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    posted a message on Endermen Don't Pick Up Blocks Mod
    Sorry for being absent from this thread, things have been kind of crazy for me in real life, and that takes priority for me.
    But, I'm back now, and I started work on a 1.7.10 version, as well as a 1.8 version.

    Unfortunately, I've encountered some difficulties with the 1.8 version, Mojang changed a lot of the code in the Enderman file for 1.8, and with all the obfuscation, I'm having a hard time figuring out where the block moving code is located.
    I'm going to look more in depth on it tomorrow probably, hopefully I can figure it out. But I should warn you guys, on the chance that I can't figure it out, I might have to wait for MCP to update, in order to have a better understanding of the changes to the code.

    I've read your posts about the links no longer working, it seems that Minecraft Forums has done some layout and BB code changes while I was gone, and it screwed up my opening post, it wouldn't even come up right in the editor, half of the post was deleted when I tried to edit it.
    Luckily, I keep a back up of the OP stored on my computer, so I pasted that into the editor, and made the necessary BB code changes to it, so that the editor stopped trying to delete parts of it.
    But, it turns out that the forum for some reason now has a problem with longer urls, and makes them just link back to the page you were on, so I went through and shortened the urls for every link in the post, and that finally got it working right.

    I'm not sure why the server version isn't working for some of you, I ran tests of it again, and it worked perfectly for me. But, I am installing it to a vanilla server, and not Forge, I don't have any experience with Forge, so I can't help with that. I may try playing around with Forge and Forge mods in the not too distant future though, so I'll let you know if I encounter any problems with it then.

    Until then though, don't ask me for any help getting the mod to work with Forge.

    Also, thanks LordCorellon, for providing everyone with something for 1.7.10 while I was gone, I appreciate it.

    Anyway, I did get the official 1.7.10 version finished, and it's available for you guys to download now.

    1.7.10

    Endermen Don't Pick Up Blocks Mod - Version 17.25

    Standard Version
    Download: Mediafire

    Water & Sun Proof Version
    Download: Mediafire
    Posted in: Minecraft Mods
  • 1

    posted a message on Rare usernames?
    I was looking through some of my old screenshots, and here are a few rare names I spotted.





    Posted in: Discussion
  • 1

    posted a message on Minecraft Beta Customized Terrain Generator Preset "Neo-Beta" (Glacier seed comparison pictures inside.)
    Quote from kwerti
    edit: Also, have you tried editing the upper/lower scales instead?
    Yeah, before I had looked at the Beta code, I first tried messing with the upper/lower scales, as well as the coordinate/height scales, and while it still looked similar to Beta near spawn, it had even more/bigger mountains at that point than in the current preset, and had the same problems with some areas looking completely different than Beta.

    I didn't feel that I had it close enough to Beta at that point, that's why I ended up looking directly at the Beta code to get the proper values for everything that I could.
    The upper/lower scales were definitely set to 512.000 in Beta.
    Almost everything had the same values in Beta, the main difference was in the part of the code that ended up becoming biomeDepthOffset and biomeScaleOffset in the later versions of the game. That part of the code controlled the height in Beta.

    Actually, if you load up Glacier in the Amplified world type, you'll see that a lot of the terrain is very similar to, although much bigger, than this preset. So, the differences from Beta, don't just affect this preset, but the generator as a whole. Something changed, and the random number generator seems to give out somewhat different numbers now.

    The Beta terrain generator has basically been buried underneath the current generator this whole time, it's just that it was flattened with biomeDepthOffset and biomeScaleOffset being set to 0.0, and then a lot of the biomes used biomeDepthWeight and biomeScaleWeight to alter it to the point that it was unrecognizable.

    This preset reverses that process, and unburies the Beta terrain generator.

    So, even if the seeds don't come out 100% exact to how they were in Beta, it's still got the full height variation across all biomes that Beta had, the seeds look similar in places, and overall it's still the kind of terrain that generated in Beta, so that makes it playable for me.
    Posted in: Customised Worlds
  • 0

    posted a message on Minecraft Beta Customized Terrain Generator Preset "Neo-Beta" (Glacier seed comparison pictures inside.)
    Quote from kwerti

    You seem to be forgetting something with the oceans...
    Seed: Glacier, at -7,76,-1989 facing south for both screenshots.

    Actual Beta 1.7:


    Custom:



    edit: Perhaps you have created a "singularity" generator, which generates much like Beta near the origin, but with drastically different terrain far from the origin.
    Yeah, like I said, there are some differences between this and Beta, I couldn't do anything about that.

