See all those resources and mine your way straight to your prey. The idea for this mod came by using "Ellian's Material Detector". Ellian's provides a horizontal and a vertical cut mode. As I only used the vertical cut mode and felt that I could make this part in a less fps-expensive way, I thought I could come up with something stable. Ellian's source is not open so this is my first mod "from scratch".
This is old - new Video Review needed!
What it does
This mod does a vertical cut through the world along your viewing axe. By turning slowly in place it will reveil the hidden treasures or dangerous caves below you. You may find spawners, fortresses, mining shafts and - of course - your iron, redstone and diamonds.
The list of materials is configurable and supports meta values. This means, it can distinct different wool types (some, but not all are configured for test reasons) which all have the same block-id but different meta values for the colours. And this means that you can configure it to show your non-standard ores. This is not easily to accomplish, but there's a way to do it.
How it does it
Your angle of view is the hypotenuse of a triangle. You always walk along a hypotenuse in MC. With a little bit of cosinus and sinus calculation it detects each block's x and z value along your viewing axe. And it does not stop on the surface! Each block is examined and shown in its mapcolour (default) or its configured color. By examing all the blocks in the range of the desired zoomlevel, a cut through the world is generated and displayed in the chosen corner of the display.
Pictures taken inside of a vanilla desert temple with MC version 1.6.4, run under Eclipse/Forge IDE.
This is zoomlevel ONE
This is zoomlevel TWO
This is zoomlevel THREE (only available by changing the config file)
Please watch the fps number in the first row of the debugging output. Technically, it is cut by half with each step of zoomlevel. The device in the hotbar is the VCSonicDevice which will be necessary to see the cut in future versions.
How to use
Simply mine down and switch to zoomlevel 2. Then slowly turn around until you see something interesting in the cut. Then mine your way to it. If you are near, switch to zoomlevel 1. Watch the caves!
Colormap (predefined values - can be changed!)
Keys
V - VerticalCut menu. The menu lets you configure all blocks, choose the corner of placement for the cut in your screen, reset all blocks to starting values or hide the cut. But it does also save the the opacity and zoomlevel on exit. If you want your settings to be saved from ingame, just press two times the V - key to open and close the menu and so save your settings.
X - Opacity. There are 7 levels of opacity. At level 7 (max) the blue background is drawn behind the cut.
B - Switch zoomlevel. Switches only between 1 and 2 as long as "allowZoomLevel3" is not set to TRUE in the configuration file.
The keys can be configured to other settings in the vanilla options menu.
For Developers: verticalCut-source-1.5alpha2.zip The vcsonic device does not eat the coal, but without it won't work. (config setting: vcsonic is default, can be set to old behaviour without device) The update between client and server is not functional - help needed!
Version 1.3
Build against Forge 916. Rewrote the mod from being a Modloader basemod to a true Forge mod. The texture-not-found-issue is gone! Made a rippled blue background instead of a clear light blue one. Now it is easier to determine what is a cave.
Version 1.2a
Fixed a game crashing bug. Changed the filter to support multi values: If one space is in the filter, the first value goes to the the name, the second to the group. Trying to shift if more then 2 filter parts are entered.
Filter "d o s" gives "Diamond ore Standard" and "Gold ore Standard" and "Emerald ore standard". Slight changes to the VCut Main menu.
Version 1.2 (again!)
Lost old 1.2 code by overwriting. Added menu with scrolling list of configured blocks. Changed config data. Bugfixes. All important options can be configured in-game now. No more need to fiddle around with the configuration file. Configured blocks can be grouped. Introduced a "Standard" group and a "Gloomy" group. The gloomy group makes everything grey. For people who want to turn everything off and only special things on. Most of the coding time went into the filter.
Version 1.2
Small bugfix concerning the first-time writing of config file. Lots of predefined blocks added. Nether looks nice, now.
Version 1.1
Some speed improvements. Bug fixes. Needs less FPS. Still no GUI for configuring blocks and colours.
Version 1.0
First version
Installation
This is a Forge mod. Have Forge installed for your MC version and drop the zip file into the mods folder.
Installation on client side only. Works in SMP mode, too.
