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    posted a message on Et Futurum - Brings the future to now!

    I'm pretty sure this does not add Elytras. Not sure about end cities.

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

    Roughly 3x6x3, so not very large. And nothing can stop their spawn.

    Hmm ... I wonder about mods that have "spreading block" type blocks. The only one I know of for 1.7.10 is mystcraft's decay, and it is specifically turned off in the overworld, but there have been others, and I don't know what's in 1.11 at all.

    Still, there's a mystcraft page for the ChromaticCraft structures now, so you can get them in other dimensions that have decay, right?

    Quote from Pi_In_The_Sky»

    Having a problem with an Ocean Temple. Trying to break the glow ball so I can open the chests. I hit it, a loud bang goes off, the floor opens up, but the chests don't lose the protective shield. Falling down didn't do anything but trap me in the cave below once the hole closed, and I can't figure out what I'm doing wrong.


    Mwa-ha-ha...

    My first exposure to that was in V10, and it was possible to kill that glow ball before falling down. While on the dev server. With people waiting for my reaction. With my lucky enough to land in water (I think there was a bet on my dying from the fall :-).

    Quote from Pi_In_The_Sky»


    Well, with a sample size of one, it seems like I've got it.


    I put some blocks on the floor and stood on those to pick the orb and it broke right away. Though if it's just a matter of being next to it while doing so, I could have sworn that I've done that using my jetpack on the last one and it didn't work. Either it knew my feet weren't on the ground and didn't break, or I was still not doing it right and just not noticed.


    Anyway Reika, I feel like I must congratulate you on the design of it. On my first exploration, you managed to scare the hell out of me no less than three times. :D


    Tee hee. I wanted so badly to show my exploration of the underwater temple from that old dev series, but:
    1. I could not give any spoilers, so ALL of the second layer had to be hidden.
    2. Especially the ... you know.
    3. But I wound up running away, far enough away for everything to despawn, three times.

    Number 1 made the editing/story too hard -- what was left had nothing to show why I was running away in fear. So it never went into any episode.
    Of course, once I did defeat it, I made sure to take it completely apart to look at how it was built.
    Posted in: Minecraft Mods
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    posted a message on Streams - Real Flowing Rivers!

    Thank you

    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

    Changes to Mesas, rivers, oceans, etc -- sounds like what I'd like to backport.


    Hmm ...

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    Description: Unexpected error
    java.lang.ArrayIndexOutOfBoundsException: -23
    at net.minecraft.world.ColorizerGrass.func_77480_a(SourceFile:14)
    at twilightforest.biomes.TFBiomeSwamp.func_150558_b(TFBiomeSwamp.java:141)


    This is a bug in twilight forest. It is fixed in the code in github.

    Basically, colors need to be kept within valid ranges, and TF assumes that nothing ever changes things.

    Vanilla swamps make sure that their color is in valid ranges, as do most mod swamps.


    I had this trigger from Harder Wildlife's season code, for example. It can be triggered by anything that modifies grass or foliage color.

    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

    So I know that the 1.7.10 branch is not getting any more updates. Fine.


    What would be involved in backporting the new 1.10.2 branch back to 1.7.10? I know that the blockpos API change is there, but other than that, how significantly has terrain gen / decoration changed?

    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival

    Just a quick question: I know that a while back, you were redoing the default vein frequency/sizes to better match vanilla's ore ratios.


    Was that ever completed, and if so, was it ever put into the 1.7.10 releases? If not, which version has that in the configs so I can backport to 1.7.10?

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

    Since I cannot figure out how to talk to someone through BitBucket:


    Dark Enchanter, you forked the old bit bucket repository. I switched to using GitHub because of problems with the BitBucket UI.


    Please do work from https://github.com/keybounce/Finite-Fluids


    Also, Java 8 should work; I switched to 8 from 7 a while back.


    EDIT: 9 months since I pushed anything?!?

    Posted in: WIP Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more
    Quote from Matthew4354353»

    Which mod do people mostly use Biome Tweaker or Climate Control?


    Completely different. CC changes how the biomes are laid out; BT changes the nature/appearance of the biomes.
    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Climate bands must be a minimum of 3, if I remember correctly. This is the number of climate zones -- quarter size, half size, full size -- found in the bands.


    Half size is, I believe, an average of 4 biomes by 4 biomes. 1/4 is 2x2, so the smallest band is about 6 biomes thick.


    At an average of 256 blocks per biome, this means that you have an average of 1560+ blocks per band.

    Posted in: Minecraft Mods
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    posted a message on What have you done recently?

    That end transform:

    1. Fully lit torches

    2. Grass and dirt covering everything on top

    3. Stone and some cobblestone covering all the sides and bottoms.


    Just wow. Even ponds on the surface.

    Posted in: Survival Mode
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!

    I personally found that a time factor of 2 (gave 128 day years if I recall correctly) worked better than 1 (64 day years). It was long enough for everything to melt properly in the summers.


    If I were to hack at anything in the code, I'd make priority number 1 being "/time set 0 should have the same temperature offset as vanilla, so that worldgen gives vanilla water/snow/ice layout". Call me odd, but I like to see sugar cane growing properly, and it helps when doing terrain comparisons with extreme hills...


    I never did play with bees, but I can see that constant changing environment would mess them up big time.


    EDIT: GOOD NEWS! Twilight forest is now officially open source (LPGL), so it can now be recompiled with fixed colors for twilight swamp. Suddenly, twilight forest and seasonal changes will no longer crash you 100% of the time.


    (Doesn't even need a code change -- Benematic put the code change in a while back, but never made a release after that point.)

    Posted in: Minecraft Mods
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    posted a message on What have you done recently?

    What is that purpur-covered walkway? And, the obsidian towers go way down now? (I htought they only went down to the endstone surface).

    Posted in: Survival Mode
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Nice kill-tool.

    Posted in: Minecraft Mods
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