You know what time it is? It's GaryCXJk +-TIME->!
Or: My. CXJ. Is. AWESOME!!!
Due to the fact that I'm currently working on my own game, I am unable to update my mods. Any updates to TMT should be handled by the mod creators using TMT, or, if anybody is willing, by someone who wants to maintain a main fork. NMT and NRT should be downloaded from any of the people I gave permission to, if they have any download of NMT or NRT available. If you need either of the two as a stand-alone API, and there isn't one available, you should either request a package from any of the people who have permission, or, if you are a modder yourself, ask for permission to compile them yourself.
I will not respond to mod pack requests, nor will I respond to update requests. I will respond to actual modders who want to have permission to host NMT or NRT themselves.
All other mods that don't require permission are of course free of use. Again, I will not respond to mod pack requests, in this case though because it's redundant to ask for permission.
UPDATE: For an updated version of NMT, go here:
OvermindDL1's NMT
Good day, gentlemen. I hereby present to you the thread with the modifications made by yours truly, GaryCXJk. I have made this thread to inform you of my shenanigans surrounding the creation of modifications for the personal computer independent video game with the appropriately named title Minecraft. I have come to decide that I will post these modifications, also known by the commoners as "mods", on these message boards, for me to share to you.
Henceforth I will place the short summary of the mods I post, which will be direct copies of the text found in the "readme.txt" files, a practice most commonly known as "copy-pasta". I sincerely hope you will find enjoyment in applying these modifications.
Also note that all my mods are provided with the source code when applicable, which are specifically made using the Minecraft Coder Pack.
Final note, I will only link to the mod page on MC Mod Center, so that I won't constantly have to update every and all links on this page, only the version numbers and stuff.
[1.2.4] Turbo Model Thingy v2.3.7
Note that although untested, this could still work on 1.2.5 of Minecraft. Regardless, you can access the 1.2.5 version by changing the 1.2.4 part in the direct link to 1.2.5.
Are you tired of having to use codes to make even a simple mob? Do you spend hours upon hours trying to figure out how to put these models made of boxes together to make them look like anything that at least Notch could create? Don't you wish there was some easier way to make your models?
If you're one of these people who wonder at least one of these things, then you're out of luck! Turbo Model Thingy will make modeling even more complicated! But for those who do not shy away from a challenge, Turbo Model Thingy might be the answer!
The Turbo Model Thingy does what it does best, by adding new ways to construct your models! How about trapezoid shapes? No problem, just use the addTrapezoid class. How about 3D sprites? Not a problem, addSprite will help you out! And how about even more complicated shapes, like spheres, or even, GASP, cylinders? By the way, I got them mixed up, it was supposed to be cylinders first and then, GASP, spheres. But anyway, how about these more complicated shapes? No problemo. It does what it does best, making life better for the ones who dare to be wild.
Want more? How about Wavefont OBJ files? Bones? Fracken vertex transformations? You can do it all, at least if you're not a total scrub.
And with growing demands a growing amount of features are added! Now I can't disclose what kinds of new features are there because I still haven't paid the bills of the fortune teller yet, and she refuses to tell me what sparkling new features are planned, but I can assure you,
... Yeah.
And for those who don't make their own models, don't fear, you guys aren't left out. Mods made with Turbo Model Thingy will still require you to install Turbo Model Thingy. Now you can be part of the big whole too, right? Right?
[Direct download]
[Source download] - [Javadoc download]
Also, since reading obviously isn't the strongest quality of most people here, you can find the 1.2.5 version here. No direct link will be provided, considering people just can't seem to be able to read.
[Direct download 2.3.6]
[Source download 2.3.6]
Note: Use the source code when creating your own mod in MCP, as MCP will not be able to decompile Turbo Model Thingy correctly.
Permissions
You are allowed to redistribute Turbo Model Thingy and its derivatives in any way and form, without any restrictions. Also, stop PMing me to ask if you can put this in your crummy modpack. I will not return any messages sent to me regarding those.
[1.2.5] Nitro Model Thingy v0.5.1
Note that the 1.2.5 version might still work on 1.2.4, although I am not certain.
