• 1

    posted a message on [1.0.0]Robinton's Mods
    Quote from Robinton

    CubicChunksSettings now can be suffixed ".ini" or ".txt". CC will now recognize either. Sorry Mouser X. At least it's no extra work for you, and very little for me. And I agree with both your principle and Minecrak's, so I have to balance the two.

    A reasonable compromise. Where would be without compromises? Thanks for listening (er, reading?) to user suggestions. I'm glad to see that you do consider the pros and cons. In truth, I've never been good at decision making, so I doubt I'd be able to deal with conflicts so easily. Thanks for an awesome mod, and thanks again for listening.

    No matter how I try to word it, every time I read it back, I know someone will read that with a sarcastic tone "Thanks for listening (you jerk!)!!" So, I'll come out and say it - I do appreciate the work you do, really. It's not easy (you're putting hours and hours of your personal time into this!), especially when user suggestions conflict with objectives. I'm glad users have a voice that is acknowledged and evaluated equally. No sarcasm included. You do an awesome job. Mouser X over and out.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0]Robinton's Mods
    Quote from MineCrak

    Mouser X: I understand your point of view, and where you are in your perception of and approach to things. I passed through that a while ago. But your current personal agenda's, conscious or sub-conscious, have nothing to do with what is being done here.

    Ease of use is the fundamental purpose of automation, otherwise why have it? Making things arbitrarily hard to use in an automated environment is both the opposite of the entire purpose of that environment and something rightfully perceived as assholeishness if not inability to properly design in that environment being disguised as superiority.

    This Mod is not a platform for Social reeducation, it's a tool to provide a service and experience to those who want it. Making a fundamental control file accessible and usable to those it is being given to is a sign of successful design. No one here wants to use this Mod for Political reasons. This Mod is just a realization of a potential that exists in this game and a desire that exists within the people who play it.

    To quote a great man, "Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein. If you always shoot for the lowest common denominator, you'll always have to shoot lower.

    You're right, that this is a mod, and not "a platform for social reeducation." I never said it was, nor intended to imply such. My goal, is to stop shooting for the bottom of the barrel. Because there is no bottom. It's a fruitless effort, so I prefer to stick to the conventions we've had for years (which make good sense), and help people learn ways to adapt themselves appropriately.

    In an effort to stop derailing this thread (you're right, this topic is not related to this thread), I'll leave it as this - "I disagree with the extension change, and I've stated what I think are good reasons for my disagreement." Regardless of the response to this post, I will not respond back.

    Last, I feel you have grossly misunderstood me, and as such, I have attempted to send a friendly PM (I don't want it to be a "Let's go out back, and settle this like *real* men!"), as such things definitely don't belong in this thread. Mouser X over and out.

    [EDIT]Sorry about the double post. My internet connection is terrible right now, and it got posted wrong.[/EDIT]
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0]Robinton's Mods
    Quote from MineCrak

    Robinton: Since we've now made the natural transition from calling the old BiomeTerrainModSettings.ini file the CubicChunksSettings.ini, would you be willing to consider changing it's file extension to .txt instead of .ini like the minecraft options.txt file is?

    .ini doesn't really serve any useful purpose whereas .txt serves an immediately useful purpose of making that settings file more easily accessible to everyone. I explain how to open it in my thread's tutorial but that's never enough. Anything that can be done to increase the mod's accessibility is a good thing. :smile.gif:

    I disagree about about the extension change. By definition, it is an initialization file (thus, *.ini), or a configuration file (thus *.cfg). I'm usually in agreement for simplifying things, but I disagree with stupidifying things. What bothers me, is that the kids that come on and say "OH NOESZZ!!1!!1 I CAN HAZ NO OPEN FILEZZZ!!" aren't smart enough to think for themselves. If it doesn't work, dump it into Notepad! I do that with MP3 files for kicks and giggles (actually, almost any unrecognized file. Usually, there's some identifying text, which allows you figure out what the file type is, and therefore what program to open it correctly with), and it still opens the file just fine (obviously, it displays garbage, but it does open, and doesn't harm the opened file in any way). If there's no carriage returns (aka, a text file that doesn't use Windows/DOS line-endngs), then open it in Wordpad.

