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    posted a message on [1.6.4][Forge][ModLoader] Mob Spawn Controls! Control Spawning! Increase SpawnCaps + Spawn Attempts! Mo'Creatures+ExtraBiomes S
    Is there a fix for how Mo Creatures spawns certain entities based on biome? By that I mean, there's a frost scorpion and a jungle scorpion and a fire scorpion but no way for MSC to distinguish between the three. So for instance, polar bears can't spawn in on-vanilla cold biomes.
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    For those so inclined, here's a Painterly addon for this mod. Covers most leaves, logs, planks and most shrubs.

    http://www.mediafire.com/?973we902ewnm4me
    Posted in: Minecraft Mods
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    posted a message on [16x][1.1.0]Painterly Compatible Mod textures!! Added Metallurgy Support and more!
    Metallurgy: For the most recent version.Covers the majority of content. There was more I could have done but making that many unique pickaxes and swords has driven me quite mad.

    Biomes O Plenty: For the most recent version. Covers the majority of blocks. Hard to tell what some of those biome-shaded leaves are, so I left them alone.

    Millenaire: For the most recent version. Covers what I could salvage from the yogbox's version plus a bit more. I remember once upon a time there was a painterly style millenaire trade window floating around but I'll be damned if I can find it.

    Mo Creatures: For the most recent version. Covers only a little; this is when the pickaxe madness started setting in. Most of the newer MC textures are pretty painterly already. Shame I couldn't find a better bigcat claw though.

    Keep on fighting the fight against vanilla textures.

    In hindsight I suppose I should have flipped those precious metal shovels so they actually looked like scepters in-game. Oh well. Did I mention the madness? >_>

    Davey, you're free to use/mutate these as you see fit.
    Posted in: Resource Packs
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Okay, my interest is waning again. Here's what I was able to get done.

    Painterly texture pack addon that covers:
    Ores
    Blocks
    Bricks
    Dusts
    Ingots
    Tool sprites
    Armor textures (but not sprites)
    Utility ore items
    Money
    Chests

    http://www.mediafire.com/?bt6bk92kzx71r5s
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    I don't think I can rig up crushers/smelters/abstractors with existing textures. Dunno how requests for mod support are handled with Rhodox but it doesn't seem very welcome.

    Painterly is 16x only.

    Edit: I don't ever want to look at another sword or pickaxe again.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Working on an update for the painterly texturepack. It'll have the ores, bricks, metal blocks, dusts, ingots, coins, chests, tools, swords, armor sprites and armor textures. Furnaces, colored glass and lanterns are a maybe, haven't looked into those yet.
    Posted in: Minecraft Mods
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    posted a message on [V1.6.2] Xie's Mod
    As a test, I set the rarity for shrubs to 1, let them spawn in all biomes, and let them replace any potential grass/shrub from Biomes o Plenty it might come across. Flew around for 30 minutes and never saw a single shrub.

    So, I think something more robust may be needed in the spawning system,

    ...and now I've taken out BoP and shrubs aren't even spawning on vanilla biomes, so I'm starting to think I'm doing something wrong.

    I should say, I could only get default Xie's to work if I kept everything in xie.zip in the mods folder. If I unzip it the game starts throwing weird errors on startup. So I've been editing spawns.xie and then putting it in the zip. Dunno if that changes things.
    Posted in: Minecraft Mods
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    posted a message on [V1.6.2] Xie's Mod
    You are a mad genius.

    I think with my modded in biomes that are heavy in trees and grass, your spawns are losing the fight for dominance. I'll try decreasing the rarity.
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from TDWP_FTW

    There's not really any possible workaround for it. The huge trees aren't really meant to be cut down anyway.


    I don't think that's true, since you included redwood saplings and planks, etc. On any mod that added trees, "the leaves don't decay" would be bug report 1 on page 1, just sayin'.

    I'm glad you're softening on it though.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Note: If you really do plan on doing something PVP-oriented for a module, then it would have several implications. For one, armor and swords in this mod are balanced against vanilla mobs, not other players. And there are abilities one could apply that would only make sense in a PVP environment. Off the top of my head, a helmet that can see other players and pinpoint their location from anywhere on the map, for instance.
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    I hope you can find a workaround to get the leaves on those trees to decay, I know that'd bother the hell out of me.
    Posted in: Minecraft Mods
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    posted a message on [V1.6.2] Xie's Mod
    I'm glad to see this mod is still going! It's the best there is for sandwiches, bar none.

    Still running into a problem where salt isn't spawning on beaches. I think the last time I mentioned it you said I could add a smelting recipe for turning a bucket of water into salt, which was a good idea, but I didn't know how to do it at the time. Does the forge ore dictionary thing work with salt? Metallurgy has saltpeter ore, I could use that. If there are shrubs that are supposed to spawn naturally I don't think those are being generated either.

