I just finished my schematic to bo2 converter for RBT and ohmusama. My Team is currently using it to convert all (104) of my designs. Trees, dungeons, ext. With that, and all the other perks canary's mod offers, I'll be happy.
But you...you came up with a greater work around. You modded the game itself. Its height limit. Instead of a simple 128 box youve extended that. You've made it better for everyone. Your tool is the ultimate component in simulating the perfect world. This is why I need your help. This is why I need your tool. Not just me...
The people are calling you. You've broken the height limit of Minecraft. You created the ultimate creative world.
Currently, I am working on a website that will unify all the developers. Until then, its basically touch and go for me. Talk to a dev, show him a tool or two, offer him help, and then let him be. While working on the website, the world generation shall take place. But....again....your tool...is a necessity.
Now, you're using RTB'sPhoenixTerrainMod correct? Does your current generation method have bo2 support? Does your generation method allow the distribution of custom ores if specified? For example the custom ore that RReibi's plant mod has. If not, could it be specified in a config file or placed with a bo2 if it couldn't? More importantly though, how can I help? I want to help work the bugs out of this so the world generation can finally start.
I get a black screen error when I try installing the BTM for Cubic Chunks. Need help, can you put up an installation tutorial?
Basic instructions and download are here.
1st tip: You need to have Java 7 installed (not just the latest Java 6)
2nd tip: You also need the BiomeTerrainSettings.ini file (which is not included in the most recent download, or mentioned in the instructions). You can get it in previous CC+BTM download here. The .ini file goes in your main .minecraft folder (not in /bin/ or in the .jar).
BTW, I edited in one more response to my last post... Also, a tip for dealing with rmb: try saving and quitting, then reloading the world, or just ignoring rmb and letting it kill all of the enemies for you.
@Vagrant0: This is SSP, right? If it is, I don't know what the problem is, as I thought I already fixed the problem that caused the reappearing / self-reconstructing lakes...
@sfxworks: Yes, my mod does allow generation of custom terrain, ores, structures, etc. on a cube-by-cube basis. Create a standard ModLoader mod, then have its main class (such as "mod_NewOreGen.java") implement ICubePopulator (I'll include a class that adds default implementations of ICubePopulator's methods in the next release). This will allow you to modify ChunkCube generation on a cube-by-cube basis. You can populate (ores, trees, etc.) any cubes you wish - and you can choose to completely override the initial generation of any particular elevation of ChunkCubes.
My mod doesn't have innate support for bo2 or schematics, but it should be easy to create a mod that adds that.
Any workaround to make zombes flymod work with this? I realy need flymod for smp, and I also would like to get a birds eye view of 2000 block tall skyscrapers.. :tongue.gif:
Check out the SimplyHAX fly mod. It's SMP compatible and other than requiring modloader it should be compatible with anything.
Rollback Post to RevisionRollBack
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
Complaints Noted. As of the next update, I will no longer interfere with sleep. I'm also taking advanced Creeper-defense courses, to stop them from blowing holes in your landscape. And I've decided to return to the sky when things start to get boring in a world...
AdmiralStormhart: Nice! Hey, is it holding a block of sand? :huh.gif: Is it still running around your world? What is it doing?
The Sandman cometh..
He picks up anything that gets dropped. He just sort of runs around and jumps on things - I think I saw him drop a couple of apples after he fell into lava.
Reading your cubic mod, from what i understand, there are no air pockets (caves) below the normal minecraft depth limit?
Also you mentioned a lava core, does that mean there is a depth limit, and if so, how farther down is it then before?
The only other mods i use currently are CJB's and Equivalent exchange, is this compatible with both of them?
Has notch seen this mod by any chance?
I've dug to 1760 blocks below the prescribed limit (that is to say y = -1760 on the debug screen) - that's a mile below where the bottom of the map usually is.
There are small air-pockets, lava lakes, water lakes (very sparse) and also some dungeons, but nothing with regards to large cave systems.
