So I'm guessing the only work around is to not use 'dig under' objects and remove anything below level 0?
No, just open the object in BBOB and turn off "Underfill" (it should be a checkbox). Underfill causes anything below an object block to be filled until it hits dirt. Not good for single tile or small trunked objects like trees. That said, it could be working more intelligently. I will work on it this evening.
This may result in our old friends the "floating trees" coming back. Not sure.
Would it be possible to create a bedrock ceiling with this mod, like what the Nether has? (Me and another guy want to make the whole world into an underground cavern and we'd rather not have people dig up into a big blue expanse if possible.)
No, just open the object in BBOB and turn off "Underfill" (it should be a checkbox). Underfill causes anything below an object block to be filled until it hits dirt. Not good for single tile or small trunked objects like trees. That said, it could be working more intelligently. I will work on it this evening.
Thanks for the quick responses, 2 more question:
Do we know the current state of the 'replaceblock' function in SMP? Does it use numbers or still names?
If it does use names, can we get a list of the working blocks?
(Once all this bug-fixing is out of the way, of course)
Good luck, R-T-B, and thank you!
EDIT
Oh boy, we got a problem I guess.
Same settings, mostly volitility1:50.
Left is newest release, right is one of the MC 1.5 compatible versions.
New release appears to show the volitility but not nearly as much, and 'remove bedrock' clearly didn't work
Would it be possible to create a bedrock ceiling with this mod, like what the Nether has? (Me and another guy want to make the whole world into an underground cavern and we'd rather not have people dig up into a big blue expanse if possible.)
Ermmm. Hm. You could maybe have it replace dirt with bedrock?.. Although that would cause some other issues such as small amounts of bedrock underground where dirt should be. Plus you could still have to replace sand. And then there'd still be areas where you could dig up through stone. I think you could use World Painter or MCedit for that. Or else you'd have to do it manually.
EDIT:
If you're afraid of making mistakes or something when placing it manually, you could try placing something you wouldn't find underground (grass or sandstone, perhaps) over the ceiling of your cavern and then use MCedit to replace it with bedrock.
I didn't see anything in the Code Sharing thread, but can this mod do anything to remove clouds? (It'd be weird to have it raining underground :tongue.gif:)
Woohoo! I see bobv2 objects too, and not just trees (the mushrooms aren't classified as trees).
It seems to have drastically changed the spawn ratios compared to before (these same settings spammed the landscape with a solid canopy of trees and mushrooms in the 1.5 version), or possibly the biomes shifted and this seed no longer produces rainforest.
all the bobv2 objects are showing now but they don't spawn on the corresponding biomes at all.
having palm trees and pine trees spawned right next to each other is really weird. lolll
all the bobv2 objects are showing now but they don't spawn on the corresponding biomes at all.
having palm trees and pine trees spawned right next to each other is really weird. lolll
Yeah, Biomes are mostly ignored at the moment. Working on that.
Also, there is an issue with volatility and bedrock settings. I'm working on that too.
Next bugfix release will hopefully fix those two things, in addition to the to the faulty underfill code.
You don't know the half of it. My first computer game was programmed using punchcards. :smile.gif:
God I loved it when magnetic tape drives were invented....
On topic; bugfix 8 works for me too. haven't seen any trees yet but the buildings etc all spawn. And it's got some serious underfill. We need a way in the BBoB editor to designate the underfill area we want. Otherwise the savannah trees are going to manifest some massive columns of dirt. (ninja'd)
I didn't see anything in the Code Sharing thread, but can this mod do anything to remove clouds? (It'd be weird to have it raining underground :tongue.gif:)
The clouds are handled completely seperatly. In SSp just find the clouds texture in the .jar and replace it with a transparent one.
It rains from above 128 and any block blocks it so you shouldn't see rain underground ever.
Would it be possible to create a bedrock ceiling with this mod, like what the Nether has? (Me and another guy want to make the whole world into an underground cavern and we'd rather not have people dig up into a big blue expanse if possible.)
Is there any ore you don't need or are planning to spawn in anyway? If so you could set that ore to deposit a layer between altitude 126 and 127, then replace block it into bedrock. You'd have to play with the deposit settings to get the best coverage, and there'll be a few holes by accident/chance, but it should work. Provided there's an ore you want to have to spawn in all the time. Personally I'd choose lapis.
