will this effect the world I'm already playing in? will it use downloaded mods? or will it just generate an entire world of it's own upon generating a new world?
If you load up a pre-existing world with this mod installed then all NEW terrain generated will be wasteland, but all the old land will stay the same.
It is pretty compatible with most mods, and for those that it doesn't work with, I try to make compatibility patches.
If you load a new world with this mod then all the land will be wasteland until you switch back to default Minecraft.
Nuclear Winter is happening on my saved game :biggrin.gif: I was walking along the wasteland and I found 1 pathch of grass, it started snowing now its 3! I will comeplete Project Purity!
My only issue is that this should have a toggle or be modloader compatible, otherwise I can only play wasteland worlds.
So until then I think I will refrain. :/
Not true, you just keep two Minecraft.jar's and rename them as you do or do not want to play a Wasteland world. Now I agree it would make it easier if Silver used either MODOPTIONSAPI or GuiAPI so we could toggle options.
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Good Whiskey, a Sweet Pipe, and Minecraft. What else do I need?!
Nuclear Winter is happening on my saved game :biggrin.gif: I was walking along the wasteland and I found 1 pathch of grass, it started snowing now its 3! I will comeplete Project Purity!
Haha! Yeah, weather is still enabled, because if I disabled it it would require some major editing to either biomes or World files, and I didn't want to make it less compatible for something kind of minor.
The reason grass spawns is because in the lake generation code, it sometimes spawns a block of grass next to a lake(however I disabled water lakes, so it only spawns next to lava lakes of all things!)
Not true, you just keep two Minecraft.jar's and rename them as you do or do not want to play a Wasteland world. Now I agree it would make it easier if Silver used either MODOPTIONSAPI or GuiAPI so we could toggle options.
Thanks for linking those two API's, I'll look into them (I had been trying to do it all by hand and THAT wasn't working out obviously. :tongue.gif:)
Thanks for linking those two API's, I'll look into them (I had been trying to do it all by hand and THAT wasn't working out obviously. :tongue.gif:)
No worries, I do know the modder for ModopionsAPI He made his own as he wanted more features than GUIAPI offered (plus I think his docs are more complete than Lahwran's). However, he is in the middle of a move to the Middle East so not sure exactly how active he is going to be.
No worries, I do know the modder for ModopionsAPI He made his own as he wanted more features than GUIAPI offered (plus I think his docs are more complete than Lahwran's). However, he is in the middle of a move to the Middle East so not sure exactly how active he is going to be.
I'm gonna look more into it, I may be able to put it in v0.6. I'm not entirely sure though, it feels like I'm running in circles with this GUI thing.
Speaking of which, I plan on releasing v0.6 today! The reason being that I'm going on vacation for a week tomorrow, and won't be able to release anything then. v0.6 already features:
More ruins updates
Bug fixes
No more squid(so no random squid in the waterholes near cactus)
Random fire spawns
On my vacation I will be working on whatever I can, hopefully I can get the option menu thing done if I don't finish it today for version 0.6 . Also what I'll be working on during vacation is oasis, which will feature grass, tall grass, reeds, pumpkins, water, etc. I also want to create an addon for Nether-Patches, where there's a random chance of a patch of netherrack spawning with fire, glowstone, and zombie pigmen(maybe ghasts, not sure yet cause those things are ANNOYING.
Today is Super-Secret-Screenshot-...Thursday :tongue.gif: so here are some v0.6 screenshots
The floors of ruins are now randomised like the walls! The floor can be planks, cobble, or mossy cobble.
The basements of ruins can have chests in them now! Yes they seem to like spawning in walls :tongue.gif:
Basements can be flooded, semi-rarely.
A picture of a random netherrack fire! I'm trying to see if I can get the fire to be infinite without the netherrack, but it's not working too well.
Speaking of which, I plan on releasing v0.6 today! The reason being that I'm going on vacation for a week tomorrow, and won't be able to release anything then. v0.6 already features:
<snip>
Nice, you know you could spawn pressure plates over a tnt block in some of the basements/ruins as traps :smile.gif: Or even spawn lava behind a plank wall, so when somene removes the planks it activates the lava and starts the whole house on fire!