It'd be cool if there were mods for deep, deep cubes where there are even more new and strange mobs as well as new materials. I'd love to see oceans and deep sea-life as well. Of course, that would have to wait until the Zeppelin mod gets to where you can build submarines, or there's a diver helmet mod that isn't lame. lol
The Meaning of Life, the Universe, and Everything.
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Alex_owns_OMG
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i was just thinking, if there were to be huge underground lakes in future terrain gen. would it be better if that entire pocket with the underground ocean emit a light level of maybe 3/4 or somewhere close to that, as in the entire cave/cavern would be filled with this light source that would seem to come from either the body of water itself, or from some kind of huge underground shroom patch nearby. (yes thats from terraria) kinda like area lighting i suppose.
my 2 cents
btw i love the progress I have observed thus far, i have been following this thread since page 13 :biggrin.gif:
i was just thinking, if there were to be huge underground lakes in future terrain gen. would it be better if that entire pocket with the underground ocean emit a light level of maybe 3/4 or somewhere close to that, as in the entire cave/cavern would be filled with this light source that would seem to come from either the body of water itself, or from some kind of huge underground shroom patch nearby. (yes thats from terraria) kinda like area lighting i suppose.
my 2 cents
btw i love the progress I have observed thus far, i have been following this thread since page 13 :biggrin.gif:
Oh yeah, I've been a big proponent of glowing mushrooms being added to the game. But yeah, perhaps a lichen or moss block, or crystals, that glows at light level 7/8 or something that might naturally occur somewhere under y =0 in exposed areas like caves and inside of water (underground lakes and such). That would both make sense in a way and add so much to the games atmosphere!
There is a lot of potential for the deep underground realms. I'd say another reason for the plug-able height-ranged terrain generators that it sounds like Robinton is talking about allowing. :smile.gif:
i was just thinking, if there were to be huge underground lakes in future terrain gen. would it be better if that entire pocket with the underground ocean emit a light level of maybe 3/4 or somewhere close to that, as in the entire cave/cavern would be filled with this light source that would seem to come from either the body of water itself, or from some kind of huge underground shroom patch nearby. (yes thats from terraria) kinda like area lighting i suppose.
my 2 cents
btw i love the progress I have observed thus far, i have been following this thread since page 13 :biggrin.gif:
Gigantic underground caverns that are deep in the earth would be pretty awesome, perhaps resembling the surface cept with trees and grass that glows would be pretty cool.
btw: Another interesting type of terrain that it would be cool to see terrain generators produce, though I'm not certain what it would be called, spires?
Rollback Post to RevisionRollBack
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
Not to difficult if you mess about with the BioTerrain settings really Minecrak.
Here's the example under, you just need a negative fracturevertical(determins how peakish terrain should be) and a positiveHorizontal(this determins how flat terrain should be) setting.
The downside is... this affects the entire world. :tongue.gif:
But i am sure there is ways to fix that too.
Damn! You've really gotten good at playing with those settings. Thanks for the info and screens of those!
* Yeah. Ideally, for preplanned worlds in SMP etc; there will eventually be a graphical, even just 2D overview, Topographical Terrain planner/editor that that will allow for interconnecting zones to be drawn (lines) on the map and different terrain settings to be applied to each zone, shaped by you.
This would allow for large-scale map planning and creation in advance, especially useful for SMP.
** Now for random terrain generation; a feature for creating your own "Biomes", as many as you want and with greater variability in random shape and size ranges including affects of height & depth? on them, would allow for creating cool areas like you just made and having them show up every once in a while and likely in conjunction with or next to certain other types of terrains.
Really, this is the only way I can see for creating the kinds of worlds with the large and varied types of terrains we've all been wanting.
[EDIT] Yeah, the rivers look very nice. It would be really cool if there could be rapids and such (flowing water) too.
*downloads cubic chunks*
Time to make a quarry to bedrock!
*30 minutes later downloads singleplayer commands*
*turns instantmine on*
To bedrock!
2 hours later: frusturated
*downloads cubic chunks*
Time to make a quarry to bedrock!
