Two new patches: Waterfall-nerfer and extra-view-distance-option. Scroll down for the links and descriptions.
@Volgon8: "I actually just introduced a new stone, but I'm still working on the rarity so I don't think I'm ready to make a leap into CC depth compatible." Well, it's easy to convert. Let me know when you're ready.
@Lost4468: In short, that's the idea behind Compressed Faraway Chunk Rendering on the topic Poll. :wink.gif:
@Raqn: Alright, seems like a reasonable order. And thanks for the vote of confidence. :biggrin.gif:
@MineCrak: Maybe... The server option makes sense, though it'd probably best be a re-mod that does that.
Thanks for reminding me. Here's a merged version of sevenfour's extended view mod. It adds an option to enable the view mod to your options.txt, so if you want longer view, add "use74sFarViewMod:true" right after the "showcoordsinfo:" line.
@Volgon8: As far as I know it still works (with 1.7.3) You do have to load chunks from a file for it to activate, though.
I have no idea, I installed on a fresh jar(somehow I still have a good 1.7.3 with meta-inf) with/out modloader, modloadermp, and forge and it crashed when I would reload a world saying that there is no method or something.
I think I figured out how to add it to your spawn, but I'm not worried about that I can figure it out anytime from the sound of it. I'm more interested in changing the underworld initial generation though. So far I haven't even been able to add any code in though. I'm working through all of the recompile errors that CC gives. Guess thats what I get for trying to play in the big leagues though lol
Rollback Post to RevisionRollBack
If you want to get my attention Quote me(MCforums will send me a message)
@Volgon8: Could you give me the exact error? I could fix it better if I knew
@Raqn: Actually, it might not be that hard, I don't know. No, on second thought, CC changes the format of at least three messages (changes "byte y" to "short y"), so it probably isn't possible to have a CC client connect to a Vanilla server...
@Raqn: Actually, it might not be that hard, I don't know. No, on second thought, CC changes the format of at least three messages (changes "byte y" to "short y"), so it probably isn't possible to have a CC client connect to a Vanilla server...
Could you run two separate code paths one for CC and one for vanilla? The server running CC can send some sort of flag to let the client know to use the CC code path, otherwise use the Vanilla? Similarly for single player you could have two code paths so that clients can run CC world and vanilla worlds. There would need to be an option to convert between the two. (I'm not a programmer so feel free to let me know if this is a really bad idea).
* He has also put these links in his OP here and I have placed them in my Higher Worlds OP in at least a couple places. These threads have already started getting attention from people who still hadn't heard of CC! Thanks to Hightower for making the request for these threads! :smile.gif:
-----------------------------------------------------------------------------
The new Vanilla Minecraft PreRelease: NOT Cubic Chunks.
notch Markus Persson
- Yeeesss!! Arbitrary NBT Data per Item Instance is done! Works in both single player and multi player. :biggrin.gif: :biggrin.gif:
notch Markus Persson
- What it means? It means we can do item enchantments, item naming, more than "just" 65k possible maps per level, and all sorts of nonsense.
notch Markus Persson @ @cokeandcode
- Yeah.. It was kind of messy to transplant it into a system not really built for it, but I came up with a cunning plan.
Will there be a version of CC v1.5.2 without the Cubic Terrain Generation because i really don't need these huge mountains....yes they are nice to watch but my world will look a bit strange when it is surrounded by mountains.
It would be nice to have the option of using the default minecraft terrain generator or the new one or others. Perhaps mount the New custom one as an iCubePopulator plug-in or something? Of course, CC would still have to recursively convert the bedrock from layers 0-4 into stone after each old-style chunk was made if using the default generator for that purpose, but that should be doable I'd think. Unless a 0-4 modified Cubic version of the default generator could be made as a plug-in?
It would be really cool if we could choose between different "plug-in" generator options on the in-game world creation screen.
I was going to list other ways to get at least a beginning amount of Vanilla terrain but then I remembered that you are already starting with a core of original with now Cubic-Tall structures on it. This limit's your options tremendously.
You could, of course, use CC 1.5.1 temporarily and with a fly mod like HAX or SPC to fly around for a ways and generate terrain out to a certain distance. But that would only be for 1.7.3 terrain. It won't help for trying to get 1.9 terrain when CC is updated for it. So a built in option would be ideal.
