Monday, September 29, 2014

ExtrabiomesXL 3.16 - RC2 for Minecraft 1.7.10

Just getting out a quick bug fix here at the moment, but aside from textures for the doors this should be stable unless anything new pops up in between now and later this week.

At the moment there is not anything exciting as I'm just finishing up bug fixes and such. I am prepping for a rewrite to our tree generation code at the moment and hopefully by the time Zenth gets back from his trip and is able to work on the other doors, I'll have something to show from in regards to the trees although most of the work is just removing duplicate code and other not so glamorous things.

Downloads

Download from Google Drive.
Download off Curse.

Change Log

  • Bugfixes
    • Biomes once again remember custom id's as set in config.
    • Scarecrow and cactus paste are once more craftable.
    • Redrock slabs and it's variants register prior to creating their crafting recipes so as to no longer create invalid recipes.


Thursday, September 25, 2014

ExtrabiomesXL 3.16 - RC 1 for MC 1.7.10

Well it has been a number of months since I have had the free time to devote to modding but I'm back and the past week and a half I have hammering out the last few issues that were left after @asiekierka and @Allaryin finished porting us to 1.7.10.

Here is a quick video overview of the few new things that managed to sneak their way in among my own bug fixing.

If you are seeing performance issues with the Minecraft 1.7.10, I would recommend checking out Fastcraft over on the Industrial Craft forums, as it has done wonders for me in 1.7.10.

Downloads

Get off Google Drive.
Get off our mirror over at Curse.

The New Stuff

Change Log

  • Lots of bug fixes left over from porting to 1.7.10
    • No more crafting crashes from half slabs do to a change in the recipe manager between 1.6 and 1.7
    • All our tree now spawn correctly and mini cacti now spawn as themselves instead of the blocks that they tried to spawn on top of.
    • Forestry API has been updated and works again.
  • New uses for our wooden planks:
    • Doors
    • Most of them still have developer art and we will have them complete for the full release
      • By default they can have up to 64 in a stack like vanilla doors in 1.8 and you get three from each crafting action.
      • If you want stacks or one or only one item per crafting action you can change the setting in the config file.
      • Like all other mod doors villagers and zombies will not interact with our doors, and our doors are not considered to be part of villages. This will probably not change till Minecraft 1.8 due to how things are coded in minecraft itself.
    • Fences
      • Crafted using four of one type of our planks, two on the left and two on the right, with two sticks in the middle.
    • Fence Gates
      • Crafted using four sticks, two on the left and two on the right, with two planks in the middle.

Friday, September 5, 2014

ExtrabiomesXL 3.16.a17 - Beta for MC 1.7.10

I'm not going to beat this bush or its adjacent areas any more than necessary. EBXL for 1.7.10 is ready for people to play with.


EbXL 3.16.a17 + MC 1.7.10 + Forge 1180 
The download:
ExtrabiomesXL-universal-1.7.10-3.16.a17.jar (Crafting bug with half slabs)
ExtrabiomesXL-universal-1.7.10-3.16.a18.jar


This is still beta quality, so YMMV. There may be bugs. Not all config options are guaranteed to work. If you have problems or observe any weird glitches, please let us know.

Friday, August 1, 2014

1.7.10 - Super Secret Limited Alpha

After several weeks of occasional headaches, and several long nights of more consistent headaches, there is now a very very buggy 1.7.10 build of EBXL 3.16.alpha in testing.

When I say "very very buggy", you probably imagine something that has bugs. Don't. Imagine something with bugs, but those bugs have bugs. And those bugs are on fire.

But it runs and doesn't crash Minecraft any more (that was fun).

The code on github is mostly current. However, I am not going to provide a link to a compiled jar here - you guys don't really want to look yet. But soon, it will get better, and I'll make a more public beta release that people might actually want to play with. 

Many thanks to Asie for doing most of the heavy lifting these last few nights to get things running after I burnt out.