That's actually a bug in underfill. I can fix that in the next release but it won't come today... Got chores. :wink.gif:
Yes, I'm having this issue as well. Enormous dirt/grass piles like that are spawning under some of my trees.
[simg]http://i.imgur.com/PciFz.jpg[/simg]
So I'm guessing the only work around is to not use 'dig under' objects and remove anything below level 0?
No, just open the object in BBOB and turn off "Underfill" (it should be a checkbox). Underfill causes anything below an object block to be filled until it hits dirt. Not good for single tile or small trunked objects like trees. That said, it could be working more intelligently. I will work on it this evening.
This may result in our old friends the "floating trees" coming back. Not sure.
Thanks for the quick responses, 2 more question:
Do we know the current state of the 'replaceblock' function in SMP? Does it use numbers or still names?
If it does use names, can we get a list of the working blocks?
(Once all this bug-fixing is out of the way, of course)
Good luck, R-T-B, and thank you!
EDIT
Oh boy, we got a problem I guess.
Same settings, mostly volitility1:50.
Left is newest release, right is one of the MC 1.5 compatible versions.
New release appears to show the volitility but not nearly as much, and 'remove bedrock' clearly didn't work
Ermmm. Hm. You could maybe have it replace dirt with bedrock?.. Although that would cause some other issues such as small amounts of bedrock underground where dirt should be. Plus you could still have to replace sand. And then there'd still be areas where you could dig up through stone. I think you could use World Painter or MCedit for that. Or else you'd have to do it manually.
EDIT:
If you're afraid of making mistakes or something when placing it manually, you could try placing something you wouldn't find underground (grass or sandstone, perhaps) over the ceiling of your cavern and then use MCedit to replace it with bedrock.
It seems to have drastically changed the spawn ratios compared to before (these same settings spammed the landscape with a solid canopy of trees and mushrooms in the 1.5 version), or possibly the biomes shifted and this seed no longer produces rainforest.
having palm trees and pine trees spawned right next to each other is really weird. lolll
Yeah, Biomes are mostly ignored at the moment. Working on that.
Also, there is an issue with volatility and bedrock settings. I'm working on that too.
Next bugfix release will hopefully fix those two things, in addition to the to the faulty underfill code.
You don't know the half of it. My first computer game was programmed using punchcards. :smile.gif:
God I loved it when magnetic tape drives were invented....
On topic; bugfix 8 works for me too. haven't seen any trees yet but the buildings etc all spawn. And it's got some serious underfill. We need a way in the BBoB editor to designate the underfill area we want.
Otherwise the savannah trees are going to manifest some massive columns of dirt.(ninja'd)Wessex, did you do this with SMP? THere's clearly a problem in SMP but I don't think the same issue is present in SSP.
Sure did, I used MinecraftLandGenerator, which is basically a rapidfire server, I'm on a 1_5_02 server with PTM Release 2 Preview 3
I wanted to pretty up this post so here:
Do creepers dream of exploding sheep?
The clouds are handled completely seperatly. In SSp just find the clouds texture in the .jar and replace it with a transparent one.
It rains from above 128 and any block blocks it so you shouldn't see rain underground ever.
Good to know.
Now for the good news: Check out the site now, new Bugfix up with lots of goodies.
Chief features:
1.) (Hopefully) fixes underfill to be more intelligent.
2.) (Hopefully) enables biome spawning to actually detect proper biomes.
3.) (Definitely) fixes bedrock removal and volatility.
Is there any ore you don't need or are planning to spawn in anyway? If so you could set that ore to deposit a layer between altitude 126 and 127, then replace block it into bedrock. You'd have to play with the deposit settings to get the best coverage, and there'll be a few holes by accident/chance, but it should work. Provided there's an ore you want to have to spawn in all the time. Personally I'd choose lapis.
Getting there!
I see no problems with underfill, the PTM settings are translating as they should,
but I cannot confirm that biome detection for BBobjects is working.
Yes, that is rather nice isn't it?
Also those fountain BOBjects are pretty cool. Always amazes me the level of creativity in this community. :smile.gif: