• 0

    posted a message on Melons in Jungles?
    Quote from crysis9999

    I think its kinda sad that they take away all those special rewards from the dungeons... If this keeps going I will have no reason to explore Dungeons soon lol. Well as long as they keep horse armor uncraftable I think I still have one reason to go down there :P


    I think dungeons are pretty lame content at the moment. Seriously, it is just a cube made of mossy cobblestone with some kind of mob spawner inside. If anything, my "reward" for finding a dungeon is not the loot you might find in the chest, but the ability to turn the spawner into a mob farm. Even the abandoned mine shafts are pretty lame although there at least is some different kinds of content to be found.

    I don't want to even get going, again (there are already several threads on the topic that have thankfully had a slow and painful death) on crafting or not crafting saddle... the only real content you need from a dungeon besides the spawners.

    I also never understood why melons were only found in dungeons as well. They are plants that would seem to be capable of being found in nature, and IMHO should be just as they have been introduced into the jungle now. Interestingly enough, watermelons (or the presumed ancestor of the plant) originated in the Kalahari Desert before it became cultivated... assuming you want some kind of accuracy as to where they should naturally spawn.
    Posted in: Future Updates
  • 0

    posted a message on [Surv] Skyblock

    Thank you for the suggestion; I'm already coding using exisiting Forge API from Minecraft 1.5.2, so it might be rather difficult to start over for a new API. Do you have a feature list, or comparison of what's different from using "vanilla Forge"?
    (Oh, I can't believe I just typed those two words together... lol )

    Edit: I don't know if it would be too massive a change, but in my implementation, I'd remove the far island chunks (generation off by default, but configurable for those who would want it). Meaning, literally _every_ block would suddenly become multiple times more precious than before.


    The primary issue in regards to using the Forge API for a project like this is to substitute the default Nether generator. Forge simply doesn't have any sort of hooks present to get that accomplished (nor will they... at least according to the maintainers who threw cold water on my request to even ask). In other words, once you create a Nether portal, you get everything in the Nether in vanilla Minecraft.

    You can create alternate "dimensions" which do other kinds of things. My WorldGen API library that I created allows you to substitute alternate Nether and End generators to give them a more "Skyblocky" feel.... however you want to describe that.

    Main issue you will need to deal with is to even decide what you might want to randomize in terms of terrain generation. As Skyblock is a very minimalist world, you don't have very many options in terms of generation options. You might want to consider an additional island or two that Noobcrew didn't have on his original map introducing renewable resources of some kind that aren't on the original map either. Randomizing island locations isn't that hard, but not overdoing other items is a trick.

    Anyway, best of luck. I hope this turns out.... and I hope you don't get too frustrated with Forge.
    Posted in: Maps
  • 0

    posted a message on is there is 1.7 mobs ?
    As soon as Jeb announced he was working on oceans in particular, the speculation was made that he would add some sea creatures besides Squid.

    We can only hope. It certainly is a part of the game that is pretty empty right now.

    He did add some new fish types, but I suppose those don't really count as mobs. I would like to see some Puffer fish swimming in an ocean and not in a flask on my brewing stand.
    Posted in: Future Updates
  • 1

    posted a message on [Surv] Skyblock

    This is probably an incredibly terrible time to mention that I am developing a mod inspired by SkyBlock. I am sure it is; an incredibly, incredibly, terrible time. I'm sure nobody would want such a world generator mod. So I won't mention it ... wait, oops....
    :steve_sneaky: (devious, despicable me...)

    ... Oh. Um, yeah.


    I'd be curious about what you come up with. Seriously.

    I would strongly suggest looking at Risugami's Biosphere mod for ideas though in terms of developing the mod. While not required, my WorldGen API extension to ModLoader could be useful if you want to build an alternate Nether generator.
    Posted in: Maps
  • 1

    posted a message on Risugami's Mods - Updated.
    Quote from bumblezap

    When I installed the Armor Stand mod, I got a crash report :(


    You are using Forge, not Risugami's ModLoader. Did Risugami say that it worked with Forge?
    Posted in: Minecraft Mods
  • 0

    posted a message on PSA: Do not eat the Pufferfish!
    Quote from To_Make

    FYI, people eat pufferfish in Japan (there, it is called Fugu).

    There has to be a certified fugu chef somewhere...


    This is precisely what I was thinking.... that perhaps a +5 knife enchantment (level 50) could be made that could fillet Pufferfish to make the Fugu. Of course that would require some Kelp that could be found on beaches (it would spawn randomly or be found in Kelp forests) to make a bunch of sushi.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Anyone getting a slight uneasiness with this update?
    Quote from Winter_Mage

    I keep getting this weird feeling that all is not what it seems with this coming update and it's snapshots... it's as if something bad is gonna happen. Anyone feeling the same way? Even if it's only a little tiny bit?


    What is it that makes you feel that something isn't right? I admit that some of the stuff in this update reminds me a whole lot of the April Fool's Update, where stuff was just a little bit off and strange. Certainly the 1.7 update has only just started, but this snapshot does represent several weeks worth of effort (in between other things like PAX and other comings and goings of the Mojang crew).

    At the very least, if you don't like the changes done in 1.7, you can always stick with 1.6.2. It is even much easier to roll back now even if you update.
    Posted in: Future Updates
  • 1

    posted a message on Risugami's Mods - Updated.
    Quote from Exopandora

    FML is simply ModLoader with more features (for mod makers)


    Not quite correct.