To volunteer your own sanity to the cause, stop by our irc channel, #extrabiomes on irc.esper.net. And for those of you who somehow do come into possession of a copy of the 1.7 alpha branch of the mod, please report any issues on Github.

Thursday, May 29, 2014

BiomeDictionary Types

The question has come up of which BiomeDictionary types we're actually registering for everything now. So, in the name of making a really cool chart, I present to you this:


ExtrabiomesXL 3.15.8 - Finally.

I'm sorry about the wait - there's not a lot of good reason why this build wasn't out 2 or 3 weeks ago. But it's here now. Like I promised in April, this is mostly a bunch of bugfixes with a few minor functionality updates. So, without further bumbling apology, the release:

Change Log

Bugfix:
  • Redwood logs are once again craftable into planks.
  • Disabling strawberries by setting their block ID to zero no longer ruins everything.
  • Fixed crashing bug that sometimes occurred when flowers failed to generate.
  • Fixed vanilla biome disabling. It should now be possible to reliably turn off: desert, extreme hills, forest, jungle, swampland, taiga, and plains.
Changes:
  • Strawberry plants now break like any other semi-sturdy block.
    • Right (or left) clicking once will harvest them if they are ripe.
    • Attempting to harvest before they are ready will do nothing.
  • Strawberry plants now identify correctly to Waila.
  • Explicit Forge BiomeDictionary support.
    • We've always had whatever automatic support there is, but now it's official.
  • Removed ATG and New Dawn libraries from the jar file.
    • This means that things shouldn't explode if you are running a newer but otherwise compatible version of either of these world type mods.
    • It also means that the mod is just ever so smaller to download now ;)
  • ALL flowers are now registered with Forestry, not just the original four.
  • Updated Russian localization.
I've tested the ATG/ND changes as much as I am able, but it is entirely possible that I still messed something up there. If you are using either mod and suddenly EBXL gets all wonky on you, please report the issue to us immediately so I can get another patch out.

Future Plans

Unless my tinfoil hat rusts and the aliens find my underground bunker... or you know, there are more bugs to fix, we have every intention of making EBXL4.0 our next release.

And while it will have a lot of changes under the hood, the surface of the mod should be largely familiar - so it will be released for MC1.7, with no backporting of features to MC1.6.

We're saving a lot of the really big updates for 4.1 and the addons...

Monday, April 14, 2014

Still Alive

So, it's apology time. We're way behind on our release schedule and it's about 80% my fault. Even my kids are starting to pester me for an update. We have good excuses including multiple illnesses and ridiculous work schedules - but nobody cares about that.

The main reason things have been taking time is that our work on the 1.7.x release was stalled when we saw some of Mojang's patch notes for 1.8 - that completely invalidated things that Shecky was working on at the moment. And that's kind of demoralizing - knowing we have to make a change... that we will have to undo in the immediate future.

But we're back on top of things and progress on the 1.7 update is moving along nicely - it's still not there but it's coming along. That said, we do have an update for 1.6 in testing. It is primarily a bugfix release but fixes strawberries a bit and should make upgrading to 1.7 easier when that time comes.

Strawberry Behavior Update
My initial strawberry release had things working how Pam's Harvestcraft regrowing crops work. They're nigh indestructible and replant themselves at 50% growth when you harvest their fruit by breaking them. The way you get rid of them is digging the ground out underneath and maybe then breaking the floating plant. It's not the most elegant solution but it's fast and a major food mod uses it.

But it's not what most people expect. So, I've rewritten things to work more like Natura's cotton. Left or right clicking will harvest the crop if it is ready (and won't reset its growth by accident). Holding left click for a few seconds to break the block will break the plant and require you to replant it.

So hopefully this is more useful for everyone.

Bugfixes
There are also some minor issues with strawberries and Waila that we will definitely be fixing for the next update.

Right now, the only real outstanding bug is a potential issue reported with newer versions of ATG. We've not had a chance to look into this yet - but we will do so soon and will include any necessary fix in the release if we find one.

So bear with us, we're getting there, it's just taking a bit longer than anyone hoped it would.