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    posted a message on Physics, terrain, models and building rework.

    Long story short:

    No Cubes + Changes to how building mechanics work by treating many blocks similar to thicker panes/iron bars, ability to place functional blocks within these walls and have them only show on the side they were placed from, calculations on natural block positions relative to each other for structural integrity were unstable caves and improperly structured mining causes cave ins, Realistic Terrain Generation, mob/player models reworked to be slightly less blocky but retain original texture files and make entity models calculate the position of each foot and stand on the terrain more realistically, Item Physics and terrain blocks drop clumps of their components like clay does, eg. iron ore drops an iron ore clump and 2 stones, 4 stones crafted make a cobblestone, a stone smelted becomes a stone brick, 4 of which crafts into stone bricks.

    This may seem like basically whole game rewrite however the intention if for this to work mostly seamlessly with other mods, such as being able to put pipes and machines into the walls, ore clumps being treated as the normal ore block would, etc.


    More Details:

    Mods to integrate:
    No Cubes (but smooth walking on slopes rather than acting like steps).

    RTG, Realistic Terrain Generation.

    Item Physics.

    Better Foliage.


    Building Rework:

    Blocks now by default place similar to iron bars/panes do, the walls of your house no-loner take up a whole block, blocks that existed before the mod was installed still take up a whole block, and crouching while placing a block places it full size. Building blocks of a different type placed on an existing wall change the look of that side of the wall, allowing the house to say look like cobble outside but have wood on the inside wall. This affect only occurs to some block types, and excludes stuff like logs etc. Utility blocks, such as crafting tables and furnaces (crafting tables rotated to face the user not upright) can be place in the walls (sticking out to look like it takes up the whole block space, but only visible on the side of the wall it was placed on, machines and pipes from other mods should also be able to be placed in the walls too.


    Terrain Stability:
    Blocks stability is rated out of 20, a block above another block is the bottom blocks stability plus 2, a block next to a block without a block underneath it is the 2/3 of the stability of the block next to it calculated based on the nearest block that is down a level. E.g. A fully stable block (20) has a block above it (Still 20 because 20 is the max) which has 2 blocks next to it the first (20/3*2=13.3 so 14) for the first one and then (14/3*2=9.3 so 10) for the second. values under 6 collapse and fall like sand allowing roughly 3 blocks extension before collapse, that up and out 1 more only due to previous calculations. chunks are updated as they are generated but hopefully this wont cause too much lag as not much is actually that unstable to be falling. Mineshafts dug by players automatically half blocks stability nearby so larger mineshafts (3x3) would need to be supported like the mineshafts that generate automatically.


    Models rework and more accurate standing positions:

    model reworks could be as simple and chamfering the edges of models, and accurate standing positions would be calculating height for each individual leg of the model and then by attaching the rest of the mob to each leg at their corresponding point so the body tilts depending on the terrain.


    Block drops:

    Stone now drops stones (4) which can be crafted into cobble in a 1:1 ratio (so it requires 4 stones for 1 cobble), ores like iron now drop 1 ore clump and 2 stones and ores like diamond/redstone drop their usual drops plus 2 stones. Ore clumps ace like normal ores blocks but can be placed, so they can still be processed through machines from other mods.

    Posted in: Requests / Ideas For Mods
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    posted a message on WearMC - Full character customisation! [www.WearMC.com]
    I would like access to advanced features!

    IGN: Vlku
    Posted in: Minecraft Mods
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    posted a message on [1.12.2] The RC Mod v3.2.1.2 - (Updated 31/10/2018)
    Don't care if these have been suggested before but i wanna make sure it has been said (I'm not reading through 88 pages of randomness).

    -Different car types: SCT, Buggy, Truggy (Stadium Truck), Monster Truck, rock crawler, Touring car and Drift Car.

    -Track equipment: Start/Finish line and Cones (Markers).

    -Track Supplies: Ramps, stuff to smooth terrain so the vehicle isn't "popping" up the blocks, and track texture (corners, gravel look and road look tiles).

    -Upgrades, half the fun of rc is making your car better over time!