    Basically, I say teach a man to fish. Don't change the fish so that they'll jump onto the shore in the hopes that any moron can come up and eat them. Fish are hard to train, and even if you succeed, the people will just become dumber, so then you'll have to train the fish how to clean, gut, and cook themselves as well. Trust me, that's going to get ugly.

    I mean, really, the problem is that more and more frequently people are expecting someone else to do their thinking for them. If they can't figure it out on their own, then what makes them think they're going to be able to do anything useful with computers, let alone life in general (well, since they expect someone else to do their thinking for them, obviously they don't think that at all...)?

    I'm quite certain there are people who think I'm taking this far, and it's possible I am. Nonetheless, the file extensions make sense the way they are, and I very much disagree about changing them. The change is unnecessary, and the current names make more sense than the names they'd be changed to. If people don't get it, teach them to think for themselves! Help them realize things are not what they seem. Notepad is an integral part of a computer system, even today, and it wasn't installed by default (even though 50% (or more) of the stuff installed by OSes these days are just cruft that shouldn't actually be installed by defualt...) just to open *.txt files. Really, these forums should post that (the importance of Notepad, and trying things, just to see what happens) as part of the rules/FAQ/stickies. It's that important, in my opinion. Mouser X over and out.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Edk09

    Can u add a "submarine" in your list "to do" PLS:D THANKS

    Short answer: Yes, they could add it, but it'd be as realistic as adding "Future plans - Take over the *REAL* world, then build intergalactic capable starships, and conquer the galaxy." In other words, even though they could add it, it'd be ineffective, because the amount of programming necessary to do it is unrealistic, and impractical, for this mod.

    Long answer: Water (in Minecraft) doesn't work the way you think it does. Submarines can't work in Minecraft, without a MAJOR rewrite of how water (or, possibly, entities) works in Minecraft. Basically, as far as water in Minecraft is concerned, entities don't exist. For a submarine to work, you have to remove water blocks, and replace them with air blocks (so you can breath) dynamically, as your craft moves. That, by itself, is a major undertaking (and would cause too many problems for most computers. How do you compute which blocks to remove? How do you compute which blocks to replace? The amount of CPU time necessary to do these calculations (and the animation of water in general, as it's being replaced) would almost certainly cause the vast majority of computers running Minecraft, to run unusably slow). The other method, would be to rewrite the water physics (or possibly entities, though it's not likely to work via that method) entirely, so that water takes into account entities (which it currently does not do, as mentioned earlier). This method would likely be the more "correct" method, but requires significantly more effort, and would require modification of base classes (which would cause additional conflicts with other mods).

    Does that answer your concern? Perhaps a message should be added to the OP that submarines aren't possible in Minecraft (the way people want them to be, anyway), and that they're FAR outside the scope of this mod, so that we'll get less requests for them (I'm smart enough to know that people won't stop asking). Mouser X over and out.
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from XBXGXWX

    Why do you say that contact with water makes the zeppelin go crazy? I made plenty of submarines...

    tl;dl version - see last paragraph
    Contact with water doesn't do crazy things (though, it's still not recommended, because it passes right through the "zeppelin" (or submarine, or whatever you want to call it), not to mention the fact that, when your craft rejoins the world, it will remove any water source blocks that are in its way, thus often leaving a hole in your lake/pond/ocean). Inclusion is what generally causes the mayhem. It's why water is on the disallowed list by default. Apparently, based on a description provided earlier (I think the username was Andrew'T REMEMBER THE NUMBER>), if you include a water block on your ship (as in, remove it from the disallowed list), it will successfully become part of the ship, and you'll be able to happily fly around with it. However, water flows through entities, so wherever you go, you'll be trailing a waterfall behind you. As if that wasn't bad enough, apparently the water block will replicate itself (creating source blocks wherever you travel) indefinitely, and each new water source block is included into the block count of your ship. Thus, the further you go (with water on board), the more water source blocks that are created, increasing your ship's block count, until it crashes your computer.