Trivia
If you enable all groups, then the last group wins: A standard config turns everything grey.
Bugs
If you are on a zero - axe some blocks in the cut are not rendered at all or doubled. Some shafts going down a long way also are shown going up - although they don't go up. Ghost shafts: Sometimes a vertical shaft is shown but there is no shaft at all.
1.6.2 only: As seen in the images, while in the IDE everything is fine. After being packed as a mod file, the texture for the vertical cut gui is not found anymore. Everything is pink. I've looked after this error for over a week now but am giving up. It is open source, after all. Just help me, if you can.
1.6.2 only: The mcmod.info file is there, but not found. This one could be related to the not found texture.
License Agreement
I (Konitor) am the legal maintainer of this mod at the moment. If the community agrees that I'm gone forever after some months of waiting the community may elect a new modder. I don't want anybody to make money from this mod, take parts of the mod and *not* open the new source to everyone.
Any chance we could get some kind of guide on setting colors in the config file? It's not exactly user intuitive.
Yes, you're right. It is not intuitive at all. I'm planning to generate a more friendly interface in the menu. Atm I'm stuck with other mods, but will make this interface soon.
Here's a quick "howto" for adding custom blocks by hand. In the spoiler (verticalCut.cfg) is added a "gb_27=717|32768".
gb_27 means "Goodblock Nr. 27" has a block id number 717 and a color value of 32768.
This leads to a setup like that:
gb_<nr>=<block_id>|<color_value_as_integer>
The <nr> has to be counted up for every new block. The original configured block count is 26. So the first new block is Nr. 27. 717 is the block id number. You may get it from the config file of your mod which you installed or from NEI. 32768 is the decimal aquivalent to 0x008000 (hex) which is the color value for dark green.
This block definition is for essence ore from Magical Crops.
A block with a meta value (like wool) is defined like this:
gb_<nr>=<block_id>\:<meta_value>|<color_value>
Internally the block_id plus meta_value are only separated by a colon : but the writing mechanism of minecraft adds a backslash \ before the colon.
After you defined all your new blocks there is one more thing to do:
Set the variable gbSize to the <nr> of the last block. If you set gbSize to a value greater than <nr> the game might crash on loading.
In the spoiler above you'll find a cfg with some meta blocks (wool) and essence ore.
I'm not sure if I'm doing something wrong here, or if I've discovered a bug. I wanted to change the color for chests to something more distinct, so I chose to copy the color value from fire onto the entry for chests. However, I see no change at all in-game. Chests continue to appear the same color as wood logs and planks.
@TracerFox: What is the integer value of the chest atm?
The chest is configured as such:
gb_21=54|9592606
Using "calc.exe" (win7/xp-calculator) in programmer's view I copy the value in and press "hex".
The color value (RGB) of (dec) 9592606 is (hex) 925F1E. (Brown)
To see if it works just give it a color of (hex) FF8000 => (dec) 16744448 (Orange)
@TracerFox: What is the integer value of the chest atm?
The chest is configured as such:
gb_21=54|9592606
Using "calc.exe" (win7/xp-calculator) in programmer's view I copy the value in and press "hex".
The color value (RGB) of (dec) 9592606 is (hex) 925F1E. (Brown)
To see if it works just give it a color of (hex) FF8000 => (dec) 16744448 (Orange)
Riiiight. I just realized last night that the chests had rotation meta-ids. Made four new entries for each of the facings, and it works now.
Also found a website with a color-picker that displays both the hex and dec values for whatever color you select.
Thanks for the kickass mod!
Riiiight. I just realized last night that the chests had rotation meta-ids. Made four new entries for each of the facings, and it works now.
Also found a website with a color-picker that displays both the hex and dec values for whatever color you select.
Thanks for the kickass mod!
Super! Didn't know that. If you want to, then give me the settings you've found and I'll put them into the mod.
Will add nether quartz and bricks to the "goodblocks", too.
Super! Didn't know that. If you want to, then give me the settings you've found and I'll put them into the mod.
Will add nether quartz and bricks to the "goodblocks", too.
