Also, can you tell me how to make the light level 1 or 2 darker, I'll do it on my own if I have to.
(P.S. this is my favorite mod ever!)
I haven't looked into the lighting engine. I believe lighting is stored by the individidual block. Look at the EntityMonster code, because I believe monsters have a method/function where it checks to see if it can spawn on a certain block, and to do that it checks the lighting level of the block. If you want to just change certain blocks, you might want to look into that. If you want to change ALL block lighting things, I suggest finding the files that calculate the light level of blocks, it will probably have some algorithm to it. Just add a 'lightlevel = lightlevel - 2;' and it should drop two levels.
If you want a really easy fix then just change the texture to be darker, but obviously that limits your choices in terms of modding.
I haven't looked into the lighting engine. I believe lighting is stored by the individidual block. Look at the EntityMonster code, because I believe monsters have a method/function where it checks to see if it can spawn on a certain block, and to do that it checks the lighting level of the block. If you want to just change certain blocks, you might want to look into that. If you want to change ALL block lighting things, I suggest finding the files that calculate the light level of blocks, it will probably have some algorithm to it. Just add a 'lightlevel = lightlevel - 2;' and it should drop two levels.
If you want a really easy fix then just change the texture to be darker, but obviously that limits your choices in terms of modding.
(PS. Thanks, glad you're enjoying it)
Then again, how do they make the lighting in rain darker than when it is not raining?
Maybe you could look at the rain code to see how it makes it darker?
winrar, the thing is all the smaller named ones appear but when i copy and past the other 2 it says replacing class A class B and ect the two files themselves dont appear, ugh, some times i wish someone could just send me a minecraft jar that works instead of this bruhaha
Rollback Post to RevisionRollBack
A wise man once said "kiblagibithigindorgian" moral of the story, don't get kicked by a horse.
I was wondering for some time now it was possible to make a addon for this that would spawn a very rare and by that I mean about 0.01% chance of a big city spawning with many dark areas and monster spawners, something like New York would be after a nuclear bomb.
Very immersive mod. I like the feeling of hardcore survival,
My suggestion, have grass behave like farmland, It can only exist near water. lower the sapling drop rate for when you can actually grow trees.
Edit: the only block of water I have found was on the surface of a desert biome -_0
I was wondering for some time now it was possible to make a addon for this that would spawn a very rare and by that I mean about 0.01% chance of a big city spawning with many dark areas and monster spawners, something like New York would be after a nuclear bomb.
Maybe, that might be slightly hard to work out because it would need a large flat area, but the idea interests me.
i doed all to make it in smp and it doesnt work,map looks normally,only sky is dark
Make sure that you're placing the special Wasteland MP downloaded folder into the server, what it sounds like is you're installing it on the client side.
Very immersive mod. I like the feeling of hardcore survival,
My suggestion, have grass behave like farmland, It can only exist near water. lower the sapling drop rate for when you can actually grow trees.
Edit: the only block of water I have found was on the surface of a desert biome -_0
Yeah, it spawns in deserts, near Cactii because they are the only green thing that exists.
I like the idea of grass behaving like farmland, else you could have grass spawn all over the place once you make a small patch with bonemeal.
I love the compability patch with Better Than wolves, but since BTW uses really a lot of wood, it would be great to have a possibility of growing trees. Since all trees grown by sapplings also grow without leafs, which makes it impossible to obtain sappling except by chests, I would suggest to drop sapplings rarely by destroying tall grass.
That way you would need a lot of bonemeal, first a bit to create grass and then a lot to spawn flowers and tall grass, which drops seeds and sapplings.
In my opinion wood would stay quite valuable this way, but you wouldn't have to travel insane distances to use BTW to its full potential.
Oo, sounds balanced, once I get some time I'll try it.
Hello, its me again (the person who is making the lets play about this mod)
Two of my friends and I am making a lets play for this mod on a server. A bit ago I posted part 1, well now part 2 is up, and later today parts 3, 4, 5, 6, and 7 should be up. So look for them please! Heres part 2:
WEWT! i finally found this post again :biggrin.gif: (i went away on a week long summer camp, and i lost the post)
I was thinking, the day is definatly WAAAAY to bland during the day. you just explore. what if you made some day mobs? instead of wolves having somthing like a pack of skags (if you dont know what those are i can get a picture)
And you could have ,if were going fallout, Super mutants (some kind of new giant)
Or Fallout New Vegas we'd have Deathclaws
but definatly needs more things to do during the day. and these mobs could drop like skag meat, or death claws,
* Death claw : Strength = Iron sword but new model
* Skag meat : Health = Raw Porkchop, cannot be cooked.
Or anything else you might want to add during the day.
hey why not add barb wire as a defense mechanism
here is a BlockBarbWire class was really easy to make based off of BlockWeb
// Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov. // Jad home page: http://www.kpdus.com/jad.html // Decompiler options: packimports(3) braces deadcode package net.minecraft.src; import java.util.Random; // Referenced classes of package net.minecraft.src: // Block, Material, Entity, Item, // World, AxisAlignedBB public class BlockWire extends Block { public BlockWire(int i, int j) { super(i, j, Material.field_31068_A); } public void onEntityCollidedWithBlock(World world, int i, int j, int k, Entity entity) { entity.isInWeb = true; entity.attackEntityFrom(null, 1); } public boolean isOpaqueCube() { return false; } public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int i, int j, int k) { return null; } public int getRenderType() { return 1; } public boolean renderAsNormalBlock() { return false; } public int idDropped(int i, Random random) { return mod_Wasteland.BlockWire.shiftedIndex; } }
perhaps using a Wire object in this pattern where is wire
This is pretty damn cool. I honestly got goosebumps--add a gun plugin or something and it can bee Mineout, or Fallcraft, or Fallcraftoutmine. I'm horrid with names.