The "Flying-Around" idea is basically good but you forgot the Chunk hole issue (The problem with those huge holes). If a would fly around and generate a lot of terrain i'm afraid of generating some of these holes too, so i probably won't do that. (If this is wrong, please correct me!)
I think for now, i won't update CC :sad.gif: and continue on with my city because i have a lot of things to do. My city is on a peninsula so at the moment i don't need the terrain around it. :smile.gif:
I'm going to wait for a built in option. Maybe Robinton has some plans for that, if he hasn't i'm gonna go on with the current version.
Also, if the mountains are the issue then I would think there must be some combination of settings with the new settings file that would give you nice flat terrain.
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.
Here's a new test SaveConverter version. It handles conversion between the V1.5.2 test versions (which track which cubes are air, so they don't have to be re-generated every time Minecraft loads) and the older CC versions. It also has a slightly better gui.
EDIT: Oh, and did I mention... Forge just updated!
@gtaylor: It would be possible, but difficult. It would probably be easier just to switch between CC and Vanilla clients...
@Arcvalons: If it doesn't specifically say that it will work with Cubic Chunks, and it modifies or reads anything in the "region" folder (IE: anything having to do with terrain), it probably will not work with CC saves.
MCEdit definitely does not work with CC. INVEdit, on the other hand, definitely does work 100% with CC. :biggrin.gif:
@Predator95: That's a good point. I'll remember that when I convert to Beta 1.8.
@MineCrak: I'll have to modify the default overworld generator some, so I figure, why not modify it little more and omit bedrock?
It would be nice for CC to have multiple generator options, but (besides higher terrain and default w/ air and stone) I don't think I'll get around to adding it any time soon.
@Arcvalons: Not yet...
@marcopolo1613: I named that method! Really, I gave it its MCP mapping name. :biggrin.gif:
But basically, I think the check is put there to stop recursive chunk population. And if you want a CC hook, I'd be willing to give you one. Just tell me what to add, and what to check for.
@marcopolo1613: I named that method! Really, I gave it its MCP mapping name. :biggrin.gif:
But basically, I think the check is put there to stop recursive chunk population. And if you want a CC hook, I'd be willing to give you one. Just tell me what to add, and what to check for.
I just need the "crash the game IF" part gone, it works perfectly without that
public void decorate(World world, Random random, int i, int j)
{
if(currentWorld != null)
{
//throw new RuntimeException("Already decorating!!"); I removed this line and it fixes the problem
} else
{
currentWorld = world;
decoRNG = random;
chunk_X = i;
chunk_Z = j;
decorate_do();
currentWorld = null;
decoRNG = null;
return;
}
}
I don't even know how "world" becomes not null, my mod is in WorldGenMinable and is inside the actions of this class. which is rather annoying because I can't manage to fix it without editing this class. I tried setting my world object back to null when I was done, but that didn't work :/
Well Thanks again robinton,
I would like the IC cube populator for when you have a working 1.9 (full version with forge compatibility)
or maybe 1.10 (cos some modders may not bother porting to 1.9) in the meantime, ive been clearing out land for my small version "TEH TOWAH OF BABBLE" which will be a mere 3x3 chunks at base in size (from level 64 to 128 high)
while i am waiting for compatability
Rollback Post to RevisionRollBack
Quote from Aqualize »
it will obviously be CHOCOLATE ORE
used to make cocoa beans and CHOCOLATE CAKE and CHOCOLATE INGOTS
CHOCOLATE INGOTS will be used to make CHOCOLATE TOOLS which are obviously much stronger than diamond and also may be eaten if you are hungry.
Here's a new test SaveConverter version. It handles conversion between the V1.5.2 test versions (which track which cubes are air, so they don't have to be re-generated every time Minecraft loads) and the older CC versions. It also has a slightly better gui.
I just checked it out, I don't have time to run tests atm, but holy moley!
I was wondering how you were going to deal with the growing number of sizes and versions and namebrands etc, heh heh. And you did it! That is a great way of doing it. Much nicer than one annoyingly long monolithic list. :smile.gif:
So it really supports conversion to & from the new M.E.H. sizes? Very nice! Mind telling us what if any differences are involved between the minecraft 128's and the Extended versions?
btw: Great idea for the CC versions too. But; should 1.31-1.51 be separated once more since 1.4.4 was the first 64k version? Or if a person loads a 64k map with terrain that goes up to +4096 into CC 1.31 will 1.31 just cut off everything above +2048 cleanly with no errors or could there be a problem?
