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    posted a message on Digital Diamond: Connect Four
    nice 1st
    Posted in: Minecraft News
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    posted a message on ~DRUG WARS~ ~ Reopen! ~
    IGN:joeamt
    WHERE YOU ARE FROM:virgina
    WILL YOU READ THE LONG LIST OF RULES? (I MEAN LONG) of course
    WILL YOU RESPECT PLAYERS AND NOT BE AN ASS? yes!
    CAN YOU HAVE FUN AND KNOW ITS JUST A GAME? always
    WHAT DO YOU THINK OF THE IDEA? this is by far the coolest idea i have heard of.
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on [1.6.2][SP/SMP] Marcopolo's Mods: Better Ore Distribution(v2.7.1 beta), Trap Friendly Cactus, and Practical TNT
    Quote from Scearcrovv

    first off: sure credit goes to marco for his awesome ore generation code. I just.. mh.. 'extended' marco's mod to fit IC. And Alan: this mod does not magically change the ore distribution in your old worlds. You WILL have to generate new terrain (meaning new chunks) or a new world to apply the gereation to your world. And naturally you won't need the original mod to use the IC compatibility mod, because IC's ore generation is independent from the vanilla Minecraft.


    i know i make new worlds each time..... still dosnt work do you need both marco's mod and ur patch or just ur patch?
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][SP/SMP] Marcopolo's Mods: Better Ore Distribution(v2.7.1 beta), Trap Friendly Cactus, and Practical TNT
    also do i need to install both the normal version of this mod and ur patch?
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][SP/SMP] Marcopolo's Mods: Better Ore Distribution(v2.7.1 beta), Trap Friendly Cactus, and Practical TNT
    Quote from Scearcrovv

    What version of IC did you use? Are you using other mods? I just noticed that v.1 of the IC patch is outdated. Until marco updates the link please use this one: IC Compatibility Patch v.1.0a. For v1.2 use the official link from the first post. (redownload! IC Compatibility Patch v.1.2a). And most important info i'm missing in your post. What does not work? the game? new generation? IC?

    ore gen dosnt work for IC or normal ores... i use newist IC i will try agian
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][SP/SMP] Marcopolo's Mods: Better Ore Distribution(v2.7.1 beta), Trap Friendly Cactus, and Practical TNT
    Scearcrovv both of your IC versions dont work :sad.gif:
    Posted in: Minecraft Mods
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    posted a message on [Creating Mods] Mod Making for Beginners [June 1, 2011]
    Quote from seatooth

    The tool tutorial will be made late sunday because my mom's annoying boyfriend is playing with the power and turning it of and on without telling anyone so I am to annoyed to do some tuts for a while plus I will be at my dad's.

    tell him to stop or i will find him and beat him so har he will never turn any thing on or off again.
    Posted in: Tutorials
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    posted a message on [1.6.2][SP/SMP] Marcopolo's Mods: Better Ore Distribution(v2.7.1 beta), Trap Friendly Cactus, and Practical TNT
    Quote from Scearcrovv

    BTW I don't recommend the settings i posted before. They were just an example. You should better use
    if(random.nextInt(35) == 1)
    or something instead of
    if(random.nextInt(15) == 1)
    . Using 15 creates way to much Tin and Copper. But Uran is fine. If its not enough Uran for your purpose you could use
    if(1 == random.nextInt(200))
            {
                for(int i6 = 0; i6 < 100; i6++)
                {
                    int l1 = i + random.nextInt(16);
                    int k2 = random.nextInt(8) + random.nextInt(8) + random.nextInt(8) + random.nextInt(8) + random.nextInt(8) + random.nextInt(8);
                    int j3 = j + random.nextInt(16);
                    (new WorldGenMinable(oreUran.blockID, 10)).generate(world, random, l1, k2, j3);
                }
    
                for(int j6 = 0; j6 < 200; j6++)
                {
                    int l1 = i + random.nextInt(16);
                    int k2 = 45 + random.nextInt(60);
                    int j3 = j + random.nextInt(16);
                    (new WorldGenMinable(oreUran.blockID, 1)).generate(world, random, l1, k2, j3);
                }
    
            }		
    else if(1 == random.nextInt(2))
    		{
    			for(int i1 = 0; i1 < 30; i1++)
    			{
    				int l1 = i + random.nextInt(16);
    				int k2 = random.nextInt(64);
    				int j3 = j + random.nextInt(16);
    				(new WorldGenMinable(oreUran.blockID, 4)).generate(world, random, l1, k2, j3);
    			}
    		}

    This gives you a 50% chance of normal Uran generation there isn't a big vein.


    im not that advanced in modding i will just wait untill the IC version comes out....:smile.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][SP/SMP] Marcopolo's Mods: Better Ore Distribution(v2.7.1 beta), Trap Friendly Cactus, and Practical TNT
    Quote from Scearcrovv

    Regarding IC:
    I did a compatibility patch for IC already. BUT so i can't upload the file. But for everybody whos able to handle MCP here is what i changed:

    Tin (line 1066)
    if(random.nextInt(15) == 1)
            {
                for(int k = 0; k < 40; k++)
                {
                    int j1 = i + random.nextInt(16);
                    int i2 = random.nextInt(16) + random.nextInt(16) + random.nextInt(24) + random.nextInt(24);
                    int l2 = j + random.nextInt(16);
                    (new WorldGenMinable(oreTin.blockID, 25)).generate(world, random, j1, i2, l2);
                }
    
                for(int k = 0; k < 200; k++)
                {
                    int j1 = i + random.nextInt(16);
                    int i2 = 45 + random.nextInt(60);
                    int l2 = j + random.nextInt(16);
                    (new WorldGenMinable(oreTin.blockID, 1)).generate(world, random, j1, i2, l2);
                }
    		}