Sure thing! Here's a copy of my config file. Just mind that I changed all the ores to the same color as stone/cobblestone. I wanted a bit more challenge while mining. I left the original ore colors in a commented line though. This said, I went and picked a bunch of new colors for various things. Even got new colors for the resource blocks (Iron, Gold, Diamond, Emerald, Redstone, Lapis blocks).
If you like the colors I picked for the blocks, you could use those for the ores as well.
Thanks, TracerFox. I took 19 values from your list and made them into the mod. Also fixed a small bug when the freshly generated list was read the first time. Will upload this tomorrow after work.
Hey, thanks for the credits in the list there! I would suggest setting values for Soul Sand, Nether Quartz and Nether Brick.
Yes, quartz and soulsand should be spiced up, too. Nether brick is what we already have.
But this is for the next update. I plan to have a list with named entries and groups in the GUI. Should be possible to enable/disable single entries and groups from the GUI then. I also miss a possibilty to switch the cut off.
New version is out. Has got some menus which allow to edit everything without touching the configuration file.
Main menu (default key is "V"):
Block list menu (top button in main menu)
While derping around with filenames I lost the old 1.2 version. If you already downloaded a version 1.2, please redownload it.
The new 1.2 version has got this menu, the old hasn't.
Thanks. Did another update because I had to fix a game crashing bug. New version is 1.2a.
Is there any possibility of a back-port of 1.2.a to MC 1.5.2? I realize that back-ports aren't much fun for a dev, but to my knowledge, there's still a *lot* of players sticking with 1.5.2 until there's a more stable library of big mods on MC 1.6.2.
Is there any possibility of a back-port of 1.2.a to MC 1.5.2? I realize that back-ports aren't much fun for a dev, but to my knowledge, there's still a *lot* of players sticking with 1.5.2 until there's a more stable library of big mods on MC 1.6.2.
This is what happens, when you put the 1.2a sources for 1.6.2 into a 1.5.2 eclipse workspace:
There are a lot of undefined fields and functions. This is really a lot of work to make it work again. If you just cut everything away which doesn't work, then you've got the old 1.5.2 version anyway: No blocks menu! This is because Forge changed alot between 1.5.2 and 1.6.2.
I won't do it. If somebody else does it, I will publish the resulting mod-zip and source-zip in the downloads, of course with credits.
Do an "Ultrasound scan" to the world
See all those resources and mine your way straight to your prey. The idea for this mod came by using "Ellian's Material Detector". Ellian's provides a horizontal and a vertical cut mode. As I only used the vertical cut mode and felt that I could make this part in a less fps-expensive way, I thought I could come up with something stable. Ellian's source is not open so this is my first mod "from scratch".
This is old - new Video Review needed!
What it does
This mod does a vertical cut through the world along your viewing axe. By turning slowly in place it will reveil the hidden treasures or dangerous caves below you. You may find spawners, fortresses, mining shafts and - of course - your iron, redstone and diamonds.
The list of materials is configurable and supports meta values. This means, it can distinct different wool types (some, but not all are configured for test reasons) which all have the same block-id but different meta values for the colours. And this means that you can configure it to show your non-standard ores. This is not easily to accomplish, but there's a way to do it.
How it does it
Your angle of view is the hypotenuse of a triangle. You always walk along a hypotenuse in MC. With a little bit of cosinus and sinus calculation it detects each block's x and z value along your viewing axe. And it does not stop on the surface! Each block is examined and shown in its mapcolour (default) or its configured color. By examing all the blocks in the range of the desired zoomlevel, a cut through the world is generated and displayed in the chosen corner of the display.
Pictures taken inside of a vanilla desert temple with MC version 1.6.4, run under Eclipse/Forge IDE.
This is zoomlevel ONE
This is zoomlevel TWO
This is zoomlevel THREE (only available by changing the config file)
Please watch the fps number in the first row of the debugging output. Technically, it is cut by half with each step of zoomlevel. The device in the hotbar is the VCSonicDevice which will be necessary to see the cut in future versions.
How to use
Simply mine down and switch to zoomlevel 2. Then slowly turn around until you see something interesting in the cut. Then mine your way to it. If you are near, switch to zoomlevel 1. Watch the caves!
Colormap (predefined values - can be changed!)