    Perhaps I misunderstood the description provided earlier, but that's the way I understood what they described. Seeing as how this AndrewXX (XX=variable, aka, numbers) guy posts on this thread frequently, I'm sure they'll pop up and provide clarification soon enough.

    So, essentially, contact with water alone isn't necessarily bad (though, it does remove water source blocks, if they're in the way), but it might provide unexpected results. Water included on your craft, however, causes all kinds of problems. Mouser X over and out.
    Posted in: WIP Mods
  • 2

    posted a message on [1.8.1] Mine Upside Down 0.3 - the other side!
    Quote from minerdog27

    hi i am getting a error here it is

    Mods loaded: 4
    ModLoader Beta 1.8.1
    mod_Zeppelin 1.8.1.0.17
    mod_TooManyItems 1.8.1 2011-09-27
    mod_TooManyItems 1.8.1 2011-09-27

    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem.

    If you wish to report this, please copy this entire text and email it to [email protected].
    Please include a description of what you did when the error occured.



    --- BEGIN ERROR REPORT a25185b9 --------
    Generated 10/27/11 9:10 PM

    Minecraft: Minecraft Beta 1.8.1
    OS: Windows 7 (x86) version 6.1
    Java: 1.6.0_27, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: AMD Radeon HD 6500M Series version 4.1.10834 Compatibility Profile Context, ATI Technologies Inc.

    java.lang.IllegalArgumentException: Slot 195 is already occupied by Zeppelin.BlockController@9ced8e when adding Zeppelin.BlockController@b02efa

    at lr.<init>(SourceFile:266)
    at Zeppelin.BlockController.<init>(BlockController.java:20)
    at mod_Zeppelin.<init>(mod_Zeppelin.java:96)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
    at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
    at java.lang.reflect.Constructor.newInstance(Unknown Source)
    at java.lang.Class.newInstance0(Unknown Source)
    at java.lang.Class.newInstance(Unknown Source)
    at ModLoader.addMod(ModLoader.java:275)
    at ModLoader.readFromClassPath(ModLoader.java:1114)
    at ModLoader.init(ModLoader.java:825)
    at ModLoader.AddAllRenderers(ModLoader.java:186)
    at aam.<init>(RenderManager.java:74)
    at aam.<clinit>(RenderManager.java:203)
    at net.minecraft.client.Minecraft.a(Minecraft.java:145)
    at net.minecraft.client.Minecraft.run(Minecraft.java:443)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT da6b33fa ----------

    what do i do i dont know what happened the mods i have is too many items zeppelin mineup with upside down mod loader too

    Edit:i am going to keep trying for it too work.

    This error has nothing to do with the Mine Up! mod (the Mine Up! mod can't cause a block ID conflict, since it doesn't add any new block IDs). This is a problem with the Zeppelin mod. You have conflicting block IDs. And, reading the error message, it's almost certainly a problem of you installing the Zeppelin mod incorrectly. Essentially, you're running 2 copies of the Zeppelin mod (I say this, because the Zeppelin mod is conflicting with the Zeppelin mod. The only time I've seen that happen, is when someone installed it wrong, and is running 2 instances of the Zeppelin mod). Most likely, you extracted all the contents of the Zeppelin mod into your minecraft.jar file, and put the Zeppelin mod's *.ZIP file into your "mods" folder. Honestly, the easiest way to fix this is to get a new, clean, minecraft.jar file (to remove the incorrectly installed Zeppelin mod), and then reinstall all your mods, making sure to install the Zeppelin mod correctly this time. For more information on the installation of the Zeppelin mod, I suggest you check its thread. Hopefully you can get it sorted out. Mouser X over and out.
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from atomicbaconstrip

    i dont have a numlock

    My laptop, which has no number pad, has a numlock. If I have a numlock key, and no number pad, I have difficulty imagining that yours has no numlock. Essentially, it's standard on any keyboard. I'm 99% certain you have a numlock, even if you don't know where it is/how to access it. Worst case scenario, post a picture of you keyboard somewhere, provide a link, and I'll tell you where your numlock key is. Or, tell me the model/type/manufacturer of your keyboard/laptop, and I'll see if I can Google it to find out (thus, not requiring a picture). Mouser X over and out.
    Posted in: WIP Mods
  • 0

    posted a message on [1.8.1] Mine Upside Down 0.3 - the other side!
    Quote from Darkstand

    Other thoughts: transition from one world to the next - especially wold/nether is kind of jarring, is there a way to blend them? I suspect not, that it would be near impossible to code, but raising the possibility anyway.

    I haven't used this mod yet, but as I understand it, bedrock is completely removed (correct me if I'm wrong. As I said, I haven't used it yet). Perhaps, instead of removing bedrock completely, replace it with netherack. As in, your normal "middle world/surface" is generated as normal (and not removing bedrock, so the algorithm to generate it is still in place), but instead of bedrock being at the bottom of the "middle world/surface", it's Netherack. This way, since bedrock is already dispersed unevenly, you'd be able to create a transitional area, where netherack and smooth stone are slightly blended, before smooth stone is just suddenly gone completely.

    Considering the differences in materials (and the terrain generators, and the (very likely) "fact" that they don't communicate between each other (as far as I know)), I think this is probably the best method you're going to come across (though, of course, I'm only one person, and it's likely someone can come up with something else). Would such a transition (in the above paragraph) be similar to what you're looking for?

    Do note, I'm no modder, so I'm just giving my idea as to a possible implementation, so that the mod author doesn't have to spend much time thinking of a solution, if they don't want to. By all means, feel free to ignore me. This was just an idea that I thought would be easy to implement (the necessary base programming is already in place in vanilla Minecraft), so I thought I should mention it. Mouser X over and out.
    Posted in: WIP Mods
  • 0

    posted a message on [1.8.1] Mine Upside Down 0.3 - the other side!
    Quote from rush905

    Whats the difference between sky blocks and skylands?

    The Skylands world generator was essentially written by Notch, and later found by modders (303? I don't remember). However, "Skyblocks" is a shortened form of http://www.minecraftforum.net/topic/600254-surv-skyblock/ which is a challenge/survival map. You're supposed to start with a single tree, and a chest (which is missing in this mod) with a few, bare-essentials, and build everything you need to create a thriving Minecraft world.

    Essentially, they're completely different, with the only similarity being that they're, more or less, both supposed to be in the sky. Personally, I like the inclusion of the Skyblock challenge, as it adds an extra layer between the overworld, and the Skylands (which feels completely appropriate to me). However, I have another map in mind, that I might use instead (it's a massive airship port. I plan on using said port, with the Zeppelin mod). Mouser X over and out.
    Posted in: WIP Mods
  • 0

    posted a message on [1.8.1] Mine Upside Down 0.3 - the other side!
    Quote from MineT3485

    Version 0.2.3 is out
    Changes:
    Added: compatibility with The Forge (experimental)
    Removed: Skylands gravel and water
    Fixed: Autosave every 200 seconds, not 2 seconds.

    I like having water in the skylands, and I don't care about it falling onto the world below. All things considered, it makes sense to me for it to do so. In other words, could you make the removal of water optional, or something? I like seeing the waterfalls, even if seen from the ground level.
    Quote from Pendaelose

    On the flip side of things, the Sky dimension should have much larger open spaces between groups of islands, possibly several Km of distance between them. Just building a stair case straight up shouldn't be any guarantee of hitting a flying island... Arbitrarily lets say each square Km has a 1/5 chance of spawning a cluster of sky islands...

