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    posted a message on Mystcraft for 1.12.2

    Sadface; this appears to be the only current 1.12.2 Mystcraft thread after the European data purge.


    New version changelog:


    [Compat] Matches Minecraft's feature locater handling for nether fortresses ("Fortress")

    [Admin] Adds button to link modifier block to mark age as "dead" for recycling

    (Thanks to HellFirePvP for the below fixes and improvements)
    [Bugfix] Fixes Intra-Linking-Only not functioning at all
    [Bugfix] Explosions occasionally crashing on dedicated servers
    [Bugfix] Fixes Player-permissions being lost after teleporting using Mystcraft
    [Bugfix] Fixes the dynamic book container not accounting container changes due to environmental changes
    [Bugfix] Fixes advanced lake generator wrongly checking for blocks
    [Bugfix] Fixes crystal formations not spawning
    [Bugfix] Fixes broken "End" Terrain rule
    [Bugfix] Fixes tooltips on writingdesk displaying minecraft:air for empty slots
    [Bugfix] Fixes page tooltips on the bookbinder not showing up at all
    [Bugfix] Fixes mystcraft archivist villagers not being acted upon with items on sneaking

    [Performance] Auto-blacklist gaseous fluids from generating as fluids
    [Performance] Improve generation performance on Skylands-Terrain worlds

    [Compat] Require more recent Forge version to prevent certain issues

    [API] Added IPrimerFilters to ITerrainAlteration to filter the ChunkPrimer during terrain generation

    Posted in: Requests / Ideas For Mods
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    posted a message on Streams - Real Flowing Rivers!

    Biome Bundle, aka an entirely new system for generating biomes that was 100% incompatible with everything, started life as a Spigot add-on, and became forge later. (My memory/understanding).


    The two systems are highly non-compatible, and different. Translating between the two is non-trivial.


    Worse, Spigot is 100% server side as I understand it (the original Bukkit was 100% server side). This means no new blocks can be added.


    Streams wants to add new blocks, one for each direction the water can flow (which I think is 25 different ways). This makes it non-spigottifiable.

    Posted in: Minecraft Mods
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    posted a message on [PUZZLE] R1's Testing Track [320+ DL]

    Of all the reasons to hate adfly, this is the best so far. This is what it told me:


    Redirecting... Please wait.

    You are about to leave CLEARLOAD.BID

    You will be visiting: http://www.mediafire.com/xxxxxxxx

    For your safety, never enter your password unless you're on the real Adf.ly site.


    If your browser does not support automatic redirect please click this link


    Never enter your password unless you are on adf.ly?

    Posted in: Maps
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    posted a message on Streams - Real Flowing Rivers!

    Hmm ...


    Is there some way to specify the order in which structure mods place structures? For example, if Streams goes first, then the other mods would find "This is a water location, not a ground location".


    This doesn't work with "structures" that are purely chunk dependent (things like caves) unless they do additional work (such as not placing a cave node in water blocks), not to mention the "funny" things that happen in biomes like Mesa Bruce or Ice Mountains (which add extra "ground" on top of the normal ground -- and when a vanilla river flows in the area, you can tell that they are looking for valid ground in only a few spots, and will happily have ground sticking up that is 95% over water.)


    Actually, when you look at it that way, since normal vanilla "Structures" can be on top of normal vanilla rivers, that current behavior of currents matches the current behavior of the non-currents :-)

    Posted in: Minecraft Mods
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    posted a message on [PUZZLE] R1's Testing Track [320+ DL]

    Bump

    I just found this map, and I enjoy a pure puzzle / no parkour map, so I will be trying this.

    What is the highest version of minecraft that this works in? I know that piston timings have changed, and in particular I'm thinking of the redstone overhaul in 1.5.

    Posted in: Maps
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    posted a message on LiteLoader

    Could you please point to a description of the change from LegacyLauncher to ModLauncher? Last I heard, everything was a chain of tweakers, so I'm very much out of date here.

    Posted in: Minecraft Mods
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    posted a message on Captive Minecraft 4: Winter Realm, or: Overhyped Caverns of Doom: Vertical Vanilla Viewing

    And resume! Episode 10


    Three monuments! Two achievements! One Ocelot! And Zero kitty cats so far!


    Watch on YouTube


    Posted in: Let's Plays
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    "I make a crazy, insane counter maneuver to outflank you!"


    Die: "Two!"

    Posted in: Minecraft Mods
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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]

    I was never able to figure out how to save the water-level data table. I'm keeping the blocks as 8-11, so that it can either be added to an existing world, or removed with minimal damage. So there is no NBT data associated with the blocks in the world.


    Rain and water level: Yea, I tried that. Mine works. But it works too well -- although I try to limit rainfall to "what it would take to fill the sea level block in question", it still goes overfull.


    The block updates to the client ... yea, that is a big killer. It's why I say that mine work works well enough in single player and is not recommended for servers. I don't know how to do custom update packets.


    My plan (and probably starting next weekend) is to convert to forge fluids, and just have 8 states per block instead of thousands. But for normal vanilla-driven block updates, there is currently a hard-coded limit of 1000 updates per tick that needs to be raised up. It's a two-byte patch (a java instruction to load a constant, just change the constant.)


    Which means I need to learn ASM :-).

    (patching two bytes used to be so simple in the days when you just pointed a disk editor at the block of the disk the file was stored on.)

    Quote from Mohandar»

    I was wondering.. what about limiting the mod outside the oceans making a check for the biome, and also using some "if" function to act only over sea level in ocean biomes?
    So basically it will work on any water (lake, rivers, artificial pools...) except the oceans, this would improve performance


    First problem is that ocean and river *biomes* do not go to the shore. So you would wind up draining the area near the beach into an underground cave, but having a big wall-o-water in the oceans that are not flowing into the hole by the beach.


    That ... actually, that would probably be sufficient.


    Heck ... disabling the flow in ocean biomes would solve the problem of ChromaticCraft compatibility.


    So here's a question. Lets say you are in a cave under the ocean. Place a bucket of water on the floor -- what happens?

    Posted in: WIP Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from donoya»

    Does anyone know if it's possible to spawn in chromaticraft structures via commands? I've traveled my world for literal hours and can't find a chromaticraft ocean temple. I'm playing with the 21a version of the mod in case that makes a difference.


    Are you using RTG?

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    Don't we have a fight scene from real life (a recent movie) showing a big sword battle near the lava inside the giant cavern?

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from Robijnvogel»

    So... like how the Nether and End look in real-life?


    Of course. If you have some good photos of interesting real-life spots in those places, I'm sure they can model those into the game.

    Posted in: Minecraft Mods
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    posted a message on Enigma: a tool for deobfuscation of Java bytecode

    You can do a git clone from bitbucket to your local drive, and that will get all the history.

    Posted in: Minecraft Tools
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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]

    It's "resting". :-).

    Posted in: WIP Mods
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    posted a message on [1.7-1.13] TheMasterCaver's Mods and Tweaks

    If 1.13 is out of the question, what about 1.12? I saw versions in the OP for 1.7/1.8.


    In particular, if I said I wanted the "unlikely to overlap" mineshafts, and the new variety of caves that you have, but that I hated the "you can go anywhere underground forever because all the cave systems overlap each other and mineshafts and ravines" behavior of 1.6.4, can you help? I like the idea of a sense of "done" when an underground region is fully explored and lit, rather than continuing on into infinity. I just don't think the modern "worm tunnels" are really decent sized caves.

    Posted in: Minecraft Mods
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