Keys
V - VerticalCut menu. The menu lets you configure all blocks, choose the corner of placement for the cut in your screen, reset all blocks to starting values or hide the cut. But it does also save the the opacity and zoomlevel on exit. If you want your settings to be saved from ingame, just press two times the V - key to open and close the menu and so save your settings.
X - Opacity. There are 7 levels of opacity. At level 7 (max) the blue background is drawn behind the cut.
B - Switch zoomlevel. Switches only between 1 and 2 as long as "allowZoomLevel3" is not set to TRUE in the configuration file.
The keys can be configured to other settings in the vanilla options menu.
Download
For MC 1.6.4: 1.6.4verticalCut-1.3.zip Source
For Developers:
verticalCut-source-1.5alpha2.zip The vcsonic device does not eat the coal, but without it won't work. (config setting: vcsonic is default, can be set to old behaviour without device) The update between client and server is not functional - help needed!
Older Downloads
For MC 1.5.2 1.5.2verticalCut-1.0.zip
Changelog
Build against Forge 916. Rewrote the mod from being a Modloader basemod to a true Forge mod. The texture-not-found-issue is gone! Made a rippled blue background instead of a clear light blue one. Now it is easier to determine what is a cave.
Version 1.2a
Fixed a game crashing bug. Changed the filter to support multi values: If one space is in the filter, the first value goes to the the name, the second to the group. Trying to shift if more then 2 filter parts are entered.
Filter "d o s" gives "Diamond ore Standard" and "Gold ore Standard" and "Emerald ore standard". Slight changes to the VCut Main menu.
Version 1.2 (again!)
Lost old 1.2 code by overwriting. Added menu with scrolling list of configured blocks. Changed config data. Bugfixes. All important options can be configured in-game now. No more need to fiddle around with the configuration file. Configured blocks can be grouped. Introduced a "Standard" group and a "Gloomy" group. The gloomy group makes everything grey. For people who want to turn everything off and only special things on. Most of the coding time went into the filter.
Version 1.2
Small bugfix concerning the first-time writing of config file. Lots of predefined blocks added. Nether looks nice, now.
Version 1.1
Some speed improvements. Bug fixes. Needs less FPS. Still no GUI for configuring blocks and colours.
Version 1.0
First version
Installation
Installation on client side only. Works in SMP mode, too.
Trivia
Bugs
Some shafts going down a long way also are shown going up - although they don't go up.Ghost shafts: Sometimes a vertical shaft is shown but there is no shaft at all.1.6.2 only: As seen in the images, while in the IDE everything is fine. After being packed as a mod file, the texture for the vertical cut gui is not found anymore. Everything is pink. I've looked after this error for over a week now but am giving up. It is open source, after all. Just help me, if you can.
1.6.2 only: The mcmod.info file is there, but not found. This one could be related to the not found texture.
License Agreement
For the rest read this: http://opensource.org/licenses/GPL-2.0
Yes, you're right. It is not intuitive at all. I'm planning to generate a more friendly interface in the menu. Atm I'm stuck with other mods, but will make this interface soon.
Here's a quick "howto" for adding custom blocks by hand. In the spoiler (verticalCut.cfg) is added a "gb_27=717|32768".
#Saving VerticalCut config
#Sat Jul 20 21:08:44 CEST 2013
gb_19=35\:11|128
opacity=223
drawbackground=true
gb_18=52|16723448
gb_17=51|16769024
gb_16=4|7500402
gb_15=5|10650195
gb_14=7|0
gb_13=10|16757283
gb_12=129|5239378
gb_11=91|16776960
gb_10=48|1539107
allowZoomLevel3=false
gb_26=50|16769024
gb_25=89|16776960
gb_24=35\:15|0
gb_23=74|15740976
gb_22=73|15740976
gb_21=54|9592606
gb_9=49|5242880
gb_20=53|9592606
gb_8=35\:1|16762639
gb_7=21|3111917
gb_6=11|16757283
gb_5=14|16770651
gb_4=16|3158064
gb_3=15|16774888
gb_2=35|16777215
gb_1=56|65535
gb_27=717|32768
gbSize=27
position=2
What is gb_27=717|32768 meaning at this moment?
gb_27 means "Goodblock Nr. 27" has a block id number 717 and a color value of 32768.
