• 0

    posted a message on Deeper Caves - Go Beyond the Void! [10000+ Downloads]
    Quote from Overjay»

    That's bad, because I have the exact same bug as this guy. It got fixed after I've removed DeeperCaves. Maybe it's dependent on Forge version? I play on 10.13.4.1558

    I just tested it in Forge 1558 and I did not encounter any issue. Specifically, I was able to pick up a liquid in an iron bucket and place it again, then pick it up and place it once more. I also tested that the fluids did what they are supposed to (e.g. you can drown in water, lava hurts you and sets you on fire).

    Are you using any other mods or can you reproduce this issue with just DeeperCaves installed?
    Posted in: Minecraft Mods
  • 0

    posted a message on Deeper Caves - Go Beyond the Void! [10000+ Downloads]
    Quote from Chaosflo44»

    This mod looks amazing! Sadly the download link for 0.4.2 isn't working for me it keeps crashing :( Is it possible to add an alternate link or even host it on curseforge? I'd love to play this mod!



    I don't know what the issue was, but the link seems to work fine now.

    Quote from Tilk_the_wolf»

    I've had a problem since the latest update. Whenever I try to get water/lava in an iron bucket, it "grabs" the fluid, but gives me nothing in return (the bucket is still empty. OR shows the fluid, but when attempting to place it, it places no items. In other words... seems that your fix indeed fixed bedrock buckets, but bugged/broke iron one.



    Really? I thought I checked this. Apparently I didn't.


    Edit: This appears to be yet another bug that does not appear in my dev environment, only in the release.


    Edit: I can't reproduce this.

    Quote from AugiteSoul»
    [Near Nether crash]


    This bug may have something to do with the "every level sends you to the Maze level" bug, but I'm not sure.


    I couldn't reproduce this, but if this happens every time, I have an idea you may want to try. Considering the dimension ID mentioned, you may want to try removing your DeeperCaves config file. If any of the default dim IDs conflict with other mods you are running, you'll have to fix them again, but this just might help with the crashing issue.

    Quote from CooperEPIC»

    You are the best modder :D, you will create more mods? I have a idea for a mod



    Thanks!

    Quote from Tilk_the_wolf»

    That's fine. however he doesn't even appears to answer crashes, bugs or comments as of now... hence why my question.



    I had gotten busy again. I'll try to get the next update (a bug fix and likely the first beta version) out very soon.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mod Folder is not there

    If you have installed Minecraft Forge and you still don't have a mods folder, just create a folder called "mods" in your .minecraft and put the mod jar in it.


    If you haven't installed Minecraft Forge, install the version appropriate to your Minecraft version (and if the mod thread says anything about using a certain forge version, appropriate to the mod) from files.minecraftforge.net, then continue as above.


    Hope this helps!

    Posted in: Java Edition Support
  • 0

    posted a message on Bump This Thread Everytime You See It

    Bump!

    Posted in: Forum Games
  • 0

    posted a message on [How-to] Ore Generation in Minecraft Forge 1.7.x

    Quote from DerpSquad1O1»

    The Ore isn't generating.

    Here is the class:

    package com.metocolipson1.castlecrashers.Items;




    import java.util.Random;




    import com.metocolipson1.castlecrashers.Main.CastleCrashers;




    import cpw.mods.fml.common.IWorldGenerator;


    import cpw.mods.fml.common.registry.GameRegistry;


    import net.minecraft.block.Block;


    import net.minecraft.world.World;


    import net.minecraft.world.chunk.IChunkProvider;


    import net.minecraft.world.gen.feature.WorldGenMinable;




    public class FlawlessOreGen implements IWorldGenerator


    {


    @Override


    public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider)


    {


    switch(world.provider.dimensionId)


    {


    case -1:


    generateNether(world, random, chunkX * 16, chunkZ * 16);


    break;


    case 0:


    generateSurface(world, random, chunkX * 16, chunkZ * 16);


    break;


    case 1:


    generateEnd(world, random, chunkX * 16, chunkZ * 16);


    break;


    default:


    }


    }




    private void generateEnd(World world, Random random, int x, int z)


    {




    }




    private void generateSurface(World world, Random random, int x, int z)


    {


    }




    private void generateNether(World world, Random random, int x, int z)


    {




    }




    public void generateOre(Block block, World world, Random random, int chunk_x, int chunk_z, int maxX, int maxZ, int maxVeinSize, int chancesToSpawn, int minY, int maxY, Block generateIn)


    {






    int heightRange = maxY - minY;


    WorldGenMinable worldgenminable = new WorldGenMinable(block, maxVeinSize, generateIn);


    for (int k1 = 0; k1 < 3200; ++k1)


    {


    int xrand = random.nextInt(16);


    int yrand = random.nextInt(42) + minY;


    int zrand = random.nextInt(16);


    worldgenminable.generate(world, random, chunk_x+xrand, yrand, chunk_z+zrand);


    }


    }


    }

    Main:


    public static void initWorldGen(){


    registerWorldGen(new FlawlessOreGen(), 1);


    }




    publicstaticvoid registerWorldGen(IWorldGenerator worldGenClass, intweightedProbability){


    GameRegistry.registerWorldGenerator(worldGenClass, weightedProbability);




    }




    There seems to be nothing in your GenerateSurface, GenerateNether, and GenerateEnd methods, which control the ore gen for their respective dimensions. You'll need to add a generateOre call for your ore in the appropriate generate function for the dimension you want the ore to generate in.