    I think the problem is that a lot of the new stuff that's been added to the game, blocks, biomes, etc., are using up some of the numbers from the random number generator that were originally used in the beta terrain, and that causes the terrain generator to get different numbers in some places, which makes parts of the world come out differently than it originally did in Beta.

    It might not be possible to get it exactly like Beta, I tried to get it as close to Beta as I could, but you're more than welcome to play around with the values in the preset if you want to try to get it closer.
    Posted in: Customised Worlds
  • 0

    posted a message on Indev island map?
    I'm not sure how to get Indev to work with the new launcher, but Exalm's mods give you the option to choose between many of the old terrain generators in newer versions of Minecraft, check out the link to them in my signature.
    Posted in: Discussion
  • 0

    posted a message on Which Logo is Better?
    I like the first one better, looks more professional to me.

    The second one isn't too bad, but it's a little bit too simple for my tastes.
    Posted in: Other Help
  • 0

    posted a message on Lots of new updates
    Quote from Poker1st

    Has anyone actually started before 1.2.5, like the actual days if Alpha and beta?
    Yeah, Alpha 1.1.1 here, but I played Classic for quite awhile before I upgraded my account and bought the game.

    I did like the game when it was simpler, my favorite version of the game is Beta 1.7.3, that said there are quite a few new features that I like too. I use Exalm's OldDays mod to bring back some of the old things that I miss, so that I can play with both old and new features.
    Posted in: Discussion
  • 0

    posted a message on Windowed or Fullscreen?
    I used to play on fullscreen all the time when I first started, but like everyone has said, it's much easier to switch between programs when you play maximized on windowed mode, so that's the only way I play these days.

    I can't even remember the last time I used fullscreen mode now that I think about it.
    Posted in: Discussion
  • 0

    posted a message on Did the Terrain Become BORING? (UPDATE 6/5/13 - 1.7 is a biome update?)
    Quote from RaiDude
    I love the idea of nicer beaches the best.
    Yeah, that's one major thing that can't be fixed with the custom presets, we desperately need the alpha/beta style beaches back, they just looked so nice.

    And the gravel beaches as well, I really miss them.
    Posted in: Discussion
  • 0

    posted a message on Better Spawn
    I love the domed layout of #1, if I was a new player joining your server, it would definitely make me want to stay around and have more of a look at the rest of the server, layout #2 wouldn't do that for me.
    Posted in: Discussion
  • 0

    posted a message on Can Villages Spawn in Ocean Biomes?
    I wouldn't think that would be too hard to mod, but I don't know if anyone has actually made such a mod or not.

    Interestingly enough though, I used a preset that made height variation possible across all biomes, and it made part of a Plains biome go underneath the water line, and I had a village spawn underwater.



    It was pretty funny, because all the villagers where trapped in their dark and wet houses. XD

    Keep in mind though, that this was NOT in an ocean biome at all.
    Posted in: Discussion
  • 0

    posted a message on Do you ever feel sorry when punching a pig to death?
    Somebody has to bring home the bacon! XD
    Posted in: Discussion
  • 0

    posted a message on Bed Mechanics
    Well I think it's mostly just to stop people from say plopping their bed down right next to a spawner room or some other dangerous place, in order to keep respawning there in case they died.

    With the can't sleep with mobs nearby mechanic, you'll usually make yourself a safe place to put your bed, or at the very least you won't be able to sleep right near a bunch of mobs.

    That's the intended purpose of it anyway, I think.
    Posted in: Discussion
  • 1

    posted a message on Beta 1.9 with new launcher
    Mojang hosts the Beta 1.9 jars on their servers, but for some reason, hasn't put them in the launcher.

    I think the Minecraft Wiki has the links to the part of minecraft.net where they keep the old development versions, you could try setting up the launcher to run it manually, I'm not sure if that would work or not, I haven't tried myself.
    Posted in: Discussion
  • 0

    posted a message on Did the Terrain Become BORING? (UPDATE 6/5/13 - 1.7 is a biome update?)
    Quote from Robert-Frans

    That looks very awesome, Jeffrey6978, it seems to resemble beta indeed very well. My compliments; it is always good to see some serious, good and actually playable presets.

    I'm now quite curious how the other critics here will judge your preset. :)
    Thanks, it took me quite awhile to figure out how to do it.
    I specifically went through the Beta 1.7.3 code, to check what all the values were back then, so that this could be as accurate as I could possibly make it.

    Hopefully the others will like it as well.
    Posted in: Discussion
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