• 0

    posted a message on Add accessory slot to improve map, clock, and compass functionality
    This would be useful for me, since I use both maps and clocks.

    However, it might be a bit OP since having to carry a map in hand to fill it makes mapping large areas slightly slower than it otherwise would be.
    Posted in: Suggestions
  • 0

    posted a message on Dyed Bricks- Like on Banners
    I've wanted colored bricks for a long time. Yellow brick road anyone?
    Posted in: Suggestions
  • 0

    posted a message on Ores in EVERY kind of block! (Ores as Metadata) [Now with better Pictures/ screenshots!]
    This is a much needed change with the new types of stone. Support!
    Posted in: Suggestions
  • 3

    posted a message on BUNNIES and RABBITS
    Meh, I'm not big on the idea of them being "pet" mobs. I'd like to have a regular rabbit farm.

    Maybe if you tamed them with a special item (like golden carrot) they would become your "pet". Otherwise they'd just be general "tamed" and not run away from you and be able to breed and etc.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on An April Apology
    Making some April 1st changes-- not super funny, but amusing

    Making it so users can't opt out of said joke with a single button press-- annoying

    Making a fake apology to make fun of annoyed users-- not funny

    Actually it is kinda funny that mojang is making fun of their users, but in the "wow what jerks!" way.
    Posted in: Minecraft News
  • 1

    posted a message on Help "Attaching" Source, Minecraft Forge 1.7.2
    This is happening for me as well. The src was always decompiled for you in previous versions.... but I'm not sure how that works with the new gradle stuff.

    Edit: found it

    You need to run
    gradlew.bat setupDecompWorkspace --refresh-dependencies

    as specified here:
    http://www.minecraftforge.net/wiki/Installation/Source
    Posted in: Mods Discussion
  • 0

    posted a message on Canoe's The Better Boat. Idea For Next Update
    Can it transport mobs (horses, sheep)? If yes, yes. If no, no.
    Posted in: Suggestions
  • 0

    posted a message on Dinner Plate: All food like cakes!
    I'm going to support this. My castle needs a banquet hall overflowing with platters of food.
    Posted in: Suggestions
  • 0

    posted a message on New Zombie Spawning Physics for Minecraft 1.6.1
    if (this.worldObj.doesBlockHaveSolidTopSurface(var9, var10 - 1, var11) && this.worldObj.getBlockLightValue(var9, var10, var11) < 10)

    Looks like they can spawn at light level 9 or less.
    Posted in: Discussion
  • 0

    posted a message on Collars - A Way Of Pacifying Hostile Mobs
    Pacifying monsters? Creepy. It would be nice for making a zoo or a haunted house... support. Really, you should be able to get the collar back though.
    Posted in: Suggestions
  • 0

    posted a message on More carpet placements
    Wallpaper would be too cool. Even if it takes up a block you could make awesome banners. And assuming it doesn't pop off its block when the wall block is destroyed, you could make sails for ships!
    Posted in: Suggestions
  • 0

    posted a message on [forge] How to generate trees
    So I got trees to generate. But they slow everything down because if one crosses a chuck boundary, I have to generate that chunk... then generate the chunk next to it if it has a tree that crosses over... and so on and so on.

    What's the proper way to generate chunks discretely? How do you check if a neighbor chunk has a tree if you don't want to fully create it?
    Posted in: Modification Development
  • 0

    posted a message on [forge] How to generate trees
    So I'm building a world generation mod. I've got the terrain pretty good, but now I'm having trouble adding trees. I'm getting a stack overflow with the current code. If I lower the probability of generating trees, sometimes the game launches, but mostly there are just scattered leaf blocks and not actual trees. Clearly, I'm missing something here. Would someone be kind enough to point out the proper way generate trees?

    Here's the relivant methods in my chunk provider

    public SmoothWorldChunkProvider(World world) {
    // Save the passed values for later use.
    this.world = world;
    this.generatorTrees = new WorldGenTrees(false);
    }

    private void generateChunk(Chunk chunk) {
    Random rand = chunk.getRandomWithSeed(0);
    for (int x = 0; x < 16; x++) {
    for (int z = 0; z < 16; z++) {
    int h = getHeightOffset(chunk.xPosition*16 + x, chunk.zPosition*16 + z);
    int temp = getTemp(chunk.xPosition*16 + x, chunk.zPosition*16 + z, h);
    int rain = getRain(chunk.xPosition*16 + x, chunk.zPosition*16 + z);
    for (int y = 0; y < 128; y++) {
    int block = 0; // deafult to air
    if (y==0) {
    block = Block.bedrock.blockID;
    }
    else if (y < 59 + h) {
    block = Block.stone.blockID;
    }
    else if (y < 63+ h) {
    block = Block.dirt.blockID;
    }
    else if (y < 63) {
    block = Block.waterStill.blockID;
    }
    chunk.getBlockStorageArray()[y/16].setExtBlockID(x, y%16, z, block);
    }
    //set top block to grass
    for (int y = 127; y > 0; y--) {
    int b = chunk.getBlockStorageArray()[y/16].getExtBlockID(x, y%16, z);
    if (b != 0) {
    if (b == Block.dirt.blockID) {
    chunk.getBlockStorageArray()[y/16].setExtBlockID(x, y%16, z, Block.grass.blockID);
    if (rand.nextInt(200) == 0) {
    generateTree(rand, chunk.xPosition*16 + x, chunk.zPosition*16 + z, y, world);
    }
    }
    break;
    }
    }
    }
    }
    }

    private void generateTree(Random random, int x, int z, int y, World world)
    {
    generatorTrees.generate(world, random, x, y, z);
    }
    Posted in: Modification Development
  • 0

    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Quote from Nocte

    Here's a screenie from my engine, you can use it if you like.



    (960 blocks view radius, 30 FPS on an Nvidia GTX 260.)


    OMG. I just want to stare and stare...
    Posted in: Suggestions
  • 0

    posted a message on "Layered" Generation
    This is still my favorite world generation thread. Kholdstare, you should really combine this with ideas from your other biome thread (in a simplied way, maybe just temp and rainfall).
    Posted in: Suggestions
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