Something that would be cool to see in the futur of Thaumcraft would be node fusing. We can tap them, we can trap them, so why coudn't we fuse them, maybe through infusion or something like that! Kinda hard to find the ideal node for my wand recharge system. Yeah I could use many nodes, but I trying to make it look good within a half of a sphere.
I like this idea, it could also progress the node from dim up to bright, while having a chance of changing from pure->normal->eerie->tainted.
In its first released forms, it will not be a forge mod as far as the latest news on the matter goes. After they get it running smoothly with just vanilla minecraft, they will start looking at forge.
Lazy sunlight calculation(which are any that won't work anywhere under any circumstances) are the only thing holding this mod back from potentially making it into Minecraft.
One reason this system is not implemented yet, as said by Jeb, is that the method giving for light calculation is a 'lazy' calculation system, and is not very good. If this suggestion is to be realized, a more efficient system needs to be conceptualized and designed.
Note: The following systems, will, not, work. They've been suggested here tons of times, and are not constructive:
-Raytracing for dynamic shadows. Requires storing a 3D mesh of some sort, and raytracing from an infinite point. Given that the mesh would be infinite in size, raytracing from a point at infinity(The sun) is not possible.
-Ignoring shadows cast by blocks above a specific height. Assumes that sunlight can reach an area if only a single column of blocks are ignored. Cannot verify if sunlight is physically able to reach an area without raytracing, which doesn't work, as explained above.
-Storing light columns. Traditional sunlight accesses horizontally adjacent blocks. Using a single column for calculations would ignore horizontally adjacent blocks.
-Saying we're in spaaaaaaaace and there is no sunlight. No.
If a lighting suggestion relies on limiting light calculations to a certain y range, it does not work as a suggestion to get this into minecraft.
The problem with the current sunlight illumination is that it comes from a technically infinitely high place: No matter how high you fly, sunlight still pours down from above you. A similar problem is that this light reaches infinitely downwards. These two infinite factors are what cause most of the sunlight issues. So why not create an ingame solution: Why not create barriers above and below the surface of the world? Above could be a point when the sun and the sunlight start to fade, gradually, until you are immersed in the deepest of nights, and below could be a fog, like the void fog, that either exists as a layer or is ubiquitous below a certain point, that also gradually blocks light. Above or below these points the only light that exists is from light giving blocks.
These barriers would be very high up and very low down, respectively, and could be moved like the void. As long as they were far enough to reach, they wouldn't hinder gameplay (such as stopping that mountain there from being lit at its peak; it would be much higher) and could even add some ambience. Besides, most miners do not expect light below a certain depth, and the darkness above could simply be that space a lot of people seem to want.
Those barriers already exist, just very far away.
From the wiki.
Quote from Minecraft Wiki »
Release 1.7
An invisible wall has been added at X/Z ±30,000,000, removing the last remnants of the Far Lands.
Following that, there would be a barrier at Y ±30,000,000 to keep the players from entering the Space and Core Far Lands
I don't think that flowing water needs to load up to the source block if the flowing water blocks already exist. If source blocks are unloaded then they won't be changing. But it does present a problem if there is a large cavern which is open to the ocean overhead but no ocean chunks are currently loaded. There would be water that would not fall until the player ascended nearer to the ocean.
It's quite similar to the sunlight issue actually.
I suppose if each flowing liquid block pointed to it's source then if the source block is removed or blocked then the halted flow can be simulated by a time delay appropriate with the block's distance (vertical and horizontal) from the source block. Then flowing water blocks can disappear in order regardless of whether or not the all the flowing water between them and the source are in loaded chunks or not. Nice.
However, it still doesn't solve the problem of water falling in the first place (particularly from unloaded source blocks), where flowing water would be replacing air blocks.
I think that following liquid blocks not falling until observed can be chalked up as quantum mechanics.
This is a genius idea to reduce overall RAM usage. A suggestion to fix falling is that when your character begins falling, it loads extra cubic chunks below the player to prevent the lagged fall. Also lava/water if they are falling and you come into contact with them in a cubic chunk, that it loads the cubic chunks up tot he source block. This second would could foreseeably have some issues, but it could probably be tweaked to make it optimal and not exploitable.
I would just have the falling blocks contain a pointer to the source block in some manner that is easily checkable, instead of loading all the chunks that it passes through up to the source block.
With 1.7, rain will become snow in temperate biomes if the generation reaches y:90 (this is dependent on the seed), and this stays even after a terraformation to lower the terrain. We should be able to choose (so increase) the minimum snow height because it is ridiculously low. This is not only generation but also weather, that's why I a talking about this.
