Notch should make the Minecraft world higher in the first place. 128 just isn't enough sometimes. I dislike having to dig the world and start building from bedrock level to accommodate a larger build, especially since the bottom of the map always has that weird lighting and fog issue. 128 is great, if you're playing the game to survive and just build basic things. But this game is played also by people who simply like building and are unable to build huge structures with a somewhat small height limit. I, for one, do both survival playing and RPG (on occasion), as well as building and making maps.
Anyways, this is a good tutorial. Thank you for putting this page together. Bookmarked for later reference.
I've encountered a problem... as I'm going around this continent, it keeps getting bigger. It should have looped around earlier, but then branched off into a