The development build of the "successor" of Turbo Model Thingy. Right now it's in its testing phase, and no mods so far use Nitro Model Thingy, meaning this is only useful for (future) modders.
Also, due to this, there is no documentation yet, so you'll have to learn it from the source code for now.
Nitro Model Thingy was designed with extendability in mind, meaning you can now add your own shapes without having to modify the base code.
Final note: This does not require Turbo Model Thingy to run.
[Direct download]
[Source download]
Hosting permissions granted to:
Flan
UltraMoogleMan
SmallDeadGuy
MrDare
Zorn_Taov
OvermindDL1
Manus
AnonymousProductions
The Techne team members
The PokéMobs development team
Due to it being in the testing phase, I will only allow select people to host it in their own mods. This might change in the far future though. Note that at the moment, only modders can request to apply for this list, as it's really hard to give any support with modpacks due to (possible) incompatibility or errors and bugs not related to Nitro Model Thingy.
Any forks made by any person on the list will have their own permission list, though, so yeah, loophole.
[1.2.5] Noded Rigging Thingy v.0.1.1
Noded Rigging Thingy is a small API that allows you to easily position various stuff in relation to each other. It mainly is used to link entities together and for general calculation purposes, but it can also be used to animate your models.
For now I can't give you much help with it, though. It's in heavy testing, and so it might not work that well. It also doesn't have every feature I had planned for it.
[Direct download]
[Source download]
Hosting permissions granted to:
The same as listed on Nitro Model Thingy, for the same reason.
[1.2.5] OldSchooled v0.1.1
Longing for the old days where 3D games were new? Or actually, pseudo-3D, seeing as the enemies were still flat sprites, most games used hitscan for bullet detection and rooms couldn't be stacked on top of each other.
With this mod, you can relive the old days again, or at least sort of.
For audio, you also should download the resources for the mod.
This no longer uses Turbo Model Thingy, as the RenderBillboard class has been included.
[Download] - [Source]
[Download resources]
Requirements
ModLoader
Optional: AudioMod
Installation instructions
Make sure you installed ModLoader, Turbo Model Thingy and AudioMod by placing them in the JAR.
Now, you can either move all files of this mod inside the JAR, or move all files to the mods folder of your Minecraft installation. If you want to keep the mods folder clean, you can repack the class files back into a zip folder.
Also note that if you have Turbo Model Thingy v2.3.4 or earlier and it includes RenderBillboard, you must overwrite the old version with the one included in this archive.
If you want to hear audio, and I assume you do, place all the resources in the Minecraft folder, or put everything from the resources folder in the package into the resources folder in Minecraft.
Do note that even though this might work by placing it in the mods directory, this practice is discouraged.
Permissions
Everybody can redistribute this mod, as long as you don't use adf.ly to package the mod. Since this mod uses assets that are property of id Software, using adf.ly will violate the ToS. Don't do it. Don't say I didn't warn you if you do.
The source code is free to use for everybody, no restrictions. However, keep in mind that you cannot distribute the graphics and / or sounds using adf.ly unless you specifically own the rights to them.
[1.2.5] RenderBillboard v1.0
This is the stand-alone class to render billboards, that is to say, flat sprites in a 3D environment (for example, the items when dropped on the ground). You don't need Turbo Model Thingy to use this, nor do you need to download this to use OldSchooled, as it already contains the very same version.
[Download] - [Source]
Installation instructions
Place the file in the JAR.
Permissions
You can use this mod without restrictions.
[1.2.5] RenderHooks v0.6.1
This API-like mod adds hooks for people to add their own 3D models for various stuff regarding item rendering, like first person view models or custom armor. Actually, those are the only ones tested, and I'm not even sure about the latter because you can't equip armor in Creative Mode.
Anyway, it's fully experimental, it doesn't have any documentation, but if you want to play with it, be my guest.
[Direct download]
[Source download]
Requirements
ModLoader
Installation instructions
Make sure you installed ModLoader by placing it in the JAR. Next, make sure all the files of this mod are placed in the JAR as well.
When developing with this mod, use the source code as it is your safest bet.