    Building a portal to the Sky realm should be the best option to find an island, and exploring multiple islands shouldn't be too viable without a zeppelin.

    If "The End" is above the Sky realm it should be equally hard to find again with a 1/25 chance of spawning an "End" Island for each square Km of the surface world.


    This setup would allow any layer to be accessed without portals, but would make portals valuable again. It also puts the bulk of the "world" on the earth domain.


    As a side note, falling water should evaporate if it falls more than 128 blocks. This would prevent the waterfalls from flooding the surface world and prevent surface water from flooding the nether. also, the Sky world should perhaps not have any lava. It would make sense while also preventing the lava falls from touching the surface world.

    Overall there's some neat ideas here, and I wouldn't mind seeing bedrock as a barrier between the Nether and the overworld. But, instead of being solid, it'd have "cracks" or holes in it, which people would have to look for to get through to the Nether. I don't like the idea of increased thickness. Not unless it's a new "dimension"/world generator that goes between the overworld, and the Nether.

    As for the Skylands, I'd like to see larger skylands (also possibly even in groups, like an archipelago), though further apart. I have no idea of how interaction between the different dimensions works, but perhaps, with the now very large oceans, you could use that as a template for the Skylands. As in, where there's ocean in the overworld, there's more likely to be some skylands above. Thus, even if there's water in the skylands realm, and it falls, it wouldn't be a problem, because it'd be falling into the ocean.

    Last, although I do like water in the Skylands, I agree with the removal of lava. Personally, I wouldn't mind seeing it in the Skylands, except that when it falls, it's to destructive to the land below. So, you'll probably want to remove lava as well, though you could, perhaps, also make that optional.

    Anyway, this is a pretty neat idea. I might even use this mod, as long as it's compatible to OptiFine. Unfortunately, my computer doesn't run Minecraft too well, so I consider OptiFine as a required mod. If there's a conflict with OptiFine, I usually don't run the conflicting mod, as it makes Minecraft un-fun to play. Thanks for a pretty cool idea, and mod. Mouser X over and out.
    Posted in: WIP Mods
  • 0

    posted a message on [1.0.0]Robinton's Mods
    Quote from Luminifoerus

    PS: Is it possible to get your name changed on here? I just realised I've spelt my name wrong (supposed to be Luminiferous)

    I P.M.ed a Moderator, or Administrator (probably the latter is the one you want). When I first signed up (in Oct. last year), I misspelled my name as well. I hunted down an Admin (all of them...) and sent out a PM until they got back to me and told me how to change my name, or changed my name for me. Then I sent out a thank you and an apology (for sending out mass PMs) to all the Admins I had PMed. I don't know if it would make a difference, but I did all that before I posted anywhere on the message board. Good luck. And no, I don't remember who the Admins/Moderators are (I looked in the user list to find them). Mouser X over and out.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.0.0]Robinton's Mods
    Quote from Robinton

    @Mouser X: Good response. I have just renamed the file, though...

    You will note that I called it "*.INI". I couldn't remember the name of the file (and I knew you were planning on changing the name anyway), so I didn't bother finding the exact name. Unless you changed where the file is saved, my post is still applicable, as it doesn't specify an exact name. However, Minecrack's installation post most likely does provide an exact name, so he's going to need to change/update that, I guess.

    As for the name change, I personally prefer that that it remain as "biometerrainsettings.ini" (or whatever it was) for a number of reasons. However I understand why the name was changed, and I essentially agree with the change. Perhaps as a sort of compromise, Cubic Chunks does a check for the new *.INI file (I already forgot the name you changed it too...), and if it doesn't find it, then it checks for the old BiomeTerrain file. If the old one is found, read the appropriate settings, and then create a new Cubic Chunks *.INI file, using the settings from the old BiomeTerrain file. If neither file is found, then obviously create a new file, using the regular defaults. This way, people can use their old BiomeTerrain settings, without having to change/rename the files. Just drag+drop your old BiomeTerrain settings in, and Cubic Chunks creates the appropriate CC *.INI, based on that PTM file.

