I'm in an Industrial Hamlet that's already got a quarry and grove going, but the villagers don't seem to be placing any planks into the quarry's furnaces to smelt stuff. Does the village need a carpenter to do this? They seem to be able to turn wood into planks for building, but not smelting...
Minor question, does the Town actually take resources from the three hamlets to build stuff, or do I need to sell them all the crap too?
I updated Jungle Ruins to 1.2.2 a while back ago. Custom made enchantment tables and cauldrons and a few other items. The rest are simple copy and pastes out of the default minecraft texture pack. I tried to keep with the themes of Jungle Ruins.
This is one of my favorite texture packs. Also Trigonous you're work is amazing this post is mainly for you. Feel free to copy and paste anything I've done.
MaestroVen Fan Update: Please take note this pack does not contain any of the new blocks for 1.2.5
Very nice. I'd be happy to start a collaboration project if you're interested, I don't want to keep this wonderful pack all to myself. Besides, the original was a collaboration anyway.
In addition to edits to the alchemy stand, I'll be working on increasing the difference between the wood colors next. Expect that within...anywhere from 2 days to hell freezing over.
It's a nice update though. You should probably keep reposting for every new page, with all the impatient internetters around.
Hehe, I rather like the effect my avatar has...
Also, updated again, with a new Achievements interface, better icons on the statistics page, a new enchanting and alchemy interface, and updates to the particles.png. All the art was simply edited from what's in the pack already, nothing new by me. The only thing I'm not happy with right now is the book for the enchanting table, but I'd have to do that from scratch and I have no artistic talent whatsoever. The Alchemy interface could use some more work as well, I'll get around to it some time.
But.. Its 50 pages. Is there a continuation thread somewhere? If so, where?
Then read the last two.
Also, just updated to 1.2.x, based on burntcustard's update. I just added the 1.2 woods and sandstone (or really just edited/recolored wood already in the pack) and darkened the eye of ender blocks a little to more fit with the pack.
So, I put up a request for a mod to stop or nerf leaf decay and got no bites, so, being a noobie coder, I figured, "what the hell, it's probably just one variable, I can do that myself". I think I may have found said variable, I'd just like your input. Below I've pasted what I THINK is the leaf decay code. If you'll bear with a noobie coder, I'm gonna walk through it myself and make sure I've got everything right. All the comments were put in by me.
public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random)
// I honestly don't know what this is doing, except that it happens on block ticks. I'm assuming
// the int's par2, par3, and par4 are the x, y, z, coords, and I think par5Random just randomizes
// the process a bit, but being a noobie coder I could just have no idea.
{
if (par1World.isRemote)
{
return;
}
// As far as I can tell, this voids out this entire section of code if you are on SMP instead of SSP
int i = par1World.getBlockMetadata(par2, par3, par4);
if ((i & 8) != 0 && (i & 4) == 0)
// I'm assuming this is weeding out player-placed blocks from the naturally-generated ones,
// but because I don't know where that metadata is defined or what it is I don't know for sure.
{
byte byte0 = 4;
int j = byte0 + 1;
byte byte1 = 32;
int k = byte1 * byte1;
int l = byte1 / 2;
if (adjacentTreeBlocks == null)
{
adjacentTreeBlocks = new int[byte1 * byte1 * byte1];
}
// limits searching for adjacent wood/leaf blocks to a 32-block cube
if (par1World.checkChunksExist(par2 - j, par3 - j, par4 - j, par2 + j, par3 + j, par4 + j))
// Makes sure that it only checks for nearby leaf and wood blocks in existing chunks
{
for (int i1 = -byte0; i1 <= byte0; i1++)
{
for (int l1 = -byte0; l1 <= byte0; l1++)
{
for (int j2 = -byte0; j2 <= byte0; j2++)
{
int l2 = par1World.getBlockId(par2 + i1, par3 + l1, par4 + j2);
if (l2 == Block.wood.blockID)
{
adjacentTreeBlocks[(i1 + l) * k + (l1 + l) * byte1 + (j2 + l)] = 0;
continue;
}
if (l2 == Block.leaves.blockID)
{
adjacentTreeBlocks[(i1 + l) * k + (l1 + l) * byte1 + (j2 + l)] = -2;
}
else
{
adjacentTreeBlocks[(i1 + l) * k + (l1 + l) * byte1 + (j2 + l)] = -1;
}
}
}
}
for (int j1 = 1; j1 <= 4; j1++)
{
for (int i2 = -byte0; i2 <= byte0; i2++)
{
for (int k2 = -byte0; k2 <= byte0; k2++)
{
for (int i3 = -byte0; i3 <= byte0; i3++)
{
if (adjacentTreeBlocks[(i2 + l) * k + (k2 + l) * byte1 + (i3 + l)] != j1 - 1)
{
continue;
}
if (adjacentTreeBlocks[((i2 + l) - 1) * k + (k2 + l) * byte1 + (i3 + l)] == -2)
