Welcome to my building Thread!
PICTURES
Train station
Inside my Train station
Outside the station.
Cathedral
Outside the Cathedral, What's up? (Sup by Larsern)
Inside the Cathedral
Some other pictures
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Welcome to my building Thread!
PICTURES
Train station
Inside my Train station
Outside the station.
Cathedral
Outside the Cathedral, What's up? (Sup by Larsern)
Inside the Cathedral
Some other pictures
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Here you go! The mod adds the double plants exactly how they are in 1.7. You'll need to explore new chunks to find them. They generate in forests, plains, and taigas.
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This is one of the issues with having a 32 bit computer; I get the same error with the default memory allocation and using higher render distances, often resulting in a "Minecraft has run out of memory" screen (despite F3 showing that there is plenty of memory available; my computer is Win 7 32 bit with 3 GB of memory, nearly all usable (3039 MB) as I have a dedicated GPU; you likely see less despite having 4 GB since the integrated GPU uses system RAM); this happens because the Java process is limited to 2 GB of memory (32 bit limit per process), which includes memory needed by OpenGL and other native libraries, which are not included in the Java heap allocation but do add to the process usage (for example, with 768 MB allocated steady state memory usage is around 1.3-1.4 GB, nearly twice as high; you also want to ensure that your computer has enough free memory, for example, mine uses 600-700 MB when idle so I have over 2 GB free but you could have less).
Note also that older versions prior to 1.7 even warned you about using Far render distance on a 32 bit computer for this very reason (even though back then Far was actually only 10 chunks, 2 more than Normal, due to the internal server not loading any more chunks unless you used Optifine).
There shouldn't be a problem with memory usage as long as you keep your render distance low; most of the memory used by the game is for loaded chunks, which increases by the square of render distance; I see around 100-200 MB of base memory usage on Normal/8 chunk render distance (though in 1.6.4, but 1.8 doesn't appear to use more memory); a lot of the memory and lag issues with 1.8 are due to the rate at which it allocates memory, which then has to be freed with the garbage collector; 1.8 also really requires a multi-core (more than 2) CPU to run well (the default garbage collector settings are set so it runs in parallel with the game so as to not cause it to freeze or stutter, but it will if all the threads can't be handled at the same time; I just replace them with "-Xmx768M -Xms768M -Xss1024K", the last to avoid an issue with stack overflow crashes which affects 32 bit since it only allocates 320K by default, with 1024K being the 64 bit default).
A lower render distance also reduces the rate of object allocation, thus garbage collections (it can exceed 200 MB per second when moving on higher settings). However, this does have a downside besides the obvious reduced view distance; mob spawning (most evident with hostile mobs but all mobs are affected; passive mobs basically never respawn unless you kill all of them and world generation spawning is unaffected) doesn't work correctly when it is less than 10 chunks. Some custom maps may also break if there aren't enough chunks loaded.
You are also pretty much limited to 16x resource packs, maybe 32x (though a comment here claims that you can use 256x with less memory allocated since they say textures aren't stored in the Java heap, though that was as of 1.6.4 and a lot has changed since then), and no big mods like FTB.
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Few things are more annoying to me than people who claim that you don't deserve to play Minecraft unless you can build well, or that is all the game is about - not an open world sandbox game where you can play however you like. Same for when they think playing Survival is all about PvP and living in dirt houses and the like.
Similarly, you shouldn't try to force somebody to do something that they don't want to do; for example, somebody wanted me to make an automated chicken cooker despite the fact that I said nothing at all about getting food being an issue (if anything, I often say how easy it is to get food) and when I replied that it wouldn't work well for my playstyle since I spend long periods far away from the spawn chunks they suggested that I use /setworldspawn (you know, a cheat, which I've never used in Survival - and 1.6.4 doesn't even have that command) to move them to my current base.
And then there are people why try to convince me to play on a current version, never mind any performance issues or other bugs (such as one that simulates Peaceful when you lower your render distance to compensate for lag), or can't understand why the changes to the underground in 1.7 is so gamebreaking to me and why I wouldn't play vanilla 1.7+ unless it were modded (IMO it isn't really modding the game if you are just adding/removing a feature that was in another version), or why anybody would forgo new features just to keep old ones - Mojang even made it easy to play older versions and even from 1.6 (I started on 1.5.1) the only thing I've really used is the coal block, and that was only an excuse to mine it all, tripling the ores I can mine; I wouldn't miss horses or stained clay, which I've never used for transportation or building.
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You can probably generate chunks a lot faster than you've calculated; for example, if it takes 10 seconds to generate a new world then you've generated 625 chunks in 10 seconds, or 62.5 chunks per second; this value will vary depending on the terrain (jungles will be slowest, oceans fastest) but not too much when averaged out. There is also overhead due to starting/stopping the server though it is likely faster than teleporting yourself since it can run as fast as chunks can generate; you wouldn't want to risk outrunning chunk generation which can crash the game.
