new day, new update, and today it's @WolfieWaffle with Hardcore Torches
and @DrasticDemise with Terrain Crystals
and @MineWIZ with Block Explorer
and @JeffPeng with JMOD - The JavaScript MOD Loader
WolfieWaffle said:Hardcore Torches 1.2
- Added config options!
- Duration for torches and coke torches
- Whether you can have lit torches in your inventory
- Whether you can use lit torches to light other torches
and @DrasticDemise with Terrain Crystals
DrasticDemise said:
Terrain Crystals allows players to construct large spike-shaped islands out of several vanilla biomes. Crystals can convert current biomes into new biomes as well as provide decoration from the respective biome.
Currently the following biomes are supported:
How it works:
- Plains - Can generate grass, flowers as well as Birch or Oak trees. - Converts the biome to Plains
- Desert - Creates varying size of cacti and dead bushes - Converts the biome to Desert
- Mesa - Creates an island of layered hardened clay of various colors as well as red sand and cactus - Converts the biome to Mesa
- Taiga - Creates an island of dirt, podzol, coarse dirt and grass with spruce saplings on the surface. - Converts the biome to Cold Taiga (Allows snow)
- End - Creates an island of end stone with ruin-like structures of obsidian spotted about. - Converts the biome to End
- Nether - Creates an island of Netherrack, soul sand and gravel. Can spawn mushrooms if dark enough. - Converts the biome to Hell
- Mushroom Island - Creates an island of Mycelium with red and brown mushrooms with a chance to spawn large mushrooms. - Converts the biome to Mushroom island
- A platform is generated underneath the player and blocks are generated in the world from the player one radius length away on all sides. Blocks will **only** be placed where air exists. It will not destroy any blocks if you accidentally cast it in an undesired location.
- After a circle is created, the platform begins to expand downwards in a spike-like shape with random chances to generate extra blocks where they otherwise would not - this gives the island a random shape.
- The surface is randomly distributed with various odds of decoration or blocks depending on the biome type chosen
- Once the surface is placed, the biome is then changed to the biome type of the crystal respective to each surface blocks column. It does not change the entire chunk to the same biome. This lets you make really cool biome borders!
- The biome will not update client-side until the player re-logs, however it is updated server side immediately.
- Decoration and biome shifts only happen on newly generated surface blocks. Casting it without generating new surface won't do anything!
- The item is damaged based on the number of blocks generated, not the number of casts.
Diameter, durability, decoration and biome conversion are all configurable in the configs giving pack authors the utmost control!
An example of how the island generates: https://gfycat.com/AdvancedImpracticalKookaburra
This mod is powered by Resonant Host - use promocode "drasticdemise" for a recurring 15% off!
and @MineWIZ with Block Explorer
MineWIZ said:Block Explorer is a client-side mod that allow you to find block hidden deep under ground. Its based on gokiburikin's Block Seeker mod.
Press O key to open the gui.
To find out id and meta of block you want to find press L key and right click block.
and @JeffPeng with JMOD - The JavaScript MOD Loader
JeffPeng said:
Overview
JMOD let's you define simple mods without the hassle of setting up a Java development environment and compiling your mods each time you want to try a change. While you don't need to learn Java do write mods with JMOD, you need some basic understanding of JavaScript, however the emphasis definitely is on "basic".
JMOD excels at building "glue" mods for mod packs, which was its original purpose. It provides you with a multitude of tools to modify existing content in the game, like tool materials, block hardness, recipes or random chest loot. It also allows you to implement new items and blocks in an instant, most of the time with just one single line of code. All the content you add will belong to your own mod, rather than to JMOD or some other mod,. So if you want to go ahead and add a few new tools to the game, and some new metals, along with ingots and ores, including world generation - JMOD is for you.
However, if you want build more complicated mods, such that implement machines (will be features in a later version), custom overlays or altogether complex things that require to alter the game at a deeper level, JMOD is not what you want. While most of this probably is possible with JMOD, it would require to surpass JMODs easy-access-layer and mess with the underlying Java API of MinecraftForge and eventually MineCraft itself, and at this point JMOD's ease-of-use advantages are completely nullified, while the performance disadvantage of JavaScript over Java would still apply. If that is what you desire coding mods in Java is the best way to go. That being said, JMOD will at a later point allow the use of "plugins" which are basically compiled Java classes you can acquire and use with your mods.
If you desire a feature for JMOD please let me know and I will see if it is possible to implement.
Reference & getting started
A complete API reference will be available as a wiki soon™. You can get a pretty good idea of what you can do with it at the Survival Industry Github sources for the jmod si.core
Basically JMODs come in two flavours: As a directory or as a zipped file. Both versions need to have the ending ".jmod", and be placed in your mods folder. From there on JMOD will take care of the loading. The "mod.json" file is mandatory, as it provides the basic information for your mod as well as the script(s) to execute. Like every normal mod JMODs can contain their own textures and lang files.
Versions
Right now there is no version planned for 1.8.x, however if I see increasing demand I might put in the work for it.
There will be no version for Java 6 or 7 since the underlying Scripting Engine (Nashorn) is part of the Java 8 JRE.
Please keep in mind that this is alpha work, so the API is likely to change, bugs are almost guaranteed and I do not take responsibility for broken worlds - so please back them up!
Mod Packs & legal stuff
Permission is given to everyone to use this in their mod packs, no matter if private or public. As a courtesy I ask you to use the download from Curse Forge. Also I'd be happy to hear from you if you use this in a public pack.
JMOD is licensed under the MIT License, which gives you a lot of freedom with the software, including building your own versions and distributing them.
JMODs you write yourself are your own work and thereby your property. This means that everyone can (and hereby is encouraged to) distribute their JMODs if they feel they are useful under whatever license model they choose. However, I'd like to see you chose an OpenSource license model, such as the MIT License or LGPL.
Contributing
Everyone is free to fork JMOD on github. I however do not guarantee for any pull request to be accepted. I have a very clear vision where I want the project to go, and until I declare a feature freeze I probably will not accept pull requests directly.