*30 minutes later downloads singleplayer commands*
*turns instantmine on*
To bedrock!
2 hours later: frusturated
- Brain
i'm pretty sure it's 30 kilometers to the bottom now :tongue.gif:
even with my own mod that allows you to dig down fast enough that you take fall damage it took me a few minutes to reach 1800 blocks down. if you get to the bottom though, I think it is solid with diamond blocks ;D
though i'm not sure if that's in the official release, or if it's a side patch
@daseku: There are a handful of large caverns, but no winding caves below y=0. The lava core, and the depth limit, are around -32,000. They used to be around -2,000, but I improved the mod to use the full limits of the "short" variable type.
My mod should be compatible with equivalence exchange, and might well be compatible with CJB's... Try them out and see, unless someone else has already tried.
And Notch does seem to be aware of CC's existence, in a roundabout way. Does anyone know the exact notch.tumblr.com/ link?
@AdmiralStormhart: I quite agree, and, except for the day or two spent making RMob, I'm working steadily on improving CC. I can't singlehandedly do everything at once - which is why I'm so glad of Nocte and kinnikinnick helping me.
@Alex owns OMG:
@MineCrak: I'm already allowing them. I'm just waiting for the first modder to build one, or ask for help doing so...
@MineCrak: I know what you're talking about. If I ever get to the point where I can't think of anything else to do on CC, remind me of the user-made heightmap idea...
@matthew22389: Best way: download this file and patch it in over CC. It's the spawning code from V1.4.2, just before I added in RMob.
While I'm at it anyway, I'll severly nerf the already rare spawn rate in the next release.
@marcopolo1613: People to build custom terrain generators using an interface that I built into CC (though it's based off of ModLoader) that allows them to coexist and not clash with each other.
But you...you came up with a greater work around. You modded the game itself. Its height limit. Instead of a simple 128 box youve extended that. You've made it better for everyone. Your tool is the ultimate component in simulating the perfect world. This is why I need your help. This is why I need your tool. Not just me...
The people are calling you. You've broken the height limit of Minecraft. You created the ultimate creative world.
Currently, I am working on a website that will unify all the developers. Until then, its basically touch and go for me. Talk to a dev, show him a tool or two, offer him help, and then let him be. While working on the website, the world generation shall take place. But....again....your tool...is a necessity.
Now, you're using RTB's PhoenixTerrainMod correct? Does your current generation method have bo2 support? Does your generation method allow the distribution of custom ores if specified? For example the custom ore that RReibi's plant mod has. If not, could it be specified in a config file or placed with a bo2 if it couldn't? More importantly though, how can I help? I want to help work the bugs out of this so the world generation can finally start.
Basic instructions and download are here.
1st tip: You need to have Java 7 installed (not just the latest Java 6)
2nd tip: You also need the BiomeTerrainSettings.ini file (which is not included in the most recent download, or mentioned in the instructions). You can get it in previous CC+BTM download here. The .ini file goes in your main .minecraft folder (not in /bin/ or in the .jar).
@Vagrant0: This is SSP, right? If it is, I don't know what the problem is, as I thought I already fixed the problem that caused the reappearing / self-reconstructing lakes...
@sfxworks: Yes, my mod does allow generation of custom terrain, ores, structures, etc. on a cube-by-cube basis. Create a standard ModLoader mod, then have its main class (such as "mod_NewOreGen.java") implement ICubePopulator (I'll include a class that adds default implementations of ICubePopulator's methods in the next release). This will allow you to modify ChunkCube generation on a cube-by-cube basis. You can populate (ores, trees, etc.) any cubes you wish - and you can choose to completely override the initial generation of any particular elevation of ChunkCubes.
My mod doesn't have innate support for bo2 or schematics, but it should be easy to create a mod that adds that.
Check out the SimplyHAX fly mod. It's SMP compatible and other than requiring modloader it should be compatible with anything.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Also you mentioned a lava core, does that mean there is a depth limit, and if so, how farther down is it then before?
