Download the mod:
http://creativecommo...s/by-nc-nd/4.0/
One thing to note regarding the license, whilst commercialisation of the mod is prohibited, content such as YouTube videos and streams which use advertising are an exception. The commercial component of the license is intended towards those who attempt to steal mods, claim them as their own and make money from them and is by no means meant to harm those who have good intentions. If you have any questions regarding the license please feel free to contact us through Twitter, Discord, or IRC.
10
by Adubbz
Introduction
Lockdown is a fairly small mod aimed towards mod packs which use a pre made map. The mod was originally made by myself for the FTB team for Pax East. I was recommended by Watchful1 to release the mod proper due to rising amount of Agrarian-Skies esque maps which would find something like it useful.
Functionality
Lockdown's main function is to create duplicates of a given template when creating a new world. The directory for this template can be defined in the config file (however it defaults to .minecraft/template). This template is in no strange format, you can simply copy/rename any existing world to be it. The use of a template over creating a regular world can be toggled in the config file (it is enabled by default).
Lockdown also allows a few GUI elements to be disabled/removed. The button for changing the game mode of the world, the more world options button and the button for multiplayer are all configurable and are disabled by default.
Download
The Git repo for the mod can be found over at https://github.com/Adubbz/Lockdown
If you like this mod, or my work on Biomes O' Plenty, please consider donating over at my Patreon. If you don't wish to, that's fine too.
License
Lockdown is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International Public License. It can be found by clicking the image below:
1
The config system for 1.8 is mostly complete, however it hasn't been documented well yet. Here is the start of documentation, however it excludes information regarding the names of properties and defaults for each biome: https://github.com/Glitchfiend/BiomesOPlenty/wiki/Configuring-Biomes. Additionally, I think the description of JSON syntax really should use proper terminology or it should just link to somewhere that explains it better.
Essentially the way things work now is that you have to create your own files changing only the parts of a biome that you wish to change. We have provided a *lot* of options for this, such as amounts of each type of decoration per chunk and the types of materials in a biome. If you wish to look at the names we have in code you can look from here downwards: https://github.com/Glitchfiend/BiomesOPlenty/blob/c5645b82e60d9e98f00e241b8bd4feb26767e1e3/src/main/java/biomesoplenty/api/biome/BOPBiome.java#L75. An example of a generator in a biome can be seen here https://github.com/Glitchfiend/BiomesOPlenty/blob/c5645b82e60d9e98f00e241b8bd4feb26767e1e3/src/main/java/biomesoplenty/common/biome/overworld/BiomeGenBambooForest.java#L81 and here https://github.com/Glitchfiend/BiomesOPlenty/blob/c5645b82e60d9e98f00e241b8bd4feb26767e1e3/src/main/java/biomesoplenty/common/world/feature/GeneratorFlora.java#L144
Searching the code is by no means intuitive and this system certainly needs better documentation. However given the mammoth task that this will be, it's hard to say when it will be done.
1
Should be working again now
EDIT: Oh, I forgot to mention, you'll be needing to update Forge too.
1
Yeah, someone mentioned this on IRC a few days ago. Hopefully I can get to it later this week, haven't had a lot of time as of late.
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I won't deny we have removed some config options that were in 1.6, however the only two options that still apply which do not exist in 1.7 are options for disabling Vanilla biomes and extremely limited generation options. Disabling Vanilla biomes is not even our resonsibility - they're not ours - and it's not easy to achieve as of 1.7. Crafting options were also extremely limited, and you're better off using the mods dedicated to tweaking recipes. Generation options have now been addressed, even if it's not in your preferred version. Why were they removed? As i've mentioned numerous times in the past, we avoid special cases at all costs. It causes us grief having to add an option, and will subsequently cause both us/you guys grief as we receive complaints that 'X has an option, why doesn't Y!!!!???'
If you want to claim the mod doesn't recognize half of the options then it's on you to prove that is in fact the case. My underlying impression from what you've said later in your post however is that it's likely a third party launcher - which we don't support - breaking the mod.
Abandonment is still not a valid statement, however a valid statement about what you're saying is that it's a plain and simple strawman:
Given that we said: (Emphasis mine)
I'm glad you understand this. However, there's no such thing as a 'stable version', only a version which people choose to stick with for extended periods for their own reasons. Is that necessarily bad? No, however their choices should not be forced upon everyone. I understand the desire for config options, and our work on 1.8 has demonstrated this. However, achieving this has required an extensive overhaul of the mod (on top of the existing pain caused by the 1.8 update) that we simply have no interest in pointlessly repeating for an outdated version of the game with little to gain. You're by all means welcome to make your own addon to tweak what you like, but config options in the mod itself are added at our own discretion and should be treated as an added bonus, not a requirement.