{
adjacentTreeBlocks[((i2 + l) - 1) * k + (k2 + l) * byte1 + (i3 + l)] = j1;
}
if (adjacentTreeBlocks[(i2 + l + 1) * k + (k2 + l) * byte1 + (i3 + l)] == -2)
{
adjacentTreeBlocks[(i2 + l + 1) * k + (k2 + l) * byte1 + (i3 + l)] = j1;
}
if (adjacentTreeBlocks[(i2 + l) * k + ((k2 + l) - 1) * byte1 + (i3 + l)] == -2)
{
adjacentTreeBlocks[(i2 + l) * k + ((k2 + l) - 1) * byte1 + (i3 + l)] = j1;
}
if (adjacentTreeBlocks[(i2 + l) * k + (k2 + l + 1) * byte1 + (i3 + l)] == -2)
{
adjacentTreeBlocks[(i2 + l) * k + (k2 + l + 1) * byte1 + (i3 + l)] = j1;
}
if (adjacentTreeBlocks[(i2 + l) * k + (k2 + l) * byte1 + ((i3 + l) - 1)] == -2)
{
adjacentTreeBlocks[(i2 + l) * k + (k2 + l) * byte1 + ((i3 + l) - 1)] = j1;
}
if (adjacentTreeBlocks[(i2 + l) * k + (k2 + l) * byte1 + (i3 + l + 1)] == -2)
{
adjacentTreeBlocks[(i2 + l) * k + (k2 + l) * byte1 + (i3 + l + 1)] = j1;
}
}
}
}
}
}
// To me the previous section looks like it's checking for wood near the leaf block,
// to decide if it needs to decay
int k1 = adjacentTreeBlocks[l * k + l * byte1 + l];
if (k1 >= 0)
{
par1World.setBlockMetadata(par2, par3, par4, i & -9);
// I don't know what this is doing to the metadata at all
}
else
{
removeLeaves(par1World, par2, par3, par4);
}
}
}
So, in closing, in order to totally stop leaf decay, I ca comment out the line "removeLeaves(par1World, par2, par3, par4);" at the end. From what I think is going on, I can just edit byte0 to be larger (over 15 causes a crash on world gen) to increase the range at which leaves are safe, but this doesn't seem to be the case at all. Am I misreading something?
I love building in the new jungle biome. I love making epic treehouses. I HATE bald jungle trees. I'd love for a simple mod that disables leaf decay to enable me to once again build in the jungle.
Requested Features: *disable all leaf decay -OR- *implement leaf decay in such a way that Jungle Trees don't go bald (e.g. no limit on number of connecting leaves to wood)
Thanks!
Using WorldGuard on a locally hosted Bukkit server is not an option, as there are currently a ton of bugs (especially with the new wood types) as no recommended or beta 1.2.4 build is up.
0
all the adfly links are going to phishing sites now.
0
0
Minor question, does the Town actually take resources from the three hamlets to build stuff, or do I need to sell them all the crap too?
1
Alright, fine with me, as long as somebody does it
0
It's already done, ready to go for 1.2.5. I'll provide continuing support too.
0
1
0
Very nice. I'd be happy to start a collaboration project if you're interested, I don't want to keep this wonderful pack all to myself. Besides, the original was a collaboration anyway.
0
http://dl.dropbox.co...20continued.zip
In addition to edits to the alchemy stand, I'll be working on increasing the difference between the wood colors next. Expect that within...anywhere from 2 days to hell freezing over.
0
http://www.minecraftforum.net/topic/541439-16x19【jungle-ruins】updated-111/page__view__findpost__p__13985634
Credit where credit is due, of course
2
Hehe, I rather like the effect my avatar has...
Also, updated again, with a new Achievements interface, better icons on the statistics page, a new enchanting and alchemy interface, and updates to the particles.png. All the art was simply edited from what's in the pack already, nothing new by me. The only thing I'm not happy with right now is the book for the enchanting table, but I'd have to do that from scratch and I have no artistic talent whatsoever. The Alchemy interface could use some more work as well, I'll get around to it some time.
EDIT: I should probably paste in the link...it's the same but hey. http://dl.dropbox.co...20continued.zip
1
Then read the last two.
Also, just updated to 1.2.x, based on burntcustard's update. I just added the 1.2 woods and sandstone (or really just edited/recolored wood already in the pack) and darkened the eye of ender blocks a little to more fit with the pack.
http://dl.dropbox.com/u/70783801/Jungle Ruins 1.2.x continued.zip
1
So, in closing, in order to totally stop leaf decay, I ca comment out the line "removeLeaves(par1World, par2, par3, par4);" at the end. From what I think is going on, I can just edit byte0 to be larger (over 15 causes a crash on world gen) to increase the range at which leaves are safe, but this doesn't seem to be the case at all. Am I misreading something?
0
2
Requested Features:
*disable all leaf decay
-OR-
*implement leaf decay in such a way that Jungle Trees don't go bald (e.g. no limit on number of connecting leaves to wood)
Thanks!
Using WorldGuard on a locally hosted Bukkit server is not an option, as there are currently a ton of bugs (especially with the new wood types) as no recommended or beta 1.2.4 build is up.