Permissions
You may use any part of this mod in your project without any restrictions.
[1.2.5] Strictly Cosmetic v0.1
This project is an example project for RenderHooks. In the end it should replace all current items with 3D versions of themselves.
Already implemented:
- Iron and gold ingot;
- Iron helmet.
[Direct download]
[Source download]
Requirements
ModLoader
Nitro Model Thingy
RenderHooks
Installation instructions
Make sure you installed ModLoader, Nitro Model Thingy and RenderHooks by placing it in the JAR. Next, make sure all the files of this mod are placed in the JAR as well.
Permissions
You may use any part of this mod in your project without any restrictions.
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Sweet preset. I was looking for something heavily mountainous for a dwarven-mountainhome-style playthrough, and this worked fairly well after a few tweaks. Namely, I:
As a result, I got a spawn area of snowy mountains and valleys worthy of the Longbeards themselves! (The seed I used is "khazad-dum", appropriately enough. (numerically, -1817781464) Only thing truly required for this is the "Extreme Hills only" biome change, the ore change is totally optional.) Like literally, just go a bit east of the spawn (watch your step, it is in the upper Y-200s here) and you'll
fall intofind that canyon.1
So, and I will update the OP to reflect this: I am giving you permission to create an "unofficial" update of this mod. However, I don't want you to flood this back end of the thread with download links. What I'd like is, if you port the code to 1.3.1, PM me a download link (preferably Dropbox, perferably both the SSP and SMP versions especially if it turns out Dumb Client requires both, do. not. use. adfly.) I will test it out, and if it works, I'll update the OP with your version and obviously give you credit.
Later on, when I'm feeling more like doing MC code again (definitely not this month), I will do an official update with the extra feature thing I promised but forgot what it was.
66
Yes, I know it's been months since I updated this thing. And 1.3.1 is out, and I promised I'd update then. But, I just don't feel like it. Minecraft's code has become too much of a mess, the new Dumb Client system is even more confusing and I don't know if it means you need both SSP and SMP versions to run the mod, my pile of IRL responsibilities does not stop getting taller (including another project taking all my coding time away, as well as preparing for Fall Quarter in a few months).
So, I'm just giving up and allowing you guys to update it yourselves. However, I'd appreciate it if you do it in a specific way:
*Get the mod source, both SSP and SMP editions, and decompile it (I hope you kept a 1.2.3 jar)
*In a second MCP instance, decompile Minecraft 1.3.1 with ModLoader, bluh bluh bluh you should know what you're doing
*Merge all the changes over (easy way to see what I did: also decompile a ModLoader-only 1.2.3 jar and compare it to the one that also has my mod)
*Make sure everything works basically the same as it did before
*Do not post a download link to your "unofficial" version directly on this thread. Instead, PM it to me. I'd really prefer if you use Dropbox, but Mediafire would be okay too I guess. NO ADFLY.
*I'll download and test your update, and if it works, I'll post your download link (rather than rehosting on my own dropbox) to this OP, and of course I'll give you credit
When I am in the mood to deal with Minecraftian spaghetti code again (definitely not this month anyway), I'll update the mod myself (probably using the unofficial update as a base) and add those new features I promised but forgot what they were.
> Bluh bluh too many words, show me the mod already
=================================================================================
2012年3月6日Months in the past (but not many)Modern Winter Mode has been updated to Minecraft 1.2.3! And this time around, I took the time to make a proper SMP version too! (It's great that the client and server both have near-identical code, other than a total lack of render classes in the server for obvious reasons.)
Proof that the mod is actually SMP compliant:
(Yup, I did connect two Minecraft instances on my laptop to a local SMP test server. MCP-test-client on the left (also the Screencap Man), my regular Minecraft self on the right. And apparently, not-logged-in players are shorter for some reason.)
And in case you can't tell, that's actually a jungle biome. The snow's already max-deep because, uh, I accidentally left SMP-test running for an hour while I was doing other things.
Config File Guide by phelandisturbed, edited a bit:
The Actual Configurable Options:
- snowUnlimitedBuild - If false, Snow caps at 7 thin sheets. If true, the 7th sheet will make it a full block of snow, and allow more thin sheets to build on top of it. Will stop when the number of full snow blocks on top of each other reaches maxSnowDepth.