Edit: I have no bloody clue what a presser plate is, besides the fact I can't type :smile.gif:
Here we go! Version v0.6 is out! Woohoo! Full changelist:
-More ruins fun! Floors can now be planks, cobble, or mossy cobble.
-Basements of ruins can now be flooded!
-Basements can contain chests that are randomized like the usual ruin chests!
-Squid no longer spawn, so no more weirdo squids chilling out in 1x1 holes of water, and the flooded basements aren't illegal squid farms!
-The TNT glitch(where a tnt block spawned above every ruin) has been fixed.
-Random Netherrack fires will spawn in the world!
Links in the first post!
So I'm going on vacation for the next week, so here is the plan:
I will work on version 0.7(I'm not going up by half versions, I'd rather have easy round numbers, doesn't change much, I'll put in the same amount of content as always). I'm gonna look into Oasis, I think I'll have them be very rare biomes that have grass and maybe trees with leaves. Not sure about everything else but I think it'll all be fine :smile.gif:
Another plan was an optional addon called 'nether patches' or something like that. Basically an area of land made of netherrack, where there's fire and obsidian, and maybe zombie pigmen(with some loot thrown in as well :smile.gif:
As well I will be working on the Options button for toggling Wasteland and Normal Terrain Generation. I know you guys want this, and I want it as well, I've been working on it for many hours now and have gotten nowhere. I promise it WILL come guys, just hang in there.
I'm currently copying the source code over to my laptop so that I can work on it while I'm on vacation. I forgot to post this, but we passed 2,000 downloads a few days ago (right now we're at around 2400)! Thank you so much to everyone who's commented or downloaded this mod!
Looks pretty good from what I've read and seen so far, just want to wait a bit before picking this up. I think it'll mesh fairly well with IndustrialCraft once it's Modloader compatible (If I read that right, it's not currently).
Looks pretty good from what I've read and seen so far, just want to wait a bit before picking this up. I think it'll mesh fairly well with IndustrialCraft once it's Modloader compatible (If I read that right, it's not currently).
It should be compatible with most modloader mods, but this mod specifically doesn't require modloader.
also i get the error
java.lang.NoSuchMethodError: lq.d(DDD)D
at ff.a(EntityTrackerEntry.java:61)
at nl.a(EntityTracker.java:159)
at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:385)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
at bq.run(SourceFile:422)
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Not for the average minecrafter
terrafirmacraft.com
If you load up a pre-existing world with this mod installed then all NEW terrain generated will be wasteland, but all the old land will stay the same.
It is pretty compatible with most mods, and for those that it doesn't work with, I try to make compatibility patches.
If you load a new world with this mod then all the land will be wasteland until you switch back to default Minecraft.
What if I planted a tree, wouldn't it be different from the rest?
Thanks mate for the update and the patch to BTWs. They are working good.
Good Whiskey, a Sweet Pipe, and Minecraft. What else do I need?!
So until then I think I will refrain. :/
in my experience, YES! :cool.gif:
Not true, you just keep two Minecraft.jar's and rename them as you do or do not want to play a Wasteland world. Now I agree it would make it easier if Silver used either MODOPTIONSAPI or GuiAPI so we could toggle options.
Good Whiskey, a Sweet Pipe, and Minecraft. What else do I need?!
Haha! Yeah, weather is still enabled, because if I disabled it it would require some major editing to either biomes or World files, and I didn't want to make it less compatible for something kind of minor.
The reason grass spawns is because in the lake generation code, it sometimes spawns a block of grass next to a lake(however I disabled water lakes, so it only spawns next to lava lakes of all things!)
As xecaquan will say below, you can use two jars, but I understand that's inconveinient and I've been looking into an options menu button.
Yep, I find it challenging as well, I hope you keep enjoying it :smile.gif:
Thanks for linking those two API's, I'll look into them (I had been trying to do it all by hand and THAT wasn't working out obviously. :tongue.gif:)
No worries, I do know the modder for ModopionsAPI He made his own as he wanted more features than GUIAPI offered (plus I think his docs are more complete than Lahwran's). However, he is in the middle of a move to the Middle East so not sure exactly how active he is going to be.