Great stuff Robinton. Thank you for continuing to support that tool. :smile.gif:
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.
@marcopolo1613: Feel free to delete that, and I'll add a "delete if BetterOreDistribution" to the CC version of that class.
@MrZombieSkittles: Fairly soon. Forge only just updated, and while I could have updated without it, it would have been a headache. Also, at the moment, I'm more interested in adding new features than keeping perfectly up to date.
@FourFire: I'll have to use an older version of IC ore generation, get the updated IC ore gen code, or do my best at guessing what the ore rarity should be...
@MineCrak: The Vanilla vertical-size modifiers were a placeholder, and I think I said as much in the readme. I'll have them actually do something before long, though, don't worry.
V1.3.1 should support higher worlds with only one glitch: you can probably tunnel down into the void...
@MineCrak: The Vanilla vertical-size modifiers were a placeholder, and I think I said as much in the readme. I'll have them actually do something before long, though, don't worry.
V1.3.1 should support higher worlds with only one glitch: you can probably tunnel down into the void...
oops, I rushed enough that I didn't look at the Readme yet. :wink.gif: The void; The ultimate jump!
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.
@Volgon8: "I actually just introduced a new stone, but I'm still working on the rarity so I don't think I'm ready to make a leap into CC depth compatible." Well, it's easy to convert. Let me know when you're ready.
@Lost4468: In short, that's the idea behind Compressed Faraway Chunk Rendering on the topic Poll. :wink.gif:
@Raqn: Alright, seems like a reasonable order. And thanks for the vote of confidence. :biggrin.gif:
@kinnikinnick: I have no idea what the Vanilla variable does. I'd have to figure out what I renamed it to in CC. I only know what I was talking about earlier, which was terrain offset.
For terrain gen code, I'd advise taking a look both at the V1.5.2+ CC Gen Code, and Nocte's brilliant mostly de-obfuscated gen code, which I based CC gen code basically off of.
Also, thanks for warning me about waterfalls. Here's a patch that nerfs waterfall formation above y=128 by a factor of 3.
@MineCrak: Maybe... The server option makes sense, though it'd probably best be a re-mod that does that.
Thanks for reminding me. Here's a merged version of sevenfour's extended view mod. It adds an option to enable the view mod to your options.txt, so if you want longer view, add "use74sFarViewMod:true" right after the "showcoordsinfo:" line.
@Volgon8: As far as I know it still works (with 1.7.3) You do have to load chunks from a file for it to activate, though.
I think I figured out how to add it to your spawn, but I'm not worried about that I can figure it out anytime from the sound of it. I'm more interested in changing the underworld initial generation though. So far I haven't even been able to add any code in though. I'm working through all of the recompile errors that CC gives. Guess thats what I get for trying to play in the big leagues though lol
@Volgon8: Could you give me the exact error? I could fix it better if I knew
@Raqn: Actually, it might not be that hard, I don't know. No, on second thought, CC changes the format of at least three messages (changes "byte y" to "short y"), so it probably isn't possible to have a CC client connect to a Vanilla server...
Could you run two separate code paths one for CC and one for vanilla? The server running CC can send some sort of flag to let the client know to use the CC code path, otherwise use the Vanilla? Similarly for single player you could have two code paths so that clients can run CC world and vanilla worlds. There would need to be an option to convert between the two. (I'm not a programmer so feel free to let me know if this is a really bad idea).
[ Screenshots ]
[ Videos ]
* He has also put these links in his OP here and I have placed them in my Higher Worlds OP in at least a couple places. These threads have already started getting attention from people who still hadn't heard of CC! Thanks to Hightower for making the request for these threads! :smile.gif:
-----------------------------------------------------------------------------
The new Vanilla Minecraft PreRelease: NOT Cubic Chunks.
MCb 1.9pre2 Client
assets.minecraft.net/1_9-pre2/minecraft.jar
MCb 1.9pre2 Server
assets.minecraft.net/1_9-pre2/minecraft_server.jar
-----------------------------------------------------------------------------
notch Markus Persson
- Yeeesss!! Arbitrary NBT Data per Item Instance is done! Works in both single player and multi player. :biggrin.gif: :biggrin.gif:
notch Markus Persson
- What it means? It means we can do item enchantments, item naming, more than "just" 65k possible maps per level, and all sorts of nonsense.
notch Markus Persson @
@cokeandcode- Yeah.. It was kind of messy to transplant it into a system not really built for it, but I came up with a cunning plan.