I don't know how this works with generators but this would be better for higher generation, allowed by increased height.
Since biomes would be 3d, the weather would change as it passes through different biomes. This leads to an issue that I don't think anyone has thought of yet. If you have a stack of biomes, from top to bottom being, forest, desert, taiga, the weather would change from rain to nothing to snow as it passed through each biome. That would look a quite odd.
Also do you think an electronic teleporter might be in the works soon? We use stargates currently as a bukkit mod but I would love to replace them with a crafted item that required huge amounts of energy instead.
Enhanced Portals 3 is amazing with fully configurable power requirements and an extensive selection of upgrades to customize how the portals function and look like. That should hold you over until he adds his own form of teleportation.
They won't see it if it doesn't exist as a fully fledged mod. This isn't the first time cubic chunks been done in Minecraft. It's not the first time there's been a proof of concept mod for it.
Build it out as a fully fledged mod and to hell with Mojang. Either they pick it up or they don't.
They have already seen it and have given us the criteria for giving it a chance at becoming part of minecraft. The only major criteria that is currently missing is the lighting issue.
As to the lighting issue.
For non-generated chunks:
What if we made a secondary NoiseGenerator function that allowed for a resolution argument, that would then be used to create lower resolution noise maps. Then when trying to figure out if an non-generated chunk should cast a shadow, we start with an extremelly low resolution where 1 pixel = 9 chunks centered on the current chunk+height above. Then if the pixel shows that it is solid(due to more then half the terrain in the chunk being solid, we switch to 1 pixel = 1 chunk, then normal resolution. This allows for a rough shadow to be cast by non-generated chunks.
The survey tool orientates it's area based on which side of the block was clicked, but I decided against using it for the transmutation area because their aren't many situations when you'd actually want to transmute a non-exclusively vertical area, and accidentally transmuting straight up/down into blocks of reactivity can be deadly.
But if you think it could be useful to have a direction mode that allows for vertical orientations I might add another option to go with the 'relative' and 'absolute' direction modes.
I used to use the Destruction catalyst like that all the time to make extremely tall underground rooms very quickly. As to the dangers, the only real one is lava, the others can be circumvented easily.
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I like this idea, it could also progress the node from dim up to bright, while having a chance of changing from pure->normal->eerie->tainted.
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In its first released forms, it will not be a forge mod as far as the latest news on the matter goes. After they get it running smoothly with just vanilla minecraft, they will start looking at forge.
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If a lighting suggestion relies on limiting light calculations to a certain y range, it does not work as a suggestion to get this into minecraft.
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Those barriers already exist, just very far away.
From the wiki.
Following that, there would be a barrier at Y ±30,000,000 to keep the players from entering the Space and Core Far Lands
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Tall Doors mod
Also ran into a compatibility issue with this mod and Treecapitator. I am posting the crash log to both threads
Fixed on Treecapitators end.
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Also, has anyone figured out a working BoP config? I keep messing around with it but am not getting anywhere.
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I think that following liquid blocks not falling until observed can be chalked up as quantum mechanics.
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I would just have the falling blocks contain a pointer to the source block in some manner that is easily checkable, instead of loading all the chunks that it passes through up to the source block.
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Check Grims Mod updates.
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Since biomes would be 3d, the weather would change as it passes through different biomes. This leads to an issue that I don't think anyone has thought of yet. If you have a stack of biomes, from top to bottom being, forest, desert, taiga, the weather would change from rain to nothing to snow as it passed through each biome. That would look a quite odd.
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Enhanced Portals 3 is amazing with fully configurable power requirements and an extensive selection of upgrades to customize how the portals function and look like. That should hold you over until he adds his own form of teleportation.
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They have already seen it and have given us the criteria for giving it a chance at becoming part of minecraft. The only major criteria that is currently missing is the lighting issue.
As to the lighting issue.
For non-generated chunks:
What if we made a secondary NoiseGenerator function that allowed for a resolution argument, that would then be used to create lower resolution noise maps. Then when trying to figure out if an non-generated chunk should cast a shadow, we start with an extremelly low resolution where 1 pixel = 9 chunks centered on the current chunk+height above. Then if the pixel shows that it is solid(due to more then half the terrain in the chunk being solid, we switch to 1 pixel = 1 chunk, then normal resolution. This allows for a rough shadow to be cast by non-generated chunks.
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I used to use the Destruction catalyst like that all the time to make extremely tall underground rooms very quickly. As to the dangers, the only real one is lava, the others can be circumvented easily.