Good Whiskey, a Sweet Pipe, and Minecraft. What else do I need?!
I'm gonna look more into it, I may be able to put it in v0.6. I'm not entirely sure though, it feels like I'm running in circles with this GUI thing.
Speaking of which, I plan on releasing v0.6 today! The reason being that I'm going on vacation for a week tomorrow, and won't be able to release anything then. v0.6 already features:
More ruins updates
Bug fixes
No more squid(so no random squid in the waterholes near cactus)
Random fire spawns
On my vacation I will be working on whatever I can, hopefully I can get the option menu thing done if I don't finish it today for version 0.6 . Also what I'll be working on during vacation is oasis, which will feature grass, tall grass, reeds, pumpkins, water, etc. I also want to create an addon for Nether-Patches, where there's a random chance of a patch of netherrack spawning with fire, glowstone, and zombie pigmen(maybe ghasts, not sure yet cause those things are ANNOYING.
Today is Super-Secret-Screenshot-...Thursday :tongue.gif: so here are some v0.6 screenshots
The floors of ruins are now randomised like the walls! The floor can be planks, cobble, or mossy cobble.
The basements of ruins can have chests in them now! Yes they seem to like spawning in walls :tongue.gif:
Basements can be flooded, semi-rarely.
A picture of a random netherrack fire! I'm trying to see if I can get the fire to be infinite without the netherrack, but it's not working too well.
Nice, you know you could spawn pressure plates over a tnt block in some of the basements/ruins as traps :smile.gif: Or even spawn lava behind a plank wall, so when somene removes the planks it activates the lava and starts the whole house on fire!
Edit: I have no bloody clue what a presser plate is, besides the fact I can't type :smile.gif:
Good Whiskey, a Sweet Pipe, and Minecraft. What else do I need?!
-More ruins fun! Floors can now be planks, cobble, or mossy cobble.
-Basements of ruins can now be flooded!
-Basements can contain chests that are randomized like the usual ruin chests!
-Squid no longer spawn, so no more weirdo squids chilling out in 1x1 holes of water, and the flooded basements aren't illegal squid farms!
-The TNT glitch(where a tnt block spawned above every ruin) has been fixed.
-Random Netherrack fires will spawn in the world!
Links in the first post!
So I'm going on vacation for the next week, so here is the plan:
I will work on version 0.7(I'm not going up by half versions, I'd rather have easy round numbers, doesn't change much, I'll put in the same amount of content as always). I'm gonna look into Oasis, I think I'll have them be very rare biomes that have grass and maybe trees with leaves. Not sure about everything else but I think it'll all be fine :smile.gif:
Another plan was an optional addon called 'nether patches' or something like that. Basically an area of land made of netherrack, where there's fire and obsidian, and maybe zombie pigmen(with some loot thrown in as well :smile.gif:
As well I will be working on the Options button for toggling Wasteland and Normal Terrain Generation. I know you guys want this, and I want it as well, I've been working on it for many hours now and have gotten nowhere. I promise it WILL come guys, just hang in there.
I shall put it in the
I'm currently copying the source code over to my laptop so that I can work on it while I'm on vacation. I forgot to post this, but we passed 2,000 downloads a few days ago (right now we're at around 2400)! Thank you so much to everyone who's commented or downloaded this mod!
Looks pretty good from what I've read and seen so far, just want to wait a bit before picking this up. I think it'll mesh fairly well with IndustrialCraft once it's Modloader compatible (If I read that right, it's not currently).
Minecraft will never be the same.
There is a server mod version, however it only works with Vanilla servers(I'm looking into a bukkit plugin)
It should be compatible with most modloader mods, but this mod specifically doesn't require modloader.
terrafirmacraft.com
java.lang.NoSuchMethodError: lq.d(DDD)D
at ff.a(EntityTrackerEntry.java:61)
at nl.a(EntityTracker.java:159)
at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:385)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
at bq.run(SourceFile:422)
terrafirmacraft.com