what do you think?
Well when it is grown the giant mushroom is only the cap, not the root system as well, so I think it's fine as is. Still thanks for the feedback!
That's not a bug, check closely at the skeletons - if you get far enough away, they swap thier swords for bows!
the ores are definitely too rare - I will fix this.
Yh the creeper is misplaced, it's just until I make more nether mobs.
May I ask why I should be careful? The nether literally has 2 mobs.(if you include the nether skellies then 3) So long as they aren't superpowered then I don't see a problem with it. The skeleton's ability to swap weapons was added for challenge, it doesn't make them superpowered just more resourceful than your average mob.
-this is intentional, but I gues it doesn't really make sense so I will fix it.
-this, I am not sure how to fix tbh. I'll look into it.
-yes but like you said, if they are unique, have thier own abilites and have an actual use, like say a rare or new drop, or drop something hard to get in the dimension your in.
for example:
This is a mob I am adding. His abilites:
-quite slow unless attacked, in which case his speed is tripled.
-Once attacked, it pumps it's system with redstone (which it naturally produces) and will glow red in spots, have redstone particles and ofc drop redstone dust. However, like the pigmen after an amount of time it calms down.(unlike the pigmen they don't attack in groups)
-is unaffected by soul sand's slowing ability
-is immune to fire(debatable, I don't want everything in the nether to be fireproof :/)
so he's both unique looking, unique abilities and has unique drops in the nether.
Funnily enough, I'm making a tutorial on that soon. Got it to work awhile go, just takes time.
are there Bloodstone blocks? if so I had an idea, Bloodstone Furnaces crafted like so
=Bloodstone bar
=Bloodstone Block
= Gold bar
They smelt at double the rate of a normal furnace
PS. Giant fire-breathing lava lizards anyone?
What is said texture pack?
He made 128x textures and icons compatible with PureBDCraft. If you use it click here-> Linky
Some of it is pretty good but the armor needs work. If this mod works as advertised I'll fix it.
They don't, I just forgot you could .zip them. :tongue.gif: Your welcome to jsut .zip the contents of the client folder.
Also: there's a fair few bugs pointed out in this thread, so it's not bug-free. I have fixed all of these but am still working on server-side stuff(which generally is the buggy-est.)
So... How's Life
As it stands I'm currently running several mods that are in the WIP stage so every few days I have grab the latest version and start a new world anyway. So what's one more ?
EDIT
I zipped the files and dropped them into my Mods folder and Minecraft proceeded to crash after login. I guess I must be doing something wrong.
In v1.0, nether skellies on servers have broken arrow firing code; it changes thier held weapon but they don't sync values serverside and clientside (ie it can hold a bow serverside and is considered a sword clientside, resulting in a sword-holding, arrow-firing skellie. Not cool.) After a bit of tinkering they sync up but now it doesn't fire arrows at all. I honestly don't know what's wrong; all values should work and it should fire arrows, but no, it's not. One last attempt I will do is copy normal skeleton bow code and try that. If it fails, I will have a vote to see which weapon it keeps.
@Panther: Exactly what demonette says. Another problem might be that my mod uses IDs one of your other mods uses. Nether Better creates a .ref file in the .minecraft directory, you can use this to see what IDs are.(not change them - couldn't get that to work. :sad.gif: Anywho notepad will do for opening it. )
@lemonszz and pietato: thanks :biggrin.gif: