What do you mean by more order? More of certain room types? The only thing I can really see them doing is making them spawn last as to not get eaten by ravines etc.
I looked at one in 14w06b and didn't notice anything different; the same mess, including cut-off corridors and the like, nothing unusual about the location either (didn't compare to a 1.7.4 map but the location was consistent with the current placement rules, within X distance from the origin and all that).
Also, I clicked you link and couldn't find the text you are referring to.
What do you mean by more order? More of certain room types? The only thing I can really see them doing is making them spawn last as to not get eaten by ravines etc.
Actually, at least for caves and ravines, those already DO generate first*; otherwise, how do you get stuff like this?
Note the parts completely floating in mid-air, as they generated after the ravine was generated. Unlike abandoned mineshafts however, they don't generate floors or walls when there is nothing around them, although some rooms, like the End portal room, are generated completely intact (excepting other structures of course, which generate at the same time). A fix would be pretty easy; the abandoned mineshaft code checks for empty blocks at floor level and fills them in with wood planks.
*Fun fact, caves and ravines can only replace the following blocks, as seen in the code (MapGenCaves and MapGenRavine): stone, dirt, and grass, hence why caves don't cut through sand/sandstone in deserts. They are also generated in a completely separate step from everything else, when chunks are first generated, with everything else during the population/decoration phase (if you've ever looked at a map in MCEdit or a mapping utility you may have noticed a border with no decoration and no dirt, ores, etc, visible on the sides of the outermost chunks, but caves are).
Also, in my Superflat Caves mod I had to explicitly include ores or they'd be left behind in the middle of caves because I generate them during the population phase (I tried to generate them when chunks are initially generated but it crashed the game).
BTW, in my previous post I mentioned that they should make strongholds always fully generate even in empty air; by changing a few lines of code (basically, removing a check to see if a block is a non-air block before replacing it), I was able to do just that, completely eliminating any breaks caused by caves and ravines:
Here is a screenshot of one in Superflat; as you can see, all of the walls generated:
And as seen in a cave:
Notably, I found an abandoned mineshaft that was overwritten by the End portal room, instead of the other way around:
Finally! I hate finding a stronghold just to have a ravine right in the middle, even worse when it deletes part of the portal.
Interesting; can you give an example of that? Because according to the code it is impossible for ravines (or caves) to "eat portals", because ravines can only cut through the following blocks (see line 193 here): Stone, Dirt, Grass.
They also generate before anything else in a chunk, hence only needing to replace stone, dirt, and grass blocks* (i.e. if ores generated first you'd end up with ores floating in empty space inside caves and ravines).
*Not sure if it is a feature, but this is why caves and ravines don't cut through the surface in deserts, and now mesas.
In addition, I wouldn't have been able to get to the End in one of my worlds if it were true that ravines could eat portals (at least through the one I found); you can check it out for yourself in 1.6.4 using the seed -123775873255737467, default (portal at -30, 32, -550). Yeah, the Wiki claims that they can but that is BS, at least since whenever they made End Portal rooms generate even in empty air (only some other parts of strongholds can, as seen in a Superflat map).
(also, here is another seed, also for 1.6.4, that has a more dramatic example of this)
That isn't the PC version is it? Because I don't see anything at all in the code that could cause such a glitch.
Also, to be sure it wasn't due to some glitch around lava, I modded the code so that the lava level in caves and ravines was higher (to y=60) and this was the result, same stronghold in my previous post (first seed):
Now, this doesn't rule out lava/water lakes, which generate after structures do, but it seems pretty clear that caves and ravines don't ever disrupt the generation of End Portal rooms (though it was isolated from the rest of the stronghold as other parts apparently don't generate in the path of lava).
(note also that in vanilla this End Portal room also has an abandoned mineshaft passing through it - with the mineshaft being overwritten, contrary to what the Wiki says, likely applying to some older versions before they changed the generation order of structures; mineshafts now generate before strongholds).
BTW, in my previous post I mentioned that they should make strongholds always fully generate even in empty air; by changing a few lines of code (basically, removing a check to see if a block is a non-air block before replacing it), I was able to do just that, completely eliminating any breaks caused by caves and ravines:
Here is a screenshot of one in Superflat; as you can see, all of the walls generated:
And as seen in a cave:
Notably, I found an abandoned mineshaft that was overwritten by the End portal room, instead of the other way around:
I can tell you what I changed; in StructureComponent I changed lines like the following in methods setBlock and so on:
if (!par11 || this.getBlockIdAtCurrentPosition(par1World, var13, var12, var14, par2StructureBoundingBox) != 0)
The relevant part is the getBlockId... != 0 part, which checks to see if a block exists at the specified location, and if so (or a flag is false), it fills in the location with a specified block (abandoned mineshafts generate wooden bridges over gaps in a similar manner, only they check for the opposite condition, an air block at floor level). In my triple-height terrain mod I simply made is so that when the world type is triple-height it sets par11 to false regardless of the value passed in, so it always does the following code.