    Anyway, glad to see such quick progress! I'm looking forward to CC for 1.8.1. Now that OptiFine is working for 1.8.1, and apparently is compatible to Minecraft Forge (which CC also uses), hopefully I'll be able to run CC+OptiFine! The lack of OptiFine support is largely the reason I haven't used CC yet (and why it took me so long to update to 1.8.1. I was waiting for OptiFine). I definitely look forward to using CC! Mouser X over and out.
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.0.0]Robinton's Mods
    Quote from Captain Crazy

    Alright, I can't get the BTM to work. I need that Patch installed, right? Do I need either modloader or MC forge (or both) installed, and if so, in what order?

    As I mentioned earlier, check Minecrack's threads. I found it for you - http://www.minecraftforum.net/topic/437213-

    That explains, in detail, how to install Cubic Chunks. You no longer need any additional BTM/PTM modded files for Cubic Chunks. As I said, many of the features are now built in. The *.INI file that you would edit is automatically generated, and can either be found in the .minecraft folder, or in the save directory of your world. If you install Cubic Chunks, and it's working, then you've got everything you need to use the BTM features (that are currently implemented). As I said though, check Minecrack's thread. It goes into great detail about installing Cubic Chunks. Hope that helps. Mouser X over and out.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.0.0]Robinton's Mods
    Quote from kinnikinnick

    Whatcha all think?

    That's a pretty good idea overall, but I have a suggestion. Instead of remaining 1 block from start to finish, perhaps have the "splitting" be "random" as well. That is, instead of never splitting, it has a 1-in-4 chance, or 1-in-8, or something. Or, the higher the split point is, the less chance there is that it will split at that point. <-- With that idea, it could be set up so that from y=128 and down, the water separates just as it does in Vanilla Minecraft. And when y=0 or less, the water doesn't separate at all after that point. The idea there, is that most likely, the water has already fallen so far, by the time it reaches that point, that it will have separated plenty of times already.

    Either way, it's a pretty good idea. But I do enjoy seeing large waterfalls (though, I can definitely see how an entire mountain covered in water could be annoying), so I don't mind if the water splits occasionally.

    Quote from Captain Crazy

    Double post: I can't get the PTM-integrated release to function. Is there anything I have to install beforehand, and has anyone else gotten it to work right?

    I'm pretty sure a lot of the functionality of BTM/PTM is now built into Cubic Chunks. Instead of trying the "integrated" build (which I'm pretty sure is really old, but I could be wrong), try regular Cubic Chunks, and look for the *.INI file that should be made, and see if that can do what you're looking for. Also, look up some posts from user "Minecrack", and check his post about higher worlds (it's in his signature). I think his posts go into a little detail about installing Cubic Chunks, and using the *.INI file that's created.

    Hope that helps. Mouser X over and out.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from andrewk93

    It's normal. Sometimes the craft just gets hungry. And with you being the only viable food source within reach, It's forced to eat you. Unfortunately, the craft lacks a digestive system, So you just kinda sit there.

    Quote from andrewk93

    Oh, duh. I forgot, I use singleplayer commands as a defense against the corrosive effects of Hydrochloric acid.

    AWESOME! I love getting a great laugh from things like this, as they seem so out of sync with the rest of the thread, and yet fit so completely that it makes perfect sense! Of course! My craft is hungry. From now on, I'll be sure to carry pigs/cows/chickens on my airships, in case my craft gets hungry. Hopefully it'll feast on them, instead of me. :laugh.gif:

    Thanks for this wonderful answer (regardless of accuracy). I love the creativity involved. Mouser X over and out.
    Posted in: WIP Mods
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