This leads to a setup like that:
gb_<nr>=<block_id>|<color_value_as_integer>
The <nr> has to be counted up for every new block. The original configured block count is 26. So the first new block is Nr. 27. 717 is the block id number. You may get it from the config file of your mod which you installed or from NEI. 32768 is the decimal aquivalent to 0x008000 (hex) which is the color value for dark green.
This block definition is for essence ore from Magical Crops.
A block with a meta value (like wool) is defined like this:
gb_<nr>=<block_id>\:<meta_value>|<color_value>
Internally the block_id plus meta_value are only separated by a colon : but the writing mechanism of minecraft adds a backslash \ before the colon.
After you defined all your new blocks there is one more thing to do:
Set the variable gbSize to the <nr> of the last block. If you set gbSize to a value greater than <nr> the game might crash on loading.
In the spoiler above you'll find a cfg with some meta blocks (wool) and essence ore.
The chest is configured as such:
Using "calc.exe" (win7/xp-calculator) in programmer's view I copy the value in and press "hex".
The color value (RGB) of (dec) 9592606 is (hex) 925F1E. (Brown)
To see if it works just give it a color of (hex) FF8000 => (dec) 16744448 (Orange)
Riiiight. I just realized last night that the chests had rotation meta-ids. Made four new entries for each of the facings, and it works now.
Also found a website with a color-picker that displays both the hex and dec values for whatever color you select.
Thanks for the kickass mod!
Super! Didn't know that. If you want to, then give me the settings you've found and I'll put them into the mod.
Will add nether quartz and bricks to the "goodblocks", too.
Sure thing! Here's a copy of my config file. Just mind that I changed all the ores to the same color as stone/cobblestone. I wanted a bit more challenge while mining. I left the original ore colors in a commented line though. This said, I went and picked a bunch of new colors for various things. Even got new colors for the resource blocks (Iron, Gold, Diamond, Emerald, Redstone, Lapis blocks).
If you like the colors I picked for the blocks, you could use those for the ores as well.
#Saving VerticalCut config
#Wed Aug 14 18:24:14 CDT 2013
opacity=128
drawbackground=true
allowZoomLevel3=false
position=3
#
#Stone
gb_1=1|7500402
#Grass
gb_2=2|5094707
#Dirt
gb_3=3|4794399
#Cobblestone
gb_4=4|7500402
#Wood Planks
gb_5=5|9592606
#Bedrock
gb_6=7|0
#Water Flow
gb_7=8|2302862
#Water Source
gb_8=9|2302862
#Lava Flow
gb_9=10|16207620
#Lava Source
gb_10=11|16207620
#Sand
gb_11=12|16764057
#Gravel
gb_12=13|4868934
#Gold Ore - 16770651
gb_13=14|7500402
#Iron Ore - 16774888
gb_14=15|7500402
#Coal Ore - 3158064
gb_15=16|7500402
#Wood Logs
gb_16=17|8740418
#Leaves
gb_17=18|6659378
#Glass
gb_18=20|14474460
#Lapis Ore - 3111917
gb_19=21|7500402
#Lapis Block
gb_20=22|3111917
#Sandstone
gb_21=24|10980740
#Grass
gb_22=31|5094707
#Wool - White
gb_23=35|16777215
#Wool - Orange
gb_24=35\:1|16762639
#Wool - Blue
gb_25=35\:11|128
#Wool - Black
gb_26=35\:15|0
#Gold Block
gb_27=41|16561428
#Iron Block
gb_28=42|12367026
#Bricks
gb_29=45|11674146
#TNT
gb_30=46|16720896
#Mossy Stone
gb_31=48|1539107
#Obsidian - 5242880
gb_32=49|4021059
#Torch
gb_33=50|16742400
#Fire
gb_34=51|16742400
#Monster Spawner
gb_35=52|16723448
#Oak Stairs
gb_36=53|9592606
#Diamond Ore - 65535
gb_37=56|7500402
#Diamond Block
gb_38=57|65535