    Last time I also mentioned that the fruit trees would look better if they were mostly normal leaf blocks, with only a few "fruited" leaf blocks. You said it would have been a waste of block IDs, and that was very true at the time, but nowadays everyone's abusing the hell out of metadata. Take for instance the Biomes o Plenty mod:



    It'd also be nice to have more control over what biomes each of the plants spawn in, but that's just me being demanding. Orange trees in snowy biomes are kinda silly, though.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    There are plenty of ways to balance unbreakable weapons/armor. The IC method requires they have a charge, EE has them consume fuel, etc. You could have them spend EXP to have their full effect, which would give the abstractor added necessity.

    Also note, they wouldn't necessary spawn once per map in my outline. Only if the first team to dig up a particular ore chooses to seal it off. And the end goal of gathering the seven sealing items in one place could have a "reset" tacked on, unsealing everything.

    Quote from lindyhopfan

    -snip-


    For rarer ores, a diving rod of sorts might be in order, but I was suggesting it be only for one module, or an option in the config, to allow for some diversity. In my game I make the precious metals low depth only; having everything spawn the same way is the most boring thing of all, especially when there's fifty ores.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    A Modest Proposal
    On the generation of Fantasy and Elemental Ores
    by Archdeco

    It's long been a complaint of mine that this mod can inundate the player with ores. I propose testing an alternate ore generation pattern, as a config option or as the default for one of the modules, namely Fantasy Ores.

    I propose that fantasy ores not use the vanilla-ish generation algorithm they're using now. Instead, they spawn in massive veins (or areas of extremely high density) in massive quantities. These veins would not be per-chunk, but generate in a manner similar to the way slime chunks are determined. Slimes will only ever spawn in a given chunk if a RNG between 0 and 9 rolls a 0 when the chunk is first generated. In this way, ore veins can be made much rarer without sacrificing overall yield. In addition, all fantasy ore veins could be roughly the same size when generated, but simply rarer for the stronger ores.

    Some perspective: 35 ingots is enough to make all tools and armor. Promethium spawns 30 ores per chunk, so for every seven chunks there would be roughly six veins. Atlarus spawns 3 per chunk, so it would have a vein every 10-11 chunks, slightly less common then a slime chunk. Therefore, larger veins, or having more than one of such vein of that size per instance, would be best.

    Redistributing ores in this way would drastically distinguish it from other ores, requiring more work for more payoff. It would require exploration, and perhaps specialized equipment for locating it. It would unclutter caves immensely. And the way I outlined isn't the only way this principle could be applied. Veins could be bigger, or be not veins at all but simply chunks with super-high density for an ore. It could be something applied to just fantasy ores, or several sets, or none at all, simply an option in the config.

    Now let's talk elemental ores. I know they're not out yet, but hear me out; PVP with factions is coming to vanilla Minecraft very soon, and there will need to be a "goal" to work towards. This is my idea:

    Say there was a locator item like the Eye of Ender or compass, crafted from rare materials (Platinum, Desichalkos and Tartarite together, if you wanted to be extra mean). The locator leads to the nearest "elemental" chunk, which is kept something on the order of 5 square km from the next one. Use the locator item on the chunk itself, and said item is consumed and every ore within that chunk becomes a single type of elemental ore. Even discounting fantasy ores, this would be over 500 ore. The catch would be that said ore decays into smoothstone very quickly; the task at hand would be for a team of people to quickly strip-mine out the chunk. Then, a special item is crafted from using high amounts of that ore (for example, one block, two bricks, two ingots, two ores and two dusts, equaling 23 metal) which, when used, prevents that type of metal from ever spawning again on that map, sending out a global server message as it does so.

    This sort of mechanic would give successful teams a true reward for their cooperation and preparation, and give enemy factions a true incentive to pillage you and rob you blind. The logical conclusion would be eventually gathering the seven elemental items that sealed off their respective spawning, but I don't have a good answer for what crafting them together would yield or how they might otherwise be used.

    I know none of this would be easy to code and may go against what you have envisioned for the mod in the future, but I believe that this could make the mod something really great.
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    https://docs.google.com/spreadsheet/ccc?key=0AvXDhr0-I6YDdDhSa2xFNHhKU0pJSFZrVzRMMHpERGc#gid=0

    I updated this old spreadsheet to reflect the stats present in the worksheet in the OP. The format is meant to be easier to read for people playing the game who may not know tons about the mod or Minecraft in general.
    Posted in: Minecraft Mods
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