- snowOverwritesPlants - If false, your plants, and crops, will be safe when it snows, the snow will form around them. If true, snow will fall on your crops, killing them, making the block under the crop dirt, and rend no seeds/crops/plants. (Side note: Snow will form on tallgrass and flowers regardless of this, but will only destroy them if snowUnlimitedBuild is true. This only controls if it can also destroy wheat. All plants are safe if snowSpecialBlocks is false.)
- freezeAllTheBiomes - If false, it will only snow in biomes that would normally have snow. If true, every biome will have snowfall instead of rain.
- snowSlowdown - If false, you suffer no movement penalty while walking in snow. If true, once there are 4 thin sheets of snow, your walking speed will start being reduced. At 6 sheets, it will be the equivalent of slowsand. The 7th sheet will convert it to a snowblock, provided snowunlimitedbuild = true.
- snowVaryingThickness - If false, you will only get a single thin sheet of snow (Default snow). If true, you will be able to get different depths of snow. (Note: The metadata actually still increases regardless, so if you've been playing with this off for a while and turn it on, don't be surprised to see a lot of almost-full snow blocks appear.)
- maxSnowDepth - The number you put here, will determine the amount of snow BLOCKS that will build up, for example, if you set it to 1, it will only build up a single block, if you set it to 15, well... good luck finding your house. (Internally capped at 32, because I *really* don't know what would happen if it tried to build snow close to (or at!) the top of the chunk.)
- snowSpecialBlocks - If false, stairs, and slabs, and such, will not get snow, as vanilla snow would work. If true, stairs, slabs, etc, will develop snow on them. Some blocks (mechanisms like levers, narrow or toggled blocks like ladders and fence gates, very thin blocks like minecart tracks, and due to a hardcoded bit of World.class, ice) will never have snow on them, though if you craft a snow layer, you can manually place it on ice.
- snowAllDayErryday - If false, it will rain/snow randomly (read: about once a Minecraft week unless you use a bed), as if this mod was not installed. If true, it will ALWAYS snow in EVERY biome.
- snowFastBuild - If false, you will only get a single sheet of snow per block, while snowing. If true, it will build 1-3 layers at a time, and if it's a thunderstorm ("blizzard"), it will always build 3 layers at once.
- presetModernMode - I don't know how to word this exactly... But it is a mix of the two latter modes. Not tons snow, but not the basic snow, either.
- presetClassicMode - If true, it will be pretty much, a basic winter/snow. Basically, the way snow behaved in Minecraft Alpha 1.1.2 (before the Nether Update), nothing more.
- presetSnowMayhem - Basically turns everything true,
- overridePresets - If false, will use a preset setting from Modern, Classic, or Mayhem. If true, it will use your custom configuration.
Preset Configurable Options:
and sets the number of blocks to build up to, at 5The default number of snow blocks to build up to is 5, but the maxSnowDepth setting works no matter what.____________________________________________
Can't get enough snow? (Or you've got too much IRL snow and want to escape it with Minecraft snow?) This is the mod for you! Modern Winter Mode, two months and three name-changes in the making, is a major overhaul of the existing Minecraft winters, and is completely safe for your existing saves, with no new blocks or entities! (Still, make backups because the only way to get the mass of snow out is MCEdit...)
Currently, the mod comes in three preset modes:
Classic Winter Mode (formerly Simple Winter Mode)
The very base level of the mod. Classic Winter Mode does just one thing: make it snow all day, erryday, errybiome. This is great for players who miss the old Winter Mode of Minecraft Alpha, but don't want to bother with MCNostalgia or want to have constant snow plus the newer stuff.
Desert, Plains, Swamp, Extreme Hills, and more Plains - ALL the biomes get snow now!
(Yes, ALL biomes. Even the "edge" biomes added in 1.1 (beaches, hill transition, etc). The only exception is the Nether and Ender, they're kinda hardcoded to not have weather.)