#Crafting Bench
gb_39=58|10772254
#Wheat
gb_40=59|15255426
#Farmland
gb_41=60|4794399
#Cobble Stairs
gb_42=67|7500402
#Redstone Ore - 15740976
gb_43=73|7500402
#Glowing Redstone Ore - 15740976
gb_44=74|7500402
#Ice
gb_45=79|14349552
#Snow Block
gb_46=80|15657449
#Cactus
gb_47=81|4878371
#Clay
gb_48=82|9145469
#Sugar Cane
gb_49=83|8569192
#Pumpkin
gb_50=86|16741913
#Nether Rock
gb_51=87|14882573
#Soul Sand
gb_52=88|9922895
#Glowstone
gb_53=89|16776960
#Nether Portal
gb_54=90|3016788
#Jack'o'Lantern
gb_55=91|16741913
#Silverfish
gb_56=97|8224125
#Stone Brick
gb_57=98|7500402
#Glass Pane
gb_58=102|14474460
#Melon
gb_59=103|5530412
#Brick Stairs
gb_60=108|11674146
#Stone Brick Stairs
gb_61=109|7500402
#Mycelium
gb_62=110|13026229
#Nether Brick
gb_63=112|9116186
#Nether Brick Fence
gb_64=113|9116186
#Nether Brick Stairs
gb_65=114|9116186
#Nether Wart
gb_66=115|10495010
#End Portal Block
gb_67=120|16723448
#End Stone
gb_68=121|16705689
#Sandstone Stairs
gb_69=128|10980740
#Emerald Ore - 5239378
gb_70=129|7500402
#Tripwire Hook
gb_71=131|16720896
#Tripwire
gb_72=132|16720896
#Emerald Block
gb_73=133|5239378
#Spruce Wood Stairs
gb_74=134|9592606
#Birch Wood Stairs
gb_75=135|9592606
#Jungle Wood Stairs
gb_76=136|9592606
#Beacon
gb_77=138|3782605
#Carrots
gb_78=141|15569185
#Potatoes
gb_79=142|8406555
#Redstone Block
gb_80=152|13373696
#Nether Quartz Ore
gb_81=153|14882573
#Quartz Block
gb_82=155|14277107
#Quartz Stairs
gb_83=156|14277107
#
#Chest
#gb_37=54|10040064
#Chest
#gb_37=54|10040064
#Trapped Chest
#gb_80=146|16720896
#Trapped Chest
#gb_81=146|16720896
#gb_84=54\:1|16724736
gb_84=54\:2|16724736
gb_85=54\:3|16724736
gb_86=54\:4|16724736
gb_87=54\:5|16724736
#gb_89=146\:1|16724736
gb_88=146\:2|16724736
gb_89=146\:3|16724736
gb_90=146\:4|16724736
gb_91=146\:5|16724736
#
gbSize=91
#
Ok, but do it when the next update is out. Then the nether will be more interesting with vertical cut.
There's still a lot to be preconfigured. And of course, the GUI is still missing. I have a lot of ideas for the GUI...
Yes, quartz and soulsand should be spiced up, too. Nether brick is what we already have.
But this is for the next update. I plan to have a list with named entries and groups in the GUI. Should be possible to enable/disable single entries and groups from the GUI then. I also miss a possibilty to switch the cut off.
Main menu (default key is "V"):
Block list menu (top button in main menu)
While derping around with filenames I lost the old 1.2 version. If you already downloaded a version 1.2, please redownload it.
The new 1.2 version has got this menu, the old hasn't.
Thanks. Did another update because I had to fix a game crashing bug. New version is 1.2a.
Is there any possibility of a back-port of 1.2.a to MC 1.5.2? I realize that back-ports aren't much fun for a dev, but to my knowledge, there's still a *lot* of players sticking with 1.5.2 until there's a more stable library of big mods on MC 1.6.2.
This is what happens, when you put the 1.2a sources for 1.6.2 into a 1.5.2 eclipse workspace:
There are a lot of undefined fields and functions. This is really a lot of work to make it work again. If you just cut everything away which doesn't work, then you've got the old 1.5.2 version anyway: No blocks menu! This is because Forge changed alot between 1.5.2 and 1.6.2.
I won't do it. If somebody else does it, I will publish the resulting mod-zip and source-zip in the downloads, of course with credits.