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FAQ
- All blocks that are within your range of vision (typically 160 blocks in each direction)
- From height 0 (bedrock) to 255 (clouds)
- Your position, health, inventory, experience, gamemode (creative/survival), the time and the weather
- All mobs and animals
- All items that lie on the ground
- Content of chests and dispensers -> Will be saved whenever you open them (right-click)
- Ingredients and products in furnaces and brew stands -> Will be saved whenever you use them (right-click)
- The note of note blocks -> Will be saved whenever the note is played (click/right-click/redstone)
- The seed value of the world. It is no longer sent by the server.
- Records that are in record players.
- The spawn position if it has been moved (by the admin or by sleeping in a bed).
- Other human players of course
No, you have to start and stop the download by pressing the escape key and clicking on "Download this world"
Walk around and visit everything you want to have in your copy while the downloader is active. (Or fly, ride, teleport, swim, ...) World Downloader works much like the maps in Minecraft. (The paper ones you can craft)
As soon as something is in your range of vision (the 160 blocks mentioned above) it is also in your copy. Again, think of Minecraft's maps.
No, the mod doesn't cause any additional load on the server. It doesn't send or request anything. It just looks at the incoming data, converts some data structures and saves everything as a singleplayer world.
Of course! Just reconnect to the server and start the download. The mod will update your copy of the world to the current state. Any changes you made in your copy, in the area you're updating, will be overwritten.
They'll stay the same. The mod does not delete anything from your copy. It only updates the area you are currently in and doesn't touch anything else.
The server only sends a certain amount of data. This is a server-side restriction and my mod can't do anything about that.
The mod that enables Minecraft to load other mods from this folder is called ModLoader. ModLoader can only load mods that don't change any existing class files. My mod needs to overwrite quite a few of them.
Yes, do what you want with it. A link to this thread would be nice though, so that your users can report bugs.
Yes, do what you want with it. If you use large amounts of code it would be nice to mention my mod or me somewhere.
Probably, but I don't want to. This means I'd have to update the files every time XYZ has a new version. Now imagine I'd also have to do this when mod ABC has a new version, and mod DEF.
There is no magic chat text sequence that disables the mod and there won't be one in the future. Be creative. Maybe you will find a different way to block the mod or destroy the downloaded worlds. I won't add anything to my code that helps you in this regard. Why? Partly because I hate DRM, partly because a kill switch is very easy to remove but mostly because I don't care what people do with my mod. You are responsible for what you do. Break the rules -> live with the consequences.