• 0

    posted a message on How many diamonds do you have saved up?
    I've got a full stack plus twenty or so in my nomad world, all legit. Used to have over 40 in my second stack, but I made diamond armor for the journey.
    Posted in: Achievements & Stats
  • 0

    posted a message on [1.0.0] No Biomes X (very dead, use Exalm's stuff instead)
    I haven't posted in this thread in a long time (at least, it seems that way). So, Hi, I love your mod, I always keep a back-up .jar with an installation of it, along with SPC, it's the only mod I ever need.

    Thank you.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0] No Biomes X (very dead, use Exalm's stuff instead)
    You've done it, the Far Lands are back with this mod! They're pretty much the same, except for the fact that the world cuts off at 30,000,000 just like normal 1.8 terrain does. Everything else is great!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0] No Biomes X (very dead, use Exalm's stuff instead)
    I've been trying to show this mod to AntVenom on the kurtjmac 8 hour livestream, he wants a mod just like this.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0] No Biomes X (very dead, use Exalm's stuff instead)
    Quote from InsanityBringer

    And suddenly I have some good news and some bad news. The good part of things is that I'm driving up to Michigan this weekend, and I'll be visiting my brother in the process, so I can probably grab his old GPU while I'm up there.

    The bad news is that the reason I'm driving up there is because my grandfather died :sad.gif:

    What the hell is up with my luck...


    I'm sorry to hear about it, bro. Seems to be happening a lot recently.

    Edit: Oh, and epic banner!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0] No Biomes X (very dead, use Exalm's stuff instead)
    Quote from InsanityBringer

    In any case, a MCP build for 1.9pre5 was released. I'm still going to focus the efforts on the stable version (1.8) as soon as I can finally get someone to actually replace my GPU (assuming this happens before official release), but until then, I'm going to start "damage" assessment. So much has changed in 1.9 so I'm trying to get a feel for how much hell I'm going to have to go through to update, heh.


    MCP is out for pre5? I'm going to port my mods over (and get to work on more features!)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0] No Biomes X (very dead, use Exalm's stuff instead)
    Quote from InsanityBringer

    As notch has put it on Twitter, for those wanting to make block games, "As long as you don't call it Minecraft and use our textures, it's ok!" Since this would be a custom engine from scratch, I doubt it would be safe.

    I wonder what the legality of making a tool that pulled the terrain.png out of a release jar and used that would be, heh. Either that or I could just use my own graphics, but my own graphics tend to suck

    I want to take up this kind of project, but I don't have the experience and I have too many active projects ATM. maybe when I finish up one or two, heh.


    I think this is something I'm going to do when I get really good with C++. There's so much optimization that could be done.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0] No Biomes X (very dead, use Exalm's stuff instead)
    Quote from InsanityBringer

    Only problem is that my programming knowledge breaks down here. I don't know the first thing about adding an fast and efficient physics engine, or tossing millions of polygons to screen in an efficient manner. In any case I would love to do that, heh, but that would probably lock me out of using Minecraft resources for release.


    I think distribution issues would crop up. If you completely recoded Minecraft, could it even still be considered a mod, or distributed like one?

    Honestly, it's a project that I would undertake, but I really don't have the time as of late.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0] No Biomes X (very dead, use Exalm's stuff instead)
    Quote from InsanityBringer

    Heh, I've been tempted to bring the insanity even further with that mod by making left click work as mentioned in the blog entry -- as use item. Want to mine a block? Select a pickaxe and left click. Want to place a block? Select a block and left click. Want to start a fire? Select your flint and steel and left click. Want to fire an arrow? Select a bow, get some arrows, and left click. Want to hurt something? Select a sword or pickaxe and left click. Right click at this point would basically only interact with the world. Trigger buttons, flip levers, use workbenches, and the like.

    I also want to add Indev-like level generation, but that's an unfamiliar concept to me.


    If I were making a mod this extensive, I would just break Minecraft back down to the and then start adding features from there. Essentially, re-develop Minecraft in your own way as opposed to the one Notch has taken.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0] No Biomes X (very dead, use Exalm's stuff instead)
    Quote from InsanityBringer

    Yeah, a small experiment to try to implement the original survival ideas into a working form. I haven't finished it, and I'm not sure if I'm going to release it to the public ever (it's a bit messy), but there's a sample video


    This mod is absolutely nuts, but I'd honestly love to test it. It seems to revive a lot of ideas from Survival Test and Indev.

    Bring back Giants, and have them spawn in their own Giant dungeons or something. It sounds like something Notch would do for a boss monster, after all.
    Posted in: Minecraft Mods
  • 0

    posted a message on [TOOL] Cyborg's Tools - MCNostalgia 1.0.4
    I'm happy that AntVenom on YouTube featured your tool!

    I was actually thinking about sending him a request to do so, but it looks as though I've been beaten to it.
    Posted in: Minecraft Tools
  • 0

    posted a message on How many spider jockeys have you seen in the shortest time?
    I don't think I've ever seen one during legitimate play, and I've been playing since the Halloween Update.

    However, I have used mods to spawn a Giant riding a Spider. Now that is a powerful enemy
    Posted in: Achievements & Stats
  • 0

    posted a message on [1.0.0] No Biomes X (very dead, use Exalm's stuff instead)
    Quote from InsanityBringer

    Hmm, interesting. I might have to start poking at things.

    I was able to do some tests of the alpha far lands using NBX in 1.7.3 -- but only because SPC's "drops" command is apparently good at reducing a bit of the lag you get in the far lands. But the floating point issues seem very noticeable regardless, as the player kinda just teleports around, pretty much. I haven't been able to do any testing in 1.8 to see how much things have changed with the far lands.


    It's worth noting that there's nothing to see in 1.8. The terrain generator spits out normal stuff until 30,000,000, after which the chunks become non-existent (like the old versions at 32,000,000) and BiomeDecorator seems to just get up and leave. At some random point after 30,000,000, the world just stops, like the old InfDev versions.

    However, I do think the exact cause of the Far Lands is pretty clear, and if I'm right, your mod will bring them back.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0] No Biomes X (very dead, use Exalm's stuff instead)
    So, in case you don't know, here's what I've gotten out of traveling to the Far Lands in the actual Minecraft Alpha 1.1.2 and InfDev, tested using CyborgDragons' patch files:

    There were still some big problems with floating-point errors in Alpha 1.1.2, which became noticeable at X=500,000 and persistently got worse as I went. This doesn't happen in InfDev. As you probably already know, the world abruptly cuts off at X=32,000,000 in InfDev, but I wasn't able to test this in Alpha 1.1.2 because the game crashes once you get close enough to the Far Lands (at least, for me that is). This doesn't happen in InfDev. I seemed to crash right around X=12,550,000 in Alpha 1.1.2. I could not get close enough to the Far Lands' wall to render it without crashing. I should note that the Far Lands' wall starts at the same coords in InfDev as it does in every version after. No lag, no crashes in InfDev.

    I'm left wondering, at what version did all of this change? I guess I'll have to keep testing to figure that out.

    So, if you go messing around with Alpha generation again, I hope this helps out, or is at least informative.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0] No Biomes X (very dead, use Exalm's stuff instead)
    I can't wait for this mod, OptiFine compatibility or not. Interestingly enough, when I played this mod in 1.7, it brought up my FPS almost as much as OptiFine would anyways.

    So, no pressure for the OptiFine support!

    Off-topic, are you still working with CyborgDragon on patching old versions of Minecraft for MCNostalgia?
    Posted in: Minecraft Mods
  • To post a comment, please .