NPC Villages only spawn in deserts and plains, which means you never see them snow-covered normally. Now you do!
Modern Winter Mode (formerly Advanced Winter Mode)
Winter Mode, modernized! This mode takes the base idea of "snow all day erryday everywhere" and adds new features that make sense and should've been in regular Minecraft.
Did you know that, even in vanilla Minecraft, you can change the thickness of snow-layer blocks using metadata? Well, it's always been possible using MCEdit, but now the "feature" is actually implemented in-game! Snow will gradually increase in thickness, from the usual 1/8th block all the way up to a full block.
Snow on special blocks! Almost all solid blocks (as well as plants) are now able to have snow on them. On top of that, thanks to the power of ModLoader, the snow actually renders on the block the way you'd expect!
Stairs! You can build better-looking, wooden-stair-based roofs and still get snow on them! (If you look at the bottom right, you can also see tallgrass in snow.)
Fences and slabs! And a better view of snowed-over tallgrass.
This also applies to flowers, saplings (does inhibit tree growth, cover your tree farms), mushrooms (you'll never see it in practice though because mushrooms don't like seeing the sky), chests, ice (snow won't actually spawn on ice though due to a hardcoded preventer in World.class), and all types of fences and stairs. Even Netherbrick ones!
Also forgot to mention, snow and ice are craftable! This is currently the only way to obtain the snow-layer block in Creative. Placed snow-layer will build like normal as long as it's being snowed on.
Snow Mayhem Mode
This spawned from various suggestions posted after the release of Advanced Winter Mode. Various little additions to make snow more fun, or harder to survive in, or whatever. (Includes all features of Modern Winter Mode, naturally.)
Full-block-sized pile of snow not enough for you? Want to be a snow mole? The primary feature of Snow Mayhem Mode is, snow can build as high as you want it to*!
*Snow thickness set in .minecraft\config\mod_ModernWinterMode.cfg, defined as the number of solid snow blocks directly underneath a snow-layer block, and is set to five blocks by default. For safety reasons (Minecraft might not like having an entire chunk being solid BlockSnowBlock and trying to stack *more* snow on top of that), the number is capped at 32. Also, you can see how annoyingly inconsistent updateTick() is.
I am seriously snowed in.
This is that "make it harder to survive in the snow" thing I was talking about. Snow has the ability to form on wheat, and if it reaches a full block deep, the wheat is completely destroyed! Seriously, cover your farms!
Additional features that can't be explained in a screenshot:
*Snow builds at an accelerated rate compared to Modern Winter Mode. Instead of 1-3 layers per update, it always increases by 3, leading to quickly-buried worlds within about 3-4 Minecraft days.
*Thicker snow layers (from a bit more than a half block (stage 4) to a full-but-not-solid block (stage 7)) have a Soul Sand-like effect. Depending on how thick the snow is (ignoring solid snow blocks below), it decreases your (and other mobs') movement speed from 85% at thickness 4 to 40% (same as Soul Sand) at layer 7.
Preset Override
Want to mix and match settings? You can! Enable the "overridePresets" option in the config file, and you can manuallly change ALL the things! You can even revert biome temperatures and/or weather patterns back to vanilla if you want to only have a few biomes snowy and only snowing once every other Minecraft week.
____________________________________________
Videos:
The official GameChap review! Some info may be out of date because the mod has upgraded since then.
My attempt to record the first version of Advanced Winter Mode. Bad framerate because CamStudio doesn't like Millenaire.
Danix_92 did what I couldn't: left the game running overnight with maxSnowBlocks at 32. Holy meep.
(It's definitely proof that Minecraft can handle snow buildup to the height limit of the world. What do you think, should I uncap maxSnowBlocks in v1.2?)
Making your own videos of the mod is always welcome.
____________________________________________
Installation
Use WinRAR, open minecraft.jar and ModernWinterMode1.2.3-Client.zip, move classfiles into the .jar, delete META-INF folder, profit. More details in readme.txt if you really need them.
The client version requires ModLoader, and must be directly installed in minecraft.jar (not .minecraft\mods) due to modding base classes. Server version can be installed vanilla, and is not a Bukkit mod. I would also recommend the OptiFine mod by sp614x if you're a laptop player or have a lower-end system, since having so much snowfall onscreen all the time causes heavy lag.