- 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
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.
It would be nice to have the option of using the default minecraft terrain generator or the new one or others. Perhaps mount the New custom one as an iCubePopulator plug-in or something? Of course, CC would still have to recursively convert the bedrock from layers 0-4 into stone after each old-style chunk was made if using the default generator for that purpose, but that should be doable I'd think. Unless a 0-4 modified Cubic version of the default generator could be made as a plug-in?
It would be really cool if we could choose between different "plug-in" generator options on the in-game world creation screen.
I was going to list other ways to get at least a beginning amount of Vanilla terrain but then I remembered that you are already starting with a core of original with now Cubic-Tall structures on it. This limit's your options tremendously.
You could, of course, use CC 1.5.1 temporarily and with a fly mod like HAX or SPC to fly around for a ways and generate terrain out to a certain distance. But that would only be for 1.7.3 terrain. It won't help for trying to get 1.9 terrain when CC is updated for it. So a built in option would be ideal.
- 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, if the mountains are the issue then I would think there must be some combination of settings with the new settings file that would give you nice flat terrain.
- 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
and maybe how to work with it instead of removing it?
EDIT: Oh, and did I mention... Forge just updated!
@gtaylor: It would be possible, but difficult. It would probably be easier just to switch between CC and Vanilla clients...
@Arcvalons: If it doesn't specifically say that it will work with Cubic Chunks, and it modifies or reads anything in the "region" folder (IE: anything having to do with terrain), it probably will not work with CC saves.
MCEdit definitely does not work with CC. INVEdit, on the other hand, definitely does work 100% with CC. :biggrin.gif:
@Predator95: That's a good point. I'll remember that when I convert to Beta 1.8.
@MineCrak: I'll have to modify the default overworld generator some, so I figure, why not modify it little more and omit bedrock?
It would be nice for CC to have multiple generator options, but (besides higher terrain and default w/ air and stone) I don't think I'll get around to adding it any time soon.
@Arcvalons: Not yet...
@marcopolo1613: I named that method! Really, I gave it its MCP mapping name. :biggrin.gif:
But basically, I think the check is put there to stop recursive chunk population. And if you want a CC hook, I'd be willing to give you one. Just tell me what to add, and what to check for.
I just need the "crash the game IF" part gone, it works perfectly without that
I would like the IC cube populator for when you have a working 1.9 (full version with forge compatibility)
or maybe 1.10 (cos some modders may not bother porting to 1.9) in the meantime, ive been clearing out land for my small version "TEH TOWAH OF BABBLE" which will be a mere 3x3 chunks at base in size (from level 64 to 128 high)
while i am waiting for compatability
I just checked it out, I don't have time to run tests atm, but holy moley!
I was wondering how you were going to deal with the growing number of sizes and versions and namebrands etc, heh heh. And you did it! That is a great way of doing it. Much nicer than one annoyingly long monolithic list. :smile.gif:
So it really supports conversion to & from the new M.E.H. sizes? Very nice! Mind telling us what if any differences are involved between the minecraft 128's and the Extended versions?
btw: Great idea for the CC versions too. But; should 1.31-1.51 be separated once more since 1.4.4 was the first 64k version? Or if a person loads a 64k map with terrain that goes up to +4096 into CC 1.31 will 1.31 just cut off everything above +2048 cleanly with no errors or could there be a problem?
Great stuff Robinton. Thank you for continuing to support that tool. :smile.gif:
- 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
@MrZombieSkittles: Fairly soon. Forge only just updated, and while I could have updated without it, it would have been a headache. Also, at the moment, I'm more interested in adding new features than keeping perfectly up to date.
@FourFire: I'll have to use an older version of IC ore generation, get the updated IC ore gen code, or do my best at guessing what the ore rarity should be...
@MineCrak: The Vanilla vertical-size modifiers were a placeholder, and I think I said as much in the readme. I'll have them actually do something before long, though, don't worry.
V1.3.1 should support higher worlds with only one glitch: you can probably tunnel down into the void...
oops, I rushed enough that I didn't look at the Readme yet. :wink.gif: The void; The ultimate jump!
- 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
It would be amazing to see your work officially in the full release.