Of course, they likely did that on purpose, only having some structures always replace empty blocks (e.g. villager houses), although for strongholds this gives odd results (e.g. this is a stronghold I found in my current world, the reason why I since made them always fill in blocks, too late for this one but the other two will be intact when I find them).
Also of note, many structure component classes have the following code, which checks for the presence of liquid (water or lava), but not the End Portal room, so by removing this strongholds will fully generate regardless of water/lava lakes in their paths (not so useful for abandoned mineshafts, which don't generate walls, simply hollowing out corridors and placing the supports in):
if (this.isLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
{
return false;
}
BTW, in my previous post I mentioned that they should make strongholds always fully generate even in empty air; by changing a few lines of code (basically, removing a check to see if a block is a non-air block before replacing it), I was able to do just that, completely eliminating any breaks caused by caves and ravines:
Here is a screenshot of one in Superflat; as you can see, all of the walls generated:
And as seen in a cave:
Notably, I found an abandoned mineshaft that was overwritten by the End portal room, instead of the other way around:
How do you get a Superflat world to look like that? The one I generated looks nothing like that.
Rollback Post to RevisionRollBack
Link RemovedWIP 128x 64x, SEUS support, Mod support in the pipeline TEKKIT, FTB, the more support the more mods!
How do you get a Superflat world to look like that? The one I generated looks nothing like that.
I used the Overworld preset but removed stone so that it was at the normal Superflat height, just to quickly make a world that had exposed strongholds (you can also just add "stronghold" to the end of the default preset). If you are referring to the stronghold itself, see my previous post.
i kinda like them being destroyed, it makes them feel old, as long as the portal room is intact and there are no mineshafts intersecting it, it's all good.
I like there being holes and such, but not when its so destroyed by caves and ravines you can't navigate it, you'd think the original builders would be smarter then to make it intersect with mineshafts and caves
I like there being holes and such, but not when its so destroyed by caves and ravines you can't navigate it, you'd think the original builders would be smarter then to make it intersect with mineshafts and caves
As I mentioned previously, it is actually intentional that caves and ravines "cut" through them; unlike other structures, they are coded so that only non-air blocks are filled in when walls generate (internal parts, doorways, etc generate regardless, resulting in odd floating bits); a simple change to the code makes them always generate as noted previously (I modded my game to do this, here is a look the stronghold in a recreated version of my current world; I also removed the check for liquids, though this resulted in the oddity that a corridor ended in a lava pool, with the floor below the lava but not flowing in, as sometimes seen in caves near water; this also shows that they should make corridors always end in an actual wall)
An alternative could be to do what abandoned mineshafts do; they generate wood plank floors over empty spaces (they should remove the supports over gaps as there isn't anything to support).
As I mentioned previously, it is actually intentional that caves and ravines "cut" through them; unlike other structures, they are coded so that only non-air blocks are filled in when walls generate (internal parts, doorways, etc generate regardless, resulting in odd floating bits); a simple change to the code makes them always generate as noted previously (I modded my game to do this, here is a look the stronghold in a recreated version of my current world; I also removed the check for liquids, though this resulted in the oddity that a corridor ended in a lava pool, with the floor below the lava but not flowing in, as sometimes seen in caves near water; this also shows that they should make corridors always end in an actual wall)
An alternative could be to do what abandoned mineshafts do; they generate wood plank floors over empty spaces (they should remove the supports over gaps as there isn't anything to support).
Have you packaged any of your modifications to structures as an actual download? It'd be nice to have a mod with a little tweak like that I could drop into my server without needing a bunch of client-side stuff.
The only thing I don't like about the new update for xbox360 is that they don't include saying it updated for ps3 too because my ps3 minecraft has been updated too
Strongholds just need better/unique loot and to have a few mob spawners (No additional silverfish ones). And as big as they are with the huge libraries witch spawner wouldn't be out of the question.
"swooping is bad"
Also, I clicked you link and couldn't find the text you are referring to.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Actually, at least for caves and ravines, those already DO generate first*; otherwise, how do you get stuff like this?
Note the parts completely floating in mid-air, as they generated after the ravine was generated. Unlike abandoned mineshafts however, they don't generate floors or walls when there is nothing around them, although some rooms, like the End portal room, are generated completely intact (excepting other structures of course, which generate at the same time). A fix would be pretty easy; the abandoned mineshaft code checks for empty blocks at floor level and fills them in with wood planks.
*Fun fact, caves and ravines can only replace the following blocks, as seen in the code (MapGenCaves and MapGenRavine): stone, dirt, and grass, hence why caves don't cut through sand/sandstone in deserts. They are also generated in a completely separate step from everything else, when chunks are first generated, with everything else during the population/decoration phase (if you've ever looked at a map in MCEdit or a mapping utility you may have noticed a border with no decoration and no dirt, ores, etc, visible on the sides of the outermost chunks, but caves are).