The server version does not use ModLoaderMP (I don't have time to figure it out because EvilMinecraft), so there is no config file. The mod will behave according to the client version "presetModernMode" settings: Snow buildup, constant snow, snow on special blocks, snow overwrites tallgrass and flowers but not wheat, snow will not become solid blocks of snow and increase higher than one full block. It is possible for a vanilla client to connect to a Modern Winter Mode server, but the player will see rain and vanilla biome shading instead.
Download
Modern Winter Mode for Minecraft 1.2.3 - Client 1.2.3 (ModLoader required, OptiFine highly recommended)
Modern Winter Mode for Minecraft 1.2.3 - Server 1.2.3 (no other mods required, use on VANILLA minecraft_server.jar only, this is not a Bukkit mod!)
Outdated Versions
Modern Winter Mode for Minecraft 1.1.0 - Client 1.1.0
(Outdated Advanced Winter Mode, ModLoader required for client version only)
Advanced Winter Mode for Minecraft 1.1.0 - Client v1.1.0 r1
Advanced Winter Mode for Minecraft 1.1.0 - Client v1.1
Advanced Winter Mode for Minecraft 1.0.0 - Client v1.01
Advanced Winter Mode for Minecraft 1.0.0 - Client v1.0
(Outdated Simple Winter Mode, no ModLoader required)
Simple Winter Mode for Minecraft 1.1.0 - Client v1.1
Simple Winter Mode for Minecraft 1.0.0 - Client v1.0
Simple Winter Mode for Minecraft 1.1.0 - Server v1.1
Simple Winter Mode for Minecraft 1.0.0 - Server v1.0
Revision History
March 6, 2012 - Update to Minecraft 1.2.3, and a proper SMP version
January 24, 2012 - What's this? The mod is evolving! *obligatory Pokemon music* Advanced Winter Mode evolved into Modern Winter Mode! (Sorry, no SMP version for a while, but the Simple Winter Mode SMP version is still usable.)
January 22, 2012 - The official GameChap review!
January 21, 2012 - 成人式 (Seijin-shiki, coming-of-age ceremony), I am now legally an adult by Japanese standards (but not American ones, I'm not drinking age yet). Oh, also updated Advanced Winter Mode to 1.1.0r1 (bugfixes!)
January 15, 2012 - All versions of the mod updated to Minecraft 1.1
January 5, 2012 - Advanced Winter Mode SSP v1.01, with 200% more working toggle switches!
December 24, 2011 - Advanced Winter Mode release, SSP version. Call it an early Christmas present
December 15, 2011 - SMP version released
December 7, 2011 - Base release, SSP version
I've been posting a lot of development progress on Twitter: https://twitter.com/WackoMcGoose
1
As I keep saying and everyone keeps ignoring, turn off Smooth Lighting first (and leave fancyblocks on), and see if that helps. Fancyblocks by itself doesn't tank the framerate that hard (and I should know, I created the fancyblocks models on a VERY low-end laptop), but fancyblocks and smooth lighting combined murdalizes the framerate because it has to calculate the ambient occlusion gradient for every single box of the model. (Which is weird, because the AO calculating seems to be bugged, and actually shades each subcube according to the lighting of the box as a whole. A 0.5x0.5x0.5m box and a 1x1x1m box have the exact same gradient for the same block (and a bunch of minicubes in one block will all have the same gradient even if you think they wouldn't, like in the 3D-break model), which is why the top part of fancygrass looks weird with Smooth Lighting.)
Also, turning off Smooth Lighting gives me a 20-30fps boost in vanilla, so it's got to help with this mod.
1
If you want to keep using the mod (which seems to be breaking as it is), please stay on 1.2.3. The obfuscation DID change between versions (it usually doesn't for minor updates, but according to Searge it did), so the mod will not work in a 1.2.4 jar or with 1.2.4 ModLoader.
1
Here's a fragment of it, showing how it renders on slab blocks.
