Changelog: Build 1.5.1-7.7.1.633 ProjectZulu: Added maxCanSpawnInChunk event to allow overriding of creature chunk spawn cap ProjectZulu: Clarify Factory call and Event Functionality LexManos: Add function to remove categories from a configuration, indavidual properties can be removed using ConfigCategory.remove() Closes #462 Build 1.5.1-7.7.1.632 LexManos Pulled Biome Tag System by Emasher, Closes #433 An issue with biome adding mods which is becoming increasingly annoying for players, is that many mod authors that add biome specific world generation or mobs in their mods, for the most part, hard code them to work with vanilla biomes only. This becomes a huge problem when it's difficult to even find a vanilla biome, let alone a specific one, when biome mods are installed. A simple solution to this problem is a tag system for biomes that allows mod authors to set up their world generators, or mobs to generate or spawn in biomes that have been registered with a specific tag such as "FOREST", or "FROZEN". I wrote such a system a few months ago, which I've been using with my own mods, and have made available to anyone who wants to use it. Since then, I've had requests from mod authors and players alike to try and get it, or at least similar functionality, into Forge, where other mod authors will be more comfortable using it. Aside from the tags, it also includes a rule based system to classify biomes that have not already been registered with it when information is requested on them (You can opt out of this by registering a biome as type "NULL"). And additionally, the ability to register IWorldGenerators for specific biomes, or biome types (tags) to speed up chunk generation a little bit. Build 1.5.1-7.7.1.631 LexManos: Deprecate IArmorTextureProvider, moved to Item. And exposed more information to the function. Closes #365 Build 1.5.1-7.7.1.630 LexManos: Updated FML: MinecraftForge/FML@570faeb790745c35403c67fabab57651b71da576 Added the ability to save transformed classes to disc for debugging. LexManos: Add checking for 'ENUM$VALUES' in EnumHelper. Eclipse uses it's own internal compiler which does not follow the java standard of making the values field names $VALUES and private. Instead its public and ENUM$VALUES. Closes #502 Build 1.5.1-7.7.1.629 LexManos: Revert MinecraftForge/MinecraftForge@f594109b30c87f5a0996eee9e8c4513380733cee If concurancy issues arise we will reassess. The provided solution caused entities to be removed incorrectly and cause 'invisible' entities client side. Build 1.5.1-7.7.1.628 LexManos: Fix EntityPlayer passed to Bonemeal event. Build 1.5.1-7.7.1.627 LexManos: Fix off-by-one in rotated textures. LexManos: Removed index bounds checking in some chunk functions, if you error blame Grum. Build 1.5.1-7.7.1.625 LexManos: Fix vanilla texture bug causing rotated textures to be placed wrong. Build 1.5.1-7.7.1.624 cpw Updated FML: MinecraftForge/FML@8b8837c9ff635d4988e0a1504fca38667825daf0 Fix NPE when branding isn't present Build 1.5.1-7.7.1.623 kraphteu: Remove unneeded SideOnly. ref: Buildcraft/Buildcraft#710 Build 1.5.1-7.7.1.622 cpw Removed obsolete patches Updated FML: MinecraftForge/FML@26ccb9106e443e664b0fdc1b95c3600b90ab2bc5 Change snooper/crash report brand handling. fmlbranding now loads another string! MinecraftForge/FML@eff464cf0e656d92dfedf16e79e5cd6c36b9fc76 And the core patches for that Build 1.5.1-7.7.1.621 cpw: Sanity check the item ID for loaded liquid stacks better. Build 1.5.1-7.7.1.620 cpw: Make liquidstacks immutable in their type data. Sorry about this, but it makes things a lot easier. cpw: Add in persistence code for LiquidTank. Using it should protect against liquids that get removed f.e. Closes #395 Build 1.5.1-7.7.1.618 cpw: Fix up liquidstack so it knows about the texture sheet for it's icon