I wish I could have gone as a modder... ;_;
I guess I'm not well known enough...
- The_WeatherPony
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Member for 11 years, 11 months, and 12 days
Last active Tue, Dec, 5 2017 01:18:55
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Oct 4, 2013The_WeatherPony posted a message on Saturday with Sach: My First NightMy first time playing was a little... pathetic. I had heard about Minecraft from somewhere, but I don't remember now where that was. All I understood about the game was what was printed on minecraft.net - monsters came out after the sun came down and how to move. I was wanting to play a hack-and-slash, so I tried it out.Posted in: News
I started a game and am popped into a bright and colorful world of cubes. I opened my inventory, thanks to the notes about the game, and found a bunch of cubes I could use. Starting to realize this might not be quite what I was thinking, I made a glass spiral tower so I could focus my attacks and run to safety if need be, while still being able to see what's after me.
Five minutes passed after I'd made a small defensive position, and it wasn't night yet. Seeing that it was taking a while to become night, I carefully expanded my defenses, because a long prep-time means lots of enemies, based on my experiences in other games. An hour after starting, night still had not come, and I started having my doubts.
Turns out that the demo didn't have nights, or even monsters. I had wasted an hour building up defenses for an attack that would not, and could not, ever come.
And that was how I spent my first never-night. -
Apr 5, 2013The_WeatherPony posted a message on Minecraft Surpasses 10 Million Sales, 1.6 Feature Spoiler AlertIs it wrong of me to hope it's the overfeeding of animals? I want my exploded bacon. :3Posted in: News
If it's not, I'll make it a mod!
Also, just to point out, several people here have said that the modder behind Mo'Creatures helped. Doesn't the horse in Jeb's pic look a LOT like the Mo'Creatures' horse? Isn't it possible they gave him a snapshot, he/they ported his mod to it (or at least the horses part), and jeb took a pic riding a horse? (to answer my own question, yes, it is) That would still be v1.6, so it wouldn't be a lie that the pic is from the next update, and would mean Mojang is trolling us, like they always do. That's just my speculation, though. -
Apr 4, 2013The_WeatherPony posted a message on Minecraft Surpasses 10 Million Sales, 1.6 Feature Spoiler AlertPosted in: News
Eeyup. - To post a comment, please login.
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PixelPowers is dead, as it's author came out with Terraqueos (replaces the world portion of PixelPowers) and is working on PixelPowers2 (replaces the player/powers portion of PixelPowers). I know this because ShetiPhian (the author of all three mods) and I talk when he changes the API for the plant portion of his mod [PixelPowers/Terraqueos], since I connect to it with The Seasons Mod and so need his code updates to stay compatible with it.
Since Equityx6 didn't say it (though I honestly didn't expect him to share the file) - don't bother reporting issues with my test-build of MLB for 1.7.10. I've already got a nice list of issues to address with the build, and need to knock a lot of things off that list before being ready to accept new ones. While there are lots of issues, about 99% of the content is present and connected within the mod, though not all of it is functional (such as tamed ponies not walking toward the tamer, apple pie having no textures, etc.). The focus has mostly shifted to bugfixing.
Edit: ShetiPhian's mod page
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Bloche - Try it with PML 10.0
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Not really... it's not "blocks cannot be placed above y=255 nor below y=0"... it's more like "it is impossible - no... inconceivable - for blocks to exist outside of y=[0,255], and we, Mojang, will be using this assumption in our code all over the place." This is why CubicalChunks is as popular an idea/suggestion as it is, and why so few taller world mods exist.
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Biggest issues I foresee would be Minecraft's height limit for traveling between worlds, at least so far.
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Navigating between the planets would likely be the hardest part in the Minecraft "game engine." Might be more fitting in a game like StarMade or something, at least for that one component.
The rest sound quite simple for the most part, with the right experience set (and game version).
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The Seasons Mod "pre-3.0 beta13b" for MC 1.7.10 is now live. This version features the stuff added in "pre-3.0 beta13" for 1.8.9, but with all the 1.7.10 goodness and goodies. To top it off, it even includes additional bug fixes that aren't yet in the 1.8.9 line! Next up will be "pre-3.0 beta14" for 1.8.9, which will likely not have a 1.7.10 counterpart since it's based on content added in that MC version, so far.
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Watchdream - The performance impact is very minimal, other than in 1.7.10 for both the time it takes to get to the main menu and the time it takes to reload/switch resource packs. There's also an added delay in the game's window opening up the first time as dependencies are being downloaded, although this is greatly reduced starting in the PML 10+ / TSM pre-3.0beta13+ combo.
