Quick unofficial patch to make this work with BetterLight and BetterGrass: Download (MediaFire)
Hardly tested, but it seemed to work fine for me. Tried with BOTH BetterLight and BetterGrass, I'm not sure what happens if you didn't install them both. If this doesn't work for you, just wait for the official one.
I am not the creator of "Wild Grass" I just tweaked it to work with Bl+BG.
I'm getting an odd little glitch when I use this patch:
^ Water looks like that to me. I'm also using a HD texture pack, along with BL and BG. Is anyone else having this problem?
I ctrl+f'd the following pages and didn't see a solution.
The way to fix this is by resizing the included terrain.png file (included with the latest wild grass, it's 256x256) to match the size of the texture pack you're currently using or have modified minecraft jar to animate with.
If you're using 32x32, resize the terrain.png to 512x512 so it matches.
Fixed the stripes for me.
I also have errors loading my indev maps, I believe some of them were made in Omen and have a default size that is larger than vanilla maps.
My error is basically identical to betasword's.
Can you load maps other than indev ones? betasword says it crashes every time he starts up MCEdit.
Alpha26 has a bug where it doesn't load indev maps that don't have a Player entity. This includes maps that were created by Omen and never played in Minecraft.
Mine opens, it just doesn't open indev maps and I have similar output in the cmd prompt.
Now I'm just frustrated by some sort of anomaly that filled a big chunk of my map with solid rock, doubt it's related to mcedit...
Also I've played these maps, so I think they have an entity.
I also have errors loading my indev maps, I believe some of them were made in Omen and have a default size that is larger than vanilla maps.
My error is basically identical to betasword's.
It would be cool to have the option to selectively import cave or surface separately, if it's a height problem.
I have a few older maps that I'd like to make part of my infdev main.
You would think this type of importing would be possible in the 2d layer editors, but none of them have a selection tool.
Was thinking of trying this for a while, decided to test it out.
(I know sand doesn't normally float)
Plausible with Notch supposedly adding buckets that can carry lava.
Also, with the current physics for water, the lava had a "slinky" effect down the hill.
While I'd like a ladder, a rope that drops down would be fantastic and do nothing but heighten the cave exploring experience, adding atmosphere/character to progress made.
Many many times I've encountered huge drops or cavern openings and wished I had a rope or something to descend.
Maybe add a little further crafting twist by allowing you to bind lengths.
Allowing the player to abuse mob behavior is already pretty prevalent with...building, and is a non-issue.
I'd say if there was a slow ascent on the rope you'd be fair game to skeletons as always, how about letting spiders climb it, too.
Oh, fantastic.
As long as you can choose the colors, I'm happy.
Again, I wanted this to aid in navigation/organizing mines, not merely an obnoxious aesthetic change.
They don't have to cast the different colors, just have the flames lit to the particular color, by that I mean the texture.
Also, the pine cone thing was just based off of using coated pine cones as a kid, which created different flame colors, they're actually pretty neat.
Fun idea to aid navigation.
The idea is intended to aid miners who use torches like breadcrumbs, for finding your way back or directing yourself inside a mine, or organizational purposes etc...
-Different colors for the torches:
Maybe your current tunnel is lit with blue, the second tunnel is lit with green, red torches indicate hazards or dead-ends (totally up to the user).
-The player could apply color to torches by finding different pine cones that drop from trees and combine them to torches.
The idea of dynamic weather is fantastic and would improve the atmosphere considerably, even if it isn't carried out to the extremes of a disaster-like proportions.
Though, natural disasters are totally welcome.
0
0
0
I ctrl+f'd the following pages and didn't see a solution.
The way to fix this is by resizing the included terrain.png file (included with the latest wild grass, it's 256x256) to match the size of the texture pack you're currently using or have modified minecraft jar to animate with.
If you're using 32x32, resize the terrain.png to 512x512 so it matches.
Fixed the stripes for me.
0
I'm pretty certain it's using ATI.
0
Mine opens, it just doesn't open indev maps and I have similar output in the cmd prompt.
Now I'm just frustrated by some sort of anomaly that filled a big chunk of my map with solid rock, doubt it's related to mcedit...
Also I've played these maps, so I think they have an entity.
0
My error is basically identical to betasword's.
It would be cool to have the option to selectively import cave or surface separately, if it's a height problem.
I have a few older maps that I'd like to make part of my infdev main.
You would think this type of importing would be possible in the 2d layer editors, but none of them have a selection tool.
0
(I know sand doesn't normally float)
Plausible with Notch supposedly adding buckets that can carry lava.
Also, with the current physics for water, the lava had a "slinky" effect down the hill.
0
It would be the best Halo ever.
0
Many many times I've encountered huge drops or cavern openings and wished I had a rope or something to descend.
Maybe add a little further crafting twist by allowing you to bind lengths.
Allowing the player to abuse mob behavior is already pretty prevalent with...building, and is a non-issue.
I'd say if there was a slow ascent on the rope you'd be fair game to skeletons as always, how about letting spiders climb it, too.
0
0
Oh, fantastic.
As long as you can choose the colors, I'm happy.
Again, I wanted this to aid in navigation/organizing mines, not merely an obnoxious aesthetic change.
0
Also, the pine cone thing was just based off of using coated pine cones as a kid, which created different flame colors, they're actually pretty neat.
0
The idea is intended to aid miners who use torches like breadcrumbs, for finding your way back or directing yourself inside a mine, or organizational purposes etc...
-Different colors for the torches:
Maybe your current tunnel is lit with blue, the second tunnel is lit with green, red torches indicate hazards or dead-ends (totally up to the user).
-The player could apply color to torches by finding different pine cones that drop from trees and combine them to torches.
0
Though, natural disasters are totally welcome.
0
Piranha did come to mind when thinking of water hazards.