Ugh.
How do I get to the last page of a thread? Where did that button go?
Why do I care about latest news items when I am in the forum?, I had to see them on the way there, wasting screen space with that junk.
NEVER make UI changes that remove functionality without exceptional reason.
0
Please be as specific as you can, inaccurate information is "urban myth" instead of "trivia".
Thanks in advance!
1
I don't know if I'd have the cycles to take over as official maintainer, but as I love this mod you will likely find me updating the server side mod for personal use whenever a new Minecraft & MCP drops (and will continue to share it unless Formivore has an objection). There's a lot of wait-and-see with the pending official API, so I've been focusing on some back end modification packages pending the "final" hooks into Minecraft's API for a project I'm working on.
I have the SSP code integrated and compiling, but in my quick tests earlier it didn't seem like ModLoader was calling/triggering the generators, so I'll have to dig in on what's new with ML123 as I get time to see if some hooks changed or what's going on (or not, in this case).
0
These are the server-side version of the mod only. You can mod a minecraft_server.jar and play on it locally, however. I may give the SSP version of the mods a look today as time/work allows.
0
A few additional classes were modified in the process of cleaning up some variables MCP didn't recognize (primarily jungle/jungleHills biome related), so take that into account if you plan to add other mods to your server. I used Formivore's latest code, so it's slightly newer than 2.3.0.
Tested & working with vanilla server.
I've segregated this into two versions - one for vanilla purists, and one for those who wish to use ModLoaderMP. Both include Cities, Walls & CARuins.
Vanilla: http://dl.dropbox.co...2.3.0-1.2.3.zip
ModLoaderMP: http://dl.dropbox.co...0-1.2.3MLMP.zip
Once Formivore releases his final version for 1.2.3 I'll likely yank this.
0
It does not include the resources folder, so you will need to pull that out of the SMP 2.3.0 Official bundle.
As this is beta/unofficial, it's likely not compatible with anything else, and will likely disappear once Formivore releases the real thing.
Update: I've gone through Formivore's latest code and released a new version, includes both SSP & SMP, ModLoader 1.2.3 & ModLoaderMP 1.2.3v3 compatible. I will create a new post once I've tested them more thoroughly.
0
Having a pretty big problem with this mod applied to my mcPatcher. When I drag the files into the .minecraft folder and try to patch, it takes MUCH longer for mcpatcher to analyze the jar (5 minutes compared to about 10 seconds). After finally analyzing, the two dynamic lights (optifine and non-optifine) in the patcher list are greyed out and unchangeable. No, Im not using optifine as it seems to not like my mods I use. I have my mods organized in the mods folder in a folder for minecraft versions ( mods/1.0/<modfiles> , mods/1.1/<modfiles> ) due to flip-flopping versions for a time. Kept it easy to patch in mods to the old jar files and then switch back later, but I doubt this is the issue. MCPatcher said the only incompatibilities are ones I have been aware of for longer than I have tried to use Dynamic Lights.
Care to shed some light on this bug?
EDIT: Patching takes just as long as analyzing, and moving the mcpatcher-mods file out of my .minecraft folder fixes the exponential time increases, but I cant use the mod then.
I'm seeing the same behavior - mod appears to be there as MCPatcher is scanning, then once it's done both DynamicLights are greyed out.
FWIW - I also have your SimplyHax in there, and the MCP version of MultiMine for 1.2.2. I started with a fresh .minecraft folder, MCPatcher 2.3.3._02. No errors - it just won't install/activate it. This is on Win 7 x64.
2
How do I get to the last page of a thread? Where did that button go?
Why do I care about latest news items when I am in the forum?, I had to see them on the way there, wasting screen space with that junk.
NEVER make UI changes that remove functionality without exceptional reason.
0
0
SSP requires Modloader.
0
Varying the world seed should do it - use your current seed when you want to quicky look at the city (change to creative mode).
As a thought Formivore, an option to exclude the spawn area (or current player location) for cities, or other features would be nice.
0
I forget it's exact name & who makes it, but there is a mod which will get rid of all smoothstone so you could more easily spot underground cities (etc) when testing. or any of the "x-ray" mods...
0
I suspect mod incompatibilities for the most part, granted when it's not a compatibility issue it's still a whole lot easier to find them when you spend a bunch of time flying around the map at high speed, and look at the test list of generated cities. Perhaps a higher default spawn rate to guarantee people see the goods, and then allow them to turn frequency down based on their testing.
1
In World.java:
Change WorldYMask to WorldYMax (and any other hits as well, looks like MCP typo, there were a handful)
In the latest source files change:
world.field_35472_c to world.WorldYMax
field_35472_c to WorldYMax
You will need to follow the rest of Formivore's notes in the comments of BuildingExplorationHandler.java and comment out a few references to ModLoader (Since ModLoder is only needed in client mod).
Took 15-20 minutes to do in NetBeans.
0
Formivore hasn't released the 1.1 version yet. I've updated a version for server 1.1 using the latest source, but I would wait for Formivore to release a version for 1.1 if you don't want to dig into the code yourself.
For those asking for a Bukkit port, there are some comments in the source for porting it, but I haven't dug in on that, so you'll have to wait for Formivore to announce when that's ready for prime time.
0
CampCraft requires other mods (Forge), which are also incompatible - so it's either/or but not both.