As for non-official launchers, the installation video isn't clear, but the text-based instructions and PML's forum post are. Regretfully...
(MultiMC launches the game in a very atypical [abnormal/unusual] way. The only non-official launcher that spouts full support is the Technic Launcher, as it supports modpack-based/modpack-distributed JVM arguments [so is the most similar to the official launcher - even more so than the FTB or Curse launchers].)
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Watchdream - only the one dev (me; not plural), I'm afraid.
The most recent build of the mod for MC 1.7.10 is pre-3.0 beta12e (two versions newer than what you mentioned), and the oldest build for MC 1.7.10 is pre-3.0 beta4. There will also be another new MC 1.7.10 release soon (in a day or so?), once my primary tester is satisfied with bug-squashing. Please be careful of the requirements for each, when picking a version to use (the requirements change slightly as everything continues to be developed)
TSM version "pre-3.0 beta13b" for 1.7.10 will be released soon. It will feature most of the same things introduced in pre-3.0 beta13 for 1.8.9, but with the 1.7.10 goodness that was cut out. There will also be more bugs fixed, since I had to test 13 on my own while my primary tester was away (and he's now back, and is working with me to squash as many 1.7.10 bugs [and by extension, also 1.8.9 bugs that were ported over] as possible). [This means that there is also a new build in the works for MC 1.8.9.]
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Williamarr - It looks like you're using PML 10.0 with the pre-PML10.0 edition of The Seasons Mod for 1.7.10. A PML10.0-compatible version of TSM should be up later today or tomorrow. (Which I know only since I'm the author of both works.)
On another note, PML 10.0 for MC use makes it so you wouldn't need to come to this thread...
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Thanks for spotting that, BaccarWozat
I've put up the new versions of PML (10.0) and TSM (pre-3.0 beta13 for MC 1.8.9). Next up for TSM is backporting the relevant changes to 1.7.10, since that seems to be the most popular version of the game for modding ^^
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This update is for Minecraft 1.8.9; the latest version of Minecraft is 1.10.2; and most mods are still working with Minecraft 1.7.10. Each new version of Minecraft takes about three steps forward and at least three steps back (at least it feels like that to me), in terms progress.
Edit: current version of MC is 1.10.2, not 1.10.3
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The wait for MC 1.8.9 is about to be over - I've now finished fixing runtime errors in distribution form (with just TSM & dependencies - finished less than an hour ago), and just need to rewrite a few opening posts on the forums. After that, TSM will be live at MC 1.8.9. (I'm still planning on backporting the most important changes to the 1.7.10 line.)
In other words, the new version should be up by this time tomorrow (though could be as late as Monday).
Highlights in the new content:
TSM pre-3.0 beta13 for MC 1.8.9:
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Correct. This mod only does anything during WorldGen - after that, everything is driven by standard vanilla (so you could generate the world with this mod in one version of MC, then remove the mod and use the world in another version of MC) ^^
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For Wheat-based crops (such as carrots), there are three Boolean settings
BonemealCanFinishGrowth = Is it possible for the crop to fully mature through the effects of bonemeal (note: "possible", not "guaranteed." Will force growth to stop at the last immature growth stage, if it would become fully mature otherwise)
KeepBaseProduceDrop = when breaking the crop, should the normal/vanilla drops be used (in addition to the seasonal changes. seasonal changes can remove from the normal, if this is true and BonusProduceDropCount is negative)
To slow growth by 4x, like you did in Hunger Overhaul, change "CropGrowthBuff" 's numbers (normally 1.0) to 0.25. Please note that Wheat-based crops' "CropGrowthBuff" is an array of 7 numbers, while Stem-based crops' is an array of 8 numbers. (7 for the 7 growth intervals [[stage 0 -> stage 1], etc.] and the 8th for stems is for the creation of the produce block next to the stem (ie. the pumpkin/melon/etc. block).
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The setting "cropSettings_general" is one of the three settings for what locations the mod's json-based crop settings should be loaded from (and "crop" settings such as... custom seasonal biome temperatures u_n ). The number of settings exposed with this is massive, so you're right that the true crop portion should be disableable for convenience... (though with the seasonal changes, each crop can be boosted/hindered individually on a per-season, per-biome, per-crop, per-blockstate/meta basis in multiple different ways, including growth rates, mature rates, bonemeal development, drop counts of produce/seeds, spread rates, and more, sometimes with more than one setting for each aspect.)
The three settings for where to load the json crop/"crop" settings are:
"cropSettings_world" = load from world/save folder
"cropSettings_dimension" = load from World/dimension folder
(More than one can be true, in which case the settings are loaded from multiple sources in a layered fashion.)