The only launcher supported by Forge officially is that which is provided by Mojang. Neither Mojang nor Forge support any other launchers, rather, those launchers support Forge. The supposed 'lack of effort' is nonexistent, using the standard Mojang-provided launcher alongside the standard Forge-provided installer, Forge for 1.8 runs perfectly fine. If this was not the case, then nobody would be able to run the mod (which they obviously have, looking back at the past pages of posts). Using third party launchers has consequences, similar to using Optifine - The onus is not on us, nor any other modders to clean up their mess.
1
I'm not aware what modders themselves intend on doing, however FML has been updated to 1.8 for quite some time. The following is what CPW said about 1.9:
"@DanTwoHundred the set of lines to change for 1.8 and what I think for 1.9 are very overlapping, and probably will need revisiting.."
To add to that, cpw has also recently been discussing how he can update both 1.7 and 1.8 versions of FML at the same time thanks to some Git tricks.
Forge is more than stable, and even has a recommended build out for 1.8. A few modders have chosen to remain on 1.7 for now, and I can understand why, but there's nothing preventing anybody from updating aside from personal choice.
To claim the mod has been completely abandoned on 1.7 because we see no value in rewriting the mod on a version of the game that's on the way out (albeit slowly) is absurd. All that was said was we won't be adding configurable decoration to it. I haven't been actively working on the 1.7 version whilst I have been focusing on 1.8, but nowhere have I said it has been abandoned.
It's absolutely infuriating to see such misinformation being spread like wildfire. Please get your facts straight before making such statements, it's downright deceptive and misleading.
3
Thank you very much good sir! Forstride did a lot of tweaking to the 1.7 version recently, so you have him to thank for a lot of that @jaquadro also did wonders with our old fog code, so now quite a few biomes are looking better than ever wth imrpoved fog.
With regards to the config files, since admittedly, that's mostly what I deal with now, here's where i'm at. I admit, i've been rather immature about them in the past, and I would say since then i've been more open about such things. Maintaining them is generally less of a problem, however it's the implications of implementing certain options that's my biggest concern. Nowadays, a lot of players have the impression that every feature in any given mod should by default have associated config options for every aspect. To be honest, it's offputting from wanting to add new features to the mod knowing the moment I say "Hey! We added X, Y and Z to the mod! Check it out!" the response will be "Cool. Where's the config file?". I appreciate that everyone has different preferred experiences and they want to customize mods to their liking, but the fact that it's become less of an optional extra and more of an artificial requirement by players nowadays is rather concerning.
I recently saw the comment "amethyst armor/tools config needed... imo 34 armor points for something that is only 70% as hard as diamond IRL should not be +70% of diamond..." which demonstrates to me an underlying lack of understanding of certain features, especially given a. You can't currently obtain amethyst and b. The lengths you have to go to to obtain amethyst are what influences its properties, not its 'relative real-life hardness'. I find it's a similar case with many other players seeking config options, there's an underlying lack of understanding of certain design decisions that they choose to ignore and immediately seek the 'off' option. Admittedly, part of the problem here has been that we haven't been all that great in the documentation department, which is something i'll be addressing which 1.8 becomes stable, however it doesn't mean players shouldn't try to seek their own understanding. In addition, the mere thought of similar scenarios to 'That food restores 1 more point than i'd like, where's the config?' honestly just makes me think 'Is this a joke?'.
Now, with all of that said, I have been hard at work on our biome config files. They're at the point where i'd say, aside from small suggestions for improvement, if there's any more that's needed it's the player that's gone crazy. Here's an example from the incomplete Thicket biome. I use this as an example rather than the existing complete biomes (which too have similar config files) as it provides the most extensive insight yet into how things work:
EDIT: I originally had this in a spoiler, but MCF's formatting really was too bad, so here's a link:
http://hastebin.com/orenugomet.dos
I'm not quite sure what you mean about the "large" Sacred Oak textures - All of our textures should be 16x16. I'll consider the large base for the trunk though, haven't quite implemented it in 1.8 yet. For the water, that sounds like a bug, desert biomes should have water disabled completly.
Anyhow, that's my thoughts on it all, don't mind my rant
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The latest build I just pushed should fix this. Let me know if there are any server crashes, in most cases they're fairly simple to fix, we just generally don't test against the server until the very end of the update cycle.
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If you're using the 1.8 version, and the crash report mentions config files, it's generally a safe bet to delete them and let them regenerate. I'll be constantly changing around the config files, so similar crashes will occur as the mod looks for certain parts of the files which would be missing. In future I may make these crashes more user-friendly, but that's the solution nontheless.
1
In this case, deleting his config files should do the trick. I did test everything outside of a development environment and 1112 should work without any issues, including with CodeChickenCore and such.