    Quote from MintyPlaysYT»

    I have tried multiple different tutorials of generating ores (including yours) but my game crashes whenever I load or create a new world!




    Can you post the crash report from using my tutorial? I'll try to figure out what's crashing it.

    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on What the heck?!?


    I died again. Even by using regeneration. :I Didn't poison the mob!



    The reverse effect only applies to Healing (and Harming, which heals undead). I think regeneration still does what it normally does (i.e. regenerates the mob's health).

    Posted in: Survival Mode
  • 0

    posted a message on COUNT TO 100,000,000 FOR A WORLD RECORD!

    30,849

    Posted in: Forum Games
  • 0

    posted a message on I found a black skeleton sitting and flying in void.head he was moving left and right.

    This looks like a perfectly normal, although completely unlit, skeleton mob. However, I don't know why it is just floating there, unless the custom sky map you said you are using spawned a skeleton riding a bat.

    Posted in: Discussion
  • 3

    posted a message on Deeper Caves - Go Beyond the Void! [10000+ Downloads]

    Quote from ArloTheEpic»

    It's been a while since this, and I haven't seen much of anything going on here, but is this fixed yet?
    I really want to use this in a modpack, but I don't want to have constant crashing whenever anybody reaches the bottom of the world...

    Also, it'd be really nice if there were some way to modify what layers ores from other mods spawned at.
    (Perhaps a list of oredictionaries of ores, where you can set a layer or layers to generate in?)






    Sorry, this isn't fixed in this update (at least intentionally). Also, I cannot find any place where I am specifically setting any sort of flag which triggers a block update when placing a liquid (unless WorldGenLiquid and WorldGenLakes do that when they generate liquid, I haven't checked them yet because they are vanilla/Forge classes I use, but have not modified).

    However, I have not seen this crash in a long time on my system. It is possible that I fixed it unintentionally (or at least I managed to fix it with the JVM argument added as a workaround). If someone can reproduce this in 0.4.2 (preferably with the JVM argument added), I will look into it.

    Also, I will likely create a way to configure what ores are on what levels, though maybe not in the next update.


    Deeper Caves has been updated to 0.4.2!

    The Mutation and Forgotten levels have been added!

    Mutated mob variants and the Shadow mob have been added.

    Entity IDs are now configurable.

    Also, it has fewer bugs.

    The download is in the OP.


    Change Log:



    Added Mutation level

    Added Venenium liquid in Mutation level

    Added Deep variants of vanilla ores

    Added Forgotten level

    Added Evanescite Gem
    Added Evanescite Ore
    Added Block of Evanescite

    Added Forgotten Charm

    Added Mutated mob variants
    Added Shadow mob

    Increased Cave Village gen frequency

    Increased experience given by smelting compressed ores

    Made Entity IDs configurable

    Fixed the following bugs:


    Fixed certain ores being impossible to smelt
    Fixed buckets not working properly with Molten Iron
    Fixed cave village fountain not flowing
    Fixed the bottom layers of all levels sending player to top of Maze level


    Also, unless a major currently-unknown bug is found, this is the last Alpha release! The next update (a bug fix and/or a small content update) is planned to be 0.5.0 Beta.

    Posted in: Minecraft Mods
  • 0

    posted a message on Ask a logical question, get a very stupid answer.

    The Doctor.


    What was added in the newest Minecraft snapshot?

    Posted in: Forum Games
  • 0

    posted a message on Bump This Thread Everytime You See It

    Looks like I bumped into this thread again.

    Posted in: Forum Games
  • 0

    posted a message on Bump This Thread Everytime You See It

    Bump.

    Posted in: Forum Games
  • 0

    posted a message on Opening the debug overlay while dead
    Quote from hypehuman»

    I see. In that case is there any way to get the player's coordinates while dead? It's very useful to know in case I want to pick up the stuff I left behind.




    I don't know of any way to do that in vanilla Minecraft (I've had the same issue before).


    However, if you tell me what version of Minecraft you are on, I may be able to make a small mod that simply outputs player coordinates on death.


    Edit: There may be a way in vanilla, but it would require the use of an external tool like NBTExplorer to open up the player dat file and look at the coordinates.

    Posted in: Discussion
  • 0

    posted a message on COUNT TO 100,000,000 FOR A WORLD RECORD!

    30,520

    Posted in: Forum Games
  • 0

    posted a message on COUNT TO 100,000,000 FOR A WORLD RECORD!

    30,497


    Edit: ninja'd

    Posted in: Forum Games
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