The only other mods i use currently are CJB's and Equivalent exchange, is this compatible with both of them?
Has notch seen this mod by any chance?
He picks up anything that gets dropped. He just sort of runs around and jumps on things - I think I saw him drop a couple of apples after he fell into lava.
I've dug to 1760 blocks below the prescribed limit (that is to say y = -1760 on the debug screen) - that's a mile below where the bottom of the map usually is.
There are small air-pockets, lava lakes, water lakes (very sparse) and also some dungeons, but nothing with regards to large cave systems.
It'd be cool if there were mods for deep, deep cubes where there are even more new and strange mobs as well as new materials. I'd love to see oceans and deep sea-life as well. Of course, that would have to wait until the Zeppelin mod gets to where you can build submarines, or there's a diver helmet mod that isn't lame. lol
my 2 cents
btw i love the progress I have observed thus far, i have been following this thread since page 13 :biggrin.gif:
Oh yeah, I've been a big proponent of glowing mushrooms being added to the game. But yeah, perhaps a lichen or moss block, or crystals, that glows at light level 7/8 or something that might naturally occur somewhere under y =0 in exposed areas like caves and inside of water (underground lakes and such). That would both make sense in a way and add so much to the games atmosphere!
There is a lot of potential for the deep underground realms. I'd say another reason for the plug-able height-ranged terrain generators that it sounds like Robinton is talking about allowing. :smile.gif:
Glowing Images
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Gigantic underground caverns that are deep in the earth would be pretty awesome, perhaps resembling the surface cept with trees and grass that glows would be pretty cool.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Damn! You've really gotten good at playing with those settings. Thanks for the info and screens of those!
* Yeah. Ideally, for preplanned worlds in SMP etc; there will eventually be a graphical, even just 2D overview, Topographical Terrain planner/editor that that will allow for interconnecting zones to be drawn (lines) on the map and different terrain settings to be applied to each zone, shaped by you.
This would allow for large-scale map planning and creation in advance, especially useful for SMP.
** Now for random terrain generation; a feature for creating your own "Biomes", as many as you want and with greater variability in random shape and size ranges including affects of height & depth? on them, would allow for creating cool areas like you just made and having them show up every once in a while and likely in conjunction with or next to certain other types of terrains.
Really, this is the only way I can see for creating the kinds of worlds with the large and varied types of terrains we've all been wanting.
[EDIT] Yeah, the rivers look very nice. It would be really cool if there could be rapids and such (flowing water) too.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Time to make a quarry to bedrock!
*30 minutes later downloads singleplayer commands*
*turns instantmine on*
To bedrock!
2 hours later: frusturated
- Brain
i'm pretty sure it's 30 kilometers to the bottom now :tongue.gif:
even with my own mod that allows you to dig down fast enough that you take fall damage it took me a few minutes to reach 1800 blocks down. if you get to the bottom though, I think it is solid with diamond blocks ;D
though i'm not sure if that's in the official release, or if it's a side patch
My mod should be compatible with equivalence exchange, and might well be compatible with CJB's... Try them out and see, unless someone else has already tried.
And Notch does seem to be aware of CC's existence, in a roundabout way. Does anyone know the exact notch.tumblr.com/ link?
@AdmiralStormhart: I quite agree, and, except for the day or two spent making RMob, I'm working steadily on improving CC. I can't singlehandedly do everything at once - which is why I'm so glad of Nocte and kinnikinnick helping me.
@Alex owns OMG:
@MineCrak: I'm already allowing them. I'm just waiting for the first modder to build one, or ask for help doing so...
@MineCrak: I know what you're talking about. If I ever get to the point where I can't think of anything else to do on CC, remind me of the user-made heightmap idea...
@matthew22389: Best way: download this file and patch it in over CC. It's the spawning code from V1.4.2, just before I added in RMob.
While I'm at it anyway, I'll severly nerf the already rare spawn rate in the next release.
what is it you're allowing/waiting for?