You'll definitely need a lot of disk space; the MLG thread says that a 10,000x10,000 world takes up about 2 GB; a 10,000,000x10,000,000 world would be 1,000,000 times bigger (10,000,000 / 10,000 squared) - 2,000 TB; with 2 TB you are limited to around 316,000x316,000. They also say that a 20,000x20,000 world takes 6 hours or more to generate (about 72 chunks per second, depending on hardware, mainly CPU speed; chunk generation is not multithreaded so only one core will be used). At that rate a 316,000x316,000 world would take about 1,500 hours (you could also use 1.7 since the terrain is the same as 1.8, ocean monuments will not be visible at such large scales; at least for me 1.7 is a lot faster when generating terrain, you can find older server jars here. Also, a 1.6.4 or earlier map would be more interesting due to the distinct continents).
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Quote from mezzodrinker»
MCA 5 will feature 1.6.4, 1.7 and 1.8 releases, quoting from the now deleted MCA 5 announcement page.
This. Although the page is deleted I still plan to port MCA to 1.8 and 1.6.4. They won't be available right away since they'll take quite some time.
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Quote from Broccoli_Monkey»
Caving. Filling my inventory with ore is fun everytime. The only problem is that I have way too much iron now...
I have too much diamond... I even had to recently expand my storage area to accommodate another corridor with 16 double chests for coal blocks - that's almost half a million coal, plus another double chest so far.
I also don't see why people complained about caves being "sickeningly enormous" and "never ending" prior to 1.7 (which made them much smaller and also made abandoned mineshafts 40% as common) and even now some people still complain; I can easily explore an entire large cave system in one sitting, a few hours, so they certainly aren't that larger (well, if you don't include interconnections to other caves, mineshafts, ravines, etc; one of the links talks about continuous networks at least 3,000 blocks across - and they are right; in 1.6.4 there is about one large cave system every 120-150 chunks (one cave every 2.2 chunks, each cave is an average of 6 chunks long), one mineshaft every 100 chunks (which can extend up to 5 chunks from the center, or 100 chunks in area... these are less common though closer to the origin, within 1280 blocks) one ravine every 50 chunks (also averaging 6 chunks long, 50 chunks is about 7x7 chunks).
All of this was mined from a single cave system the last time I played, plus I think about 6 ravines (lost count) that were connected to it, and not even the largest I've explored (that one took about a whole week to explore, including the dozen or more abandoned mineshafts it had, and that doesn't even consider the caves in a world using a mod I made that tripled the ground depth and made caves bigger to fill it up; the following was mined from a vanilla 1.6.4 cave, plus a couple single caverns that were larger than most caves you'll come across):
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Until 1.7, there used to be big oak trees in forest biomes - which were removed (they can still be occasionally found in a few biomes, and jungles) because of "lag", or rather, misoptimized code (which also causes freezes and lag spikes, particularly in jungles, in 1.7), since I never had any of this so-called "lag" in 1.6.4 and older versions, even in the middle of a jungle (they also claim it is incredibly hard to work with the code (to be fair, Mojang and Notch didn't write it but that doesn't mean they can't figure out how it works); I found a simple solution that just adds some extra logs extending up into the leaves (branches otherwise only reach the bases, leaving the tops to decay), not to prevent lag but to prevent the trees from losing half their leaves and to let me make them even bigger (in their own biome).
Also, it is easy to cut down the larger trees with 2x2 trunks; mine a spiral staircase to the top (mine three blocks vertically from one corner, then three more but one block up from the next corner, and so on), then mine what is left as you go back down; you can also use ladders to climb a tall 1x1 tree and mine the wood straight down from the top, the ladders will just pop off as you do so so you don't need to remove them. Mainly, it is branched trees that are the ones people don't like, especially big oak trees (in this screenshot you can see what they look like without leaves; in this case, a "dead tree" that generates in my mod's mesa biomes, just big oaks without leaves). Diamond axes with Efficiency and Unbreaking are also a good investment if you use a lot of wood.
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For personal reasons (that I won't discuss on a public forum) I was away from working on the mod for the last year. Bloodshot has carried on updating it and if it wasn't for him, the mod would likely have vanished. He has also taken over CMS, CMS is now his mod.
Currently I'm back modding and over the last two weeks have been working on the mod 3 - 4 hours every night. I have a job. I have two small children and a wife. Some of the time I spend working on the mod is time I'm not sleeping. I do it because I love it. I don't do it for money. If I wanted more money, I would extend my work hours on my real life job.
Whatever I do with my mod is my concern. I do it for free. Nobody has to pay a cent to use it. I think I'm entitled to protect my intellectual property.
To everybody else: sorry for the /rant
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Here I want to post some pictures of my unfinished server map. Now it's just my SP map. Maybe it'll inpire someone.
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I really wonder how he managed to retain his interest in this game. He's been playing it for several years and still goes on.
I constantly read here player's asdmissions that they got bored or tired of the game.
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