Regardless! Good work.
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Current project: Bridge Bay, a subtropical city with a bay that has bridges. Check it out HERE!
I've really liked this Mod. It forces you to survive with limited amounts of wood making you force you house to be made out of cobblestone or something other than wood. I also like how you can find randomly generated abandoned house. Since people are already using this mods with other mods, I've decided to use the 1.7.3 Repair My Items mod which allows you to fix your tools using a furnace and some coal/charcoal which I've found helpful since you just need to find coal and not trees. A suggestion could be to have a 25% Chance of all abandoned houses to spawn signs in front of the houses. Also make some of the houses, two story houses.
This is what I've got so far on this mod. Looking forward to making a tower.
Suggestion:
For the houses that have water in the basement, Make the floor generate as clay. There seems to be no other logical way to get clay on this map. OR
Have Deposits of DRY CLAY spawn in the world, that can be turned into clay by dumping water on them.
Provide a link to this mod please? I cant seem to fined it anywhere :biggrin.gif:
Some Pictures!
EDIT:
Probably code intensive, but what if you added a variant of each tool to use a bone instead of the stick for a handle? This would make skeletons much more useful and fit in with the shift of resources.
awesome mod, really awesome,
HOWEVER!:
i found a bug in your mod: (i'll explain how it went)
i found a dungeon and that dungeon had some saplings!
i planted some saplings and made them grow fast with bonemeal.
and here comes the bug: the trees don't have leaves when i grow them!
please fix that, because i really enjoy this mod and i wanna enjoy as much as possible :smile.gif:
The trees are supposed to not have leaves, then you could have unlimited wood.
In the year of 1337, Only the strongest buildings from the before time have stood the trials of mother nature. This, the once Grate prison of Minecraftia, is one such structure. With is solid iron door still intact and functional, The last remaining Mincrafian has found it a formidable fortress against the creatures of the night.
I haven't looked into the lighting engine. I believe lighting is stored by the individidual block. Look at the EntityMonster code, because I believe monsters have a method/function where it checks to see if it can spawn on a certain block, and to do that it checks the lighting level of the block. If you want to just change certain blocks, you might want to look into that. If you want to change ALL block lighting things, I suggest finding the files that calculate the light level of blocks, it will probably have some algorithm to it. Just add a 'lightlevel = lightlevel - 2;' and it should drop two levels.
If you want a really easy fix then just change the texture to be darker, but obviously that limits your choices in terms of modding.
(PS. Thanks, glad you're enjoying it)
Then again, how do they make the lighting in rain darker than when it is not raining?
Maybe you could look at the rain code to see how it makes it darker?
My suggestion, have grass behave like farmland, It can only exist near water. lower the sapling drop rate for when you can actually grow trees.
Edit: the only block of water I have found was on the surface of a desert biome -_0
Maybe, that might be slightly hard to work out because it would need a large flat area, but the idea interests me.
Make sure that you're placing the special Wasteland MP downloaded folder into the server, what it sounds like is you're installing it on the client side.
Yeah, it spawns in deserts, near Cactii because they are the only green thing that exists.
Possibly, I'll look into it.
Oo, sounds balanced, once I get some time I'll try it.
Its possible, but it's much easier just to edit the server files with the special SMP version of the mod,
It's on the list, I've been at it for a while now and can't seem to get it to work.
Two of my friends and I am making a lets play for this mod on a server. A bit ago I posted part 1, well now part 2 is up, and later today parts 3, 4, 5, 6, and 7 should be up. So look for them please! Heres part 2:
Edit:
Suggestion: The house chests should have leather armor in them or/and leather.
I was thinking, the day is definatly WAAAAY to bland during the day. you just explore. what if you made some day mobs? instead of wolves having somthing like a pack of skags (if you dont know what those are i can get a picture)
And you could have ,if were going fallout, Super mutants (some kind of new giant)
Or Fallout New Vegas we'd have Deathclaws
but definatly needs more things to do during the day. and these mobs could drop like skag meat, or death claws,
* Death claw : Strength = Iron sword but new model
* Skag meat : Health = Raw Porkchop, cannot be cooked.
Or anything else you might want to add during the day.
Son: 0_0
here is a BlockBarbWire class was really easy to make based off of BlockWeb
perhaps using a Wire object in this pattern where
Regardless! Good work.
This is what I've got so far on this mod. Looking forward to making a tower.
For the houses that have water in the basement, Make the floor generate as clay. There seems to be no other logical way to get clay on this map.
OR
Have Deposits of DRY CLAY spawn in the world, that can be turned into clay by dumping water on them.
Provide a link to this mod please? I cant seem to fined it anywhere :biggrin.gif:
Some Pictures!
EDIT:
Probably code intensive, but what if you added a variant of each tool to use a bone instead of the stick for a handle? This would make skeletons much more useful and fit in with the shift of resources.
The trees are supposed to not have leaves, then you could have unlimited wood.
Thanks :biggrin.gif: Been looking for something like this since a smp server I was on had something similar.