Basically, the secret is to pass in a negative number to setBlockBounds() :tongue.gif: Two problems I've found, though: it messes up the side texture a bit, and the selection box is hardcoded to only allow values in the [0.0F, 1.0F] range, so it is impossible to make the hitbox line up with an outside-the-block render.
Uh... maybe? I can't affect the density of the snow particles, but I could set up different snow durations and assign a snowBuildupFactor to each, and have snow updateTick() increase the snow height accordingly... However, I haven't figured out how to access the current in-game time or measure the number of days, and I also don't know how to add new NBT data to level.dat, so each time you restart the game it'll revert to a default weather system.
Okay, so new information. EvilMinecraft's going well, and we were trying to release on the 14th (thanks Miclee for posting a "leak" saying we would!), but between having broken everythings, exceeded the terrain.png so much we were actually in the middle of writing our own custom secondary-terrain.png accessor code and extended blockID save format when 12w07a announced it would do just that but with 4096 IDs and (hopefully) infinite spritesheets, it's just not happening until after 1.2 afaik.
Now, about the future of this mod. Obviously, I haven't forgotten about it, I've just been crazy-busy. First with EvilMinecraft and Japanese studying, then just Japanese studying, then Dan (NerdCubed) posting videos of awesome games (wish I had soemthing that could run Just Cause 2), along with internship stuff, trying (and failing) to do Episode 1-5 of Paper Minecraft: Legend of the Music Discs... *brain is torn five different directions*
...But anyway, I think that other than updating for new MC versions (a total code refactor once 1.2 comes out with the new biome-inating) and some tweaks, I think that Modern Winter Mode as-is is pretty much done. HOWEVER! I'm not done with the winter-type-mod idea! One of my rules with this mod from the start was to keep saves 100% save (other than being buried in snow, of course :wink.gif:) and no new IDs, and I think I've done what I can within that restriction. So, once I've gotten through all this other stuff (so not anytime soon), I'd begin work on a new mod, one that does include new blocks and items (making BlockSnow gravity-affected technically is making a new block, EntityFallingSnow), new terraingen, heck, with the biome code revamp in 1.2, I might even make it so only true snow biomes (and the ocassional frozen ocean) would be created in a world. No concrete details for a while because I don't even know, it's just a concept right now. But MWM will continue to be available and updated when needed (though I *highly* doubt the two mods will be compatible).
Oh, and note to self: When [REDACTED] calms down, figure out ModLoaderMP and make a multiplayer version of this mod before starting a new one.
1
Not a bad idea, actually. Underwater ruins? Or better yet, ruined modern-looking underwater bases complete with partially-broken glass domes? Maybe... Definitely not this release though, we're kind of in "do as many of the currently-listed features as we can before the 14th" mode. Maybe after that...
Heck, I think I might take the time to poke around that part of the code just to learn how to generate underwater structures... not till later, of course.
1
5
And to the "ZOMG WHY YOU TAKING SO LONG" crowd: I have a nice little activity for you. Go get MCP 5.0 (the version that decompiles Minecraft 1.0, not 1.1), run it on an unmodded minecraft.jar, make a backup of the \src folder, then decompile minecraft.jar with OptiFine installed. Now compare a few classes from the two sets, let's say RenderBlocks. Do you see that mess of code he has to go through?
And don't say "oh he can copy the old deobfuscated OptiFine source in". No, he can't. Even if RenderBlocks was completely untouched (and it never is for large Minecraft updates, even if no new blocks were actually added), the MCP deobfuscation output may be slightly different. What might have been converted to renderBlockLight in one version could be renderLightOnBlock in the next. Try to copy old basefile sources like that, and ba-boom, a netherload of compile errors. Even a diff file won't always work, you have to actually make sure everything lines up right. Manually. It's not that hard for a small mod like TooManyItems, or a base-clean, ModLoader-only mod like Millenaire, but for mods that touch a lot of base classes, it takes a while.
1
I wasn't even going to work on my mod any more until Minecraft 1.1, MCP 1.1, ModLoader, and probably TooManyItems (so I can see how it controls weather without relying on my hideous WorldInfo hack) all have updated...