    I understand all this may take awhile but goals can always be set.
    Posted in: Minecraft Mods
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    posted a message on A little bit about keeping your mods from being used in modpacks...
    I have seen many mods that don't allow use in modpacks, Dr Zark's Mo' Creatures is one of them.

    As for where this post is located i pick this because this is where modders go, when they need help.
    Posted in: Mods Discussion
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    posted a message on A little bit about keeping your mods from being used in modpacks...
    So, you want to keep you mod away from public modpacks?

    Put it like this, you are limiting the creativeness of those other people who most likely don't know how to code like you, or not at all. By restricting how your mod is used by others, you are stopping some awesome modpacks from being created. There could be much better modpacks out there for many to enjoy. But no. This addition to a game that you created must be given out by you, and only you. Do you want to know why you a pestered by all these people who want to use your creation in their own? Because they love your creation. This creation the only you can perfect.They want to spread the news of you creation and show it to others. They want to show it with other creations that yours works perfectly with. You should let this happen, to show that you are happy for everyone to use your creation. It is a mod people love, and they love it even more when it works with the other 100's of mods they use it with. Not every one can get it to work like that with other mods though, this is the reason they share it so everyone can experience you mod as part of almost an entirely new game. It also gives you, yes YOU, the opportunity to work with other modders whose mods are in the pack to make your mods work better together, and possible form a team to make new, bigger, better and even more awesome mods.

    "It is the long history of humankind (and animal kind, too) those who learned to collaborate and improvise most effectively have prevailed." —Charles Darwin

    Some modders will blatantly ignore this but I think what i say here is true.
    Posted in: Mods Discussion
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    posted a message on Single Player Commands
    How do you get single player commands for 1.8 in the first place
    Posted in: Mods Discussion
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    posted a message on [Early Dev] CrystalBox Reborn Modpack - The Next Generation of the Minecraft Modpack has arrived!
    No info here. All on the website:
    http://vlku272.wix.com/crystalbox-reborn

    Feel free to ask questions though!
    Posted in: Minecraft Mods
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    posted a message on Mod or Combination Pack
    Does someone at least know of any mod packs that are similar so I'm not making a dupe pack if i do make one?
    Posted in: Requests / Ideas For Mods
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    posted a message on Mod or Combination Pack
    I thought it would be nice to have a mod or modpack that make the game more realistic.
    It would have them properties of or include:

    - Smart moving
    - Improved first person
    - Shaders - Possible MrMeep's shaders, as they work on Mac and Windows
    - Tinkers Construct
    - Enhanced Visuals
    - MAtmos
    - Mo' Creatures (As far as I understand DrZhark doesn't approve of his mod in mod packs)
    - ExtraBiomes XL

    Understandably there would be other mods involved to support these mods (Such as RenderPlayerAPI) and it would require forge (Also adding compatibility with some other mods).

    Also to make it simpler to install would it be possible to make it one .jar or .zip to put in the mods folder?

    Please leave some feedback on what you think and if you would like to have a go at building it.
    Posted in: Requests / Ideas For Mods
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    posted a message on Strange Mass Chunk Errors in SP
    anyone?
    Posted in: Java Edition Support
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    posted a message on Strange Mass Chunk Errors in SP
    I have a strange error in my game which only started Recently. On any world i join all chunks are loaded normally, but only 2 chunks away from my current position are rendered correctly and all the rest flicker or do not render at all unless viewed from a certain angle. any help?

    Computer: Macbook Pro - Early 2011
    OS: Mac OS X Mavericks
    Minecraft: 1.7.4
    Java: 7 / SE 6
    Mods: None
    Render Distance: Any
    Texture Pack: any to my knowledge
    Posted in: Java Edition Support
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Quote from Eryan



    I think that's not quite what he was saying.

    His idea is interesting, but there are flaws with it.

    What I believe he is saying is that the server will send the client the world seed data, and the client will generate a render of the world at the current coordinates the player is at based upon the world seed the client has been sent. In this way the server sends far less chunk packet data via the network and places more of the work upon the client's computer. The only chunks which will be actually loaded and saved by the server are the ones a player has been in or ones that differ from the default world seed. The rest will be essentially non-existent and the player only 'sees' them because their computer is rendering the world at those coordinates based upon the seed. The server sends no data. Only in the case of the chunk already having been saved server-side would the server override the client's 'rendered chunks'.

    There are some flaws with this though, let's say a player was traveling at a fast speed in the ocean and crosses over into another chunk where no one has been before, that chunk is essentially not there and the player travels into nothing. Presumably the chunk can be loaded very quickly while the player 'floats' in nothingness but this would be annoying over each chunk.
    A possible remedy for that would be to have a very small 'buffer zone' of a one-chunk radius around the player always generated and saved by the server instead of just the chunk the player is in being saved. It could certainly reduce the load on the server even with the buffer zone added by a significant amount.

    Another potential flaw is using this with modded minecraft, in that if the player has cubic chunks mod but his config is different from the server as to how to generate the worlds, let's say a maximum height of only 2000 while the server's maximum height is 20000 there would be definite discrepancies between the 'rendered world' and what would actually be generated.

    One other thing is loading entities, if a 'buffer zone' was used, the player would only (presumably) see entities within a one chunk range.

    This idea may have potential usefulness in vanilla minecraft however.

    This is Pretty much my point, reducing the servers need to send out information about the world. the chunks currently in the players view distance would be rendered, and the client would simply tell the server to generate those chunks ready for the player to reach them, the minimum render distance the chunks should be created at is normal though, giving the server more time to generate the chunks on laggier servers. For single player, commonly rendered chunks could be saved by default, but for those who may find re-rendering faster for some reason, they could toggle this.
    Quote from 4HeadTiger

    I would imagine that when playing on a server, the player's settings would be ignored and the server settings would be used instead. If the server sets the height limit to 1000, the player's height limit would automatically set to 1000. Problem solved.

    This is also a good point, but i did not consider this, thanks for contributing to my idea as this would work perfectly with my idea :D
    Quote from mmis1000

    not only this problem
    There are some server side mod modified the terrain generator without break the compatibility with unmodified client.
    And some mods modified both the client and server.
    If really want to make this.
    It may be very complex to sync the client world and server world in every condition.
    And will have to write a new api for sync modified client and server world.
    It could break a lot of things.

    true, but would the extra coding be better for the ease of those who don't want to, or even those who can't? It would just add to a better experience...
    Posted in: Suggestions
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    I thought to decrease save size you could do the same under ground as in the air, so that only chunks that have been edited by the player are saved, and all the other chunks that have not been edited could be rendered in-game using the worlds seed. This may also reduce lag because the game would not have to load as much out of the save and using its slightly faster rendering system. I'll explain for anyone that is confused:

    This is a player mining: where :Notch: is the player, :Logs^: is the non-edited chunks and :DORE: is the edited ones.
    :Logs^: :Logs^: :DORE: :Logs^: :Logs^:
    :Logs^: :Logs^: :DORE: :Logs^: :Logs^:
    :Logs^: :Logs^: :DORE: :Notch: :Logs^:
    :Logs^: :Logs^: :DORE: :Logs^: :Logs^:
    :Logs^: :Logs^: :Logs^: :Logs^: :Logs^:
    So where the :DORE: s are, will be saved, but the :Logs^: s are will not. If the player is in another chunk, even if it is unedited, the chunk should be saved, and be the first to load, if the player were to be standing on the chunk below him/her that chunk should also be saved to prevent falling on world load. So say that the player was standing on the chunk bellow, this is all that would be saved:
    :DORE:
    :DORE:
    :DORE: :Notch:
    :DORE: :DORE:
    I hope this idea helps :steve_lol:
    Posted in: Suggestions
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    posted a message on [1.5.2][Forge] Minerraria Revived! v1.2
    This looks like a great mod!
    Tried it, and it looked like its going to go far a as mod. Terraria is awesome how it is but this mod adds another D to it by putting it minecraft.
    Even though your going good, to get a better idea i think you should either have a go a terraria or at least visit one of the wikis. it will help a lot when it come to designing bosses and such! :P
    Posted in: Minecraft Mods
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    posted a message on My Idea For Minecraft.
    Quote from TheThirdNexus

    I don't mean to sound ignorant, but that's what mods are for.

    I mean so people can enjoy these things without having to install mods, I know how to install them, but other people don't
    Posted in: Discussion
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