    FML is an attempt to reimplement all of the features of Risugami's ModLoader in a separate code base... primarily because of redistribution and licensing issues.

    Because FML is being developed separately and has a completely different team of developers, it should really be considered a fork of ModLoader (at least as far as mod developers are concerned). In other words, some mods will work with both, some may need one or the other API libraries.

    There doesn't seem to be any attempt to make FML compatible with the current version of Risugami's ModLoader, and Risugami is definitely not trying to be compatible with FML. If his mods work with FML, that is a bonus and not something to be expected.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Surv] Skyblock
    Quote from TaT_TaT

    Two items that are missing are a villager spawner egg, and an enchantment table.


    You can build a brewing stand from a blaze rod obtained in the Nether. There is a Netherfortress region of the map somewhat near the portal, which you can then use a splash potion on some Zombie Villagers that will spawn in any dark area of the map. The villagers simply put are something that can be found without the need of anything extra.

    The enchantment table would need two diamonds though.
    Posted in: Maps
  • 0

    posted a message on [1.6.2] SkyZone World Generation Mod (v. 2.2) (Wither Skeletons added)
    Quote from mouse64

    i have tried to install the world Gen API into minecraft.jar that has forge and it keeps crashing is there a way to fix this problem or should i just play it with modloader


    I would strongly encourage using Risugami's ModLoader plus Acomputerdog's ModLoader Patch when using this mod. I know once upon a time this mod worked with Forge, but Forge keeps changing far more than Minecraft and I find it hard to keep up.

    Note I also asked to get the WorldGen API put into Forge so it could be made a standard part of Forge, and I was told to basically take a hike and get lost as I wasn't worthy of their kind of review. They offered some alternatives such as turning this into a bunch of new dimensions.... but it would have required completely different versions of this mod for Forge and Risugami's ModLoader.... sort of defeating what I was doing as well. Essentially a bunch of very unhelpful advise that has ticked me off.
    Posted in: Minecraft Mods
  • 1

    posted a message on Risugami's Mods - Updated.
    Quote from Lilplayah101
    • problem description: After thirty seconds of Minecraft running, the sound stops working. The temporary fix of pressing F3+S does fix the sound permanently for that session of Minecraft (until the next time I run Minecraft, then after thirty seconds, the sound stops again).


    This is a known problem for ModLoader and has been reported several times. A patch to fix this particular problem can be found on this thread, thanks to acomputerdog.

    I have no idea when or even if Risugami will ever fix this particular problem, but there are several people who use ModLoader that are trying to clean up bugs like this.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Surv] Skyblock
    Quote from PokeSpore

    I think it would be a good idea to have a skyblock mod as and option as opposed to just a map, what it would do is the same thing that the map does, except it's a world type option. Also, it would have no land far off in the distance, pretty much only the island.


    I wrote one (see my sig for details). Yeah, I thought of something like that too. Because of some advise here, I also got rid of a village that I had earlier in the mod.

    I also created an extra-hard End to the map, and gave the option for traveling to the End... if you want to put the work into finishing the End Portal. Otherwise, it is pretty much just like Noobcrew's original map, but with some twists and no mainland.

    I'm not exactly sure if or how I want to throw some of the new 1.7 content into the map, which could be interesting. Killing a Wither on a SkyBlock like map is a real challenge though.
    Posted in: Maps
  • 0

    posted a message on [Surv] Skyblock
    Quote from CapoAgusPro

    The instant I saw this map, I was like: Am I seeing this wrong or is it really that small? :blink:


    That is sort of the point of this map. It has a very minimal amount of "stuff" that you need to gradually expand the number of items by making renewable resources.
    Posted in: Maps
  • 1

    posted a message on Risugami's Mods - Updated.
    Quote from Jesterama

    Nothing. Not just your mods, but all mods I install have no affect. Can someone clarify if I did something wrong?


    Two issues here:
    1. Have you deleted the "META-INF" file? A common oversight (even if some hardcore mod developers have figured a way to avoid that step, it is something to make it easier to mod Minecraft)
    2. The other mods besides ModLoader (or similar libraries like Forge) usually don't need to go inside of the jar file unless the mod developer explicitly says they need to go there. Indeed many of those kind of mods *can't* go inside of the jar file. The first time you run Minecraft with ModLoader, it will create a "mods" folder which is where you install most other mods. As of 1.6.2 this is found in the same folder where the jar file is located at (aka each version of Minecraft has its own independent mods directory). Go in baby steps and only add one mod at a time so you can spot conflicts between mods (it happens even to the best of mod developers).
    Posted in: Minecraft Mods
  • 0

    posted a message on Minecraft in a year
    Quote from ArcticKitsune

    Negative:
    Fishing not being revamped to be made fun, oceans not beautified or touched, Minecraft Realms not made fully public yet because people didn't speak up when they had the chance. Only bug fixes and minor updates.


    The big thing about Minecraft Realms is that it is going to be a profit center for Mojang to continue making money off of Minecraft when sales figures start to fall (and it will). It is a long-term way for Mojang to continue to be able to support Minecraft and at least make sure *somebody* at Mojang might even do some occasional bug fixes if not some new content from time to time.

    It might not be going this time next year in a fully public mode, but you might be surprised at how quickly it will be moving once Mojang gets their act together on the project. It is one of the things that I don't think a bunch of people whining on the fourms is going to matter one little bit, and it will happen because money is on the line (which sort of matters for things like that).
    Posted in: Future Updates
  • To post a comment, please .