Also, in my Superflat Caves mod I had to explicitly include ores or they'd be left behind in the middle of caves because I generate them during the population phase (I tried to generate them when chunks are initially generated but it crashed the game).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
"swooping is bad"
Here is a screenshot of one in Superflat; as you can see, all of the walls generated:
And as seen in a cave:
Notably, I found an abandoned mineshaft that was overwritten by the End portal room, instead of the other way around:
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
Interesting; can you give an example of that? Because according to the code it is impossible for ravines (or caves) to "eat portals", because ravines can only cut through the following blocks (see line 193 here): Stone, Dirt, Grass.
They also generate before anything else in a chunk, hence only needing to replace stone, dirt, and grass blocks* (i.e. if ores generated first you'd end up with ores floating in empty space inside caves and ravines).
*Not sure if it is a feature, but this is why caves and ravines don't cut through the surface in deserts, and now mesas.
In addition, I wouldn't have been able to get to the End in one of my worlds if it were true that ravines could eat portals (at least through the one I found); you can check it out for yourself in 1.6.4 using the seed -123775873255737467, default (portal at -30, 32, -550). Yeah, the Wiki claims that they can but that is BS, at least since whenever they made End Portal rooms generate even in empty air (only some other parts of strongholds can, as seen in a Superflat map).
(also, here is another seed, also for 1.6.4, that has a more dramatic example of this)
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
That isn't the PC version is it? Because I don't see anything at all in the code that could cause such a glitch.
Also, to be sure it wasn't due to some glitch around lava, I modded the code so that the lava level in caves and ravines was higher (to y=60) and this was the result, same stronghold in my previous post (first seed):
Now, this doesn't rule out lava/water lakes, which generate after structures do, but it seems pretty clear that caves and ravines don't ever disrupt the generation of End Portal rooms (though it was isolated from the rest of the stronghold as other parts apparently don't generate in the path of lava).
(note also that in vanilla this End Portal room also has an abandoned mineshaft passing through it - with the mineshaft being overwritten, contrary to what the Wiki says, likely applying to some older versions before they changed the generation order of structures; mineshafts now generate before strongholds).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Praise be to Spode.
I can tell you what I changed; in StructureComponent I changed lines like the following in methods setBlock and so on:
The relevant part is the getBlockId... != 0 part, which checks to see if a block exists at the specified location, and if so (or a flag is false), it fills in the location with a specified block (abandoned mineshafts generate wooden bridges over gaps in a similar manner, only they check for the opposite condition, an air block at floor level). In my triple-height terrain mod I simply made is so that when the world type is triple-height it sets par11 to false regardless of the value passed in, so it always does the following code.
Of course, they likely did that on purpose, only having some structures always replace empty blocks (e.g. villager houses), although for strongholds this gives odd results (e.g. this is a stronghold I found in my current world, the reason why I since made them always fill in blocks, too late for this one but the other two will be intact when I find them).
Also of note, many structure component classes have the following code, which checks for the presence of liquid (water or lava), but not the End Portal room, so by removing this strongholds will fully generate regardless of water/lava lakes in their paths (not so useful for abandoned mineshafts, which don't generate walls, simply hollowing out corridors and placing the supports in):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
How do you get a Superflat world to look like that? The one I generated looks nothing like that.
Link RemovedWIP 128x 64x, SEUS support, Mod support in the pipeline TEKKIT, FTB, the more support the more mods!
I used the Overworld preset but removed stone so that it was at the normal Superflat height, just to quickly make a world that had exposed strongholds (you can also just add "stronghold" to the end of the default preset). If you are referring to the stronghold itself, see my previous post.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
PROUD USER OF THE STEVE SKIN
I like there being holes and such, but not when its so destroyed by caves and ravines you can't navigate it, you'd think the original builders would be smarter then to make it intersect with mineshafts and caves
PROUD USER OF THE STEVE SKIN
As I mentioned previously, it is actually intentional that caves and ravines "cut" through them; unlike other structures, they are coded so that only non-air blocks are filled in when walls generate (internal parts, doorways, etc generate regardless, resulting in odd floating bits); a simple change to the code makes them always generate as noted previously (I modded my game to do this, here is a look the stronghold in a recreated version of my current world; I also removed the check for liquids, though this resulted in the oddity that a corridor ended in a lava pool, with the floor below the lava but not flowing in, as sometimes seen in caves near water; this also shows that they should make corridors always end in an actual wall)
An alternative could be to do what abandoned mineshafts do; they generate wood plank floors over empty spaces (they should remove the supports over gaps as there isn't anything to support).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Have you packaged any of your modifications to structures as an actual download? It'd be nice to have a mod with a little tweak like that I could drop into my server without needing a bunch of client-side stuff.