    Copper
    if(random.nextInt(15) == 1)
            {
                for(int l = 0; l < 25; l++)
                {
                    int k1 = i + random.nextInt(16);
                    int j2 = random.nextInt(24) + random.nextInt(24) + random.nextInt(24) + random.nextInt(24);
                    int i3 = j + random.nextInt(16);
                    (new WorldGenMinable(oreCopper.blockID, 32)).generate(world, random, k1, j2, i3);
                }
    
                for(int l = 0; l < 25; l++)
                {
                    int k1 = i + random.nextInt(16);
                    int j2 = 45 + random.nextInt(60);
                    int i3 = j + random.nextInt(16);
                    (new WorldGenMinable(oreCopper.blockID, 1)).generate(world, random, k1, j2, i3);
                }
    
            }

    Uran
    if(1 == random.nextInt(200))
            {
                for(int i6 = 0; i6 < 100; i6++)
                {
                    int l1 = i + random.nextInt(16);
                    int k2 = random.nextInt(8) + random.nextInt(8) + random.nextInt(8) + random.nextInt(8) + random.nextInt(8) + random.nextInt(8);
                    int j3 = j + random.nextInt(16);
                    (new WorldGenMinable(oreUran.blockID, 10)).generate(world, random, l1, k2, j3);
                }
    
                for(int j6 = 0; j6 < 200; j6++)
                {
                    int l1 = i + random.nextInt(16);
                    int k2 = 45 + random.nextInt(60);
                    int j3 = j + random.nextInt(16);
                    (new WorldGenMinable(oreUran.blockID, 1)).generate(world, random, l1, k2, j3);
                }
    
            }


    [color:red]IMPORTANT[/color]
    You need to disable/delete the lines realeted to the Electric Minecart and delete the files "EntityIndustrialCart.java" and "ItemIndustrialCart.java" before recompiling and reobfuscating!
    I still hope Alblaka releases a optimized file.. PS: any respond of Alblaka to your request Marco?

    what .java files do i need to put this in and also do i need to put modloder and modloader MP in my jars before i decompile?
    Posted in: Minecraft Mods
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    posted a message on [Creating Mods] Mod Making for Beginners [June 1, 2011]
    Quote from seatooth

    I will be making item, armour, and tool tutorials so just wait and they will come.

    thanks cant wait untill then i prefect my block and item makeing :smile.gif:
    Posted in: Tutorials
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    posted a message on [Creating Mods] Mod Making for Beginners [June 1, 2011]
    ok so i am making a custom amour mod i am going to have obsidian,wood and stone amour i know how to make an item,make a crafting recipe and a smelting recipe but do not understand how to give my amour properties like how much durability and damg it can take... can you make a tut showing that? thanks for reading
    Posted in: Tutorials
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    posted a message on [1.6.2][SP/SMP] Marcopolo's Mods: Better Ore Distribution(v2.7.1 beta), Trap Friendly Cactus, and Practical TNT
    Quote from Scearcrovv

    The new ore distribution enhanches the usage of quarrys from BuildCraft, making this mod even more awsome. I love it!


    i found huge iron vain used quarry to get it all :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][SP/SMP] Marcopolo's Mods: Better Ore Distribution(v2.7.1 beta), Trap Friendly Cactus, and Practical TNT
    Quote from Mr.Oats

    Hey, I like this mod very much. Ive been able to find all the things i needed. But when I was using the xray, I couldnt find a single Strein of Gold or Diamond with using this mod. Does this mod really affect Gold and diamond?


    ive used 4 dimond picks walking in a stright line at lvl 11 and found 1 gold vain useing xray but no diamond...
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][SP/SMP] Marcopolo's Mods: Better Ore Distribution(v2.7.1 beta), Trap Friendly Cactus, and Practical TNT
    Quote from marcopolo1613

    I'm going to be in the car all of Sunday and monday, I'm taking a road trip to Philadelphia to visit my nephew, who turned one recently.

    I will then be there for about a week, and do the same thing back, so mod support during that time can only be so fast. If notch throws out another patch I can only get to it so fast.

    Chances are nothing will happen to terrain generation, so if notch patches the game,look at what he has changed and determine if it will conflict with the mod, because you might still be able to play. though back your saves and your .jar if you try this

    good luck all

    Have fun,to users, i recomend start a world now and explore a bit then if a new patch comes out dont explore anymore chunks then re install the mod when he updates :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][SP/SMP] Marcopolo's Mods: Better Ore Distribution(v2.7.1 beta), Trap Friendly Cactus, and Practical TNT
    Quote from marcopolo1613

    I havn't heard from the IC creator about integrating my code, I tried doing it myself but decompiling his mod, amending it, and recompiling it was destructive to it's stability. so he would have to do it himself. I PMed the code snippet to him but havn't heard back. he uses modloader though so you can have both his mod and mine in single player, but his ores don't have mines.

    he's probably working, it's monday

    as for multiplayer, same problem plus some. his mod uses of.class, so does mine, so when you put my mod over his in multiplayer you don't get his ores. so the two mods have to be integrated, and the whole batch of raw source has to be compiled at once, this will give a modified file that has my mod in it, which can then be used optionally by putting it over his.

    notch says the update is coming wednesday but may get pushed back to Thursday, so IC, modlaoder, and modloaderMP will be down for a while. I should be able to reapply my mod within a day of the patch, but those other mods will almost definitely take longer to fix.

    verdict: if I get the code it will take me a couple hours to set it up. when notch releases his patch, it could take days or weeks for IC to be up and running again.


    ive always been curious why does updates stop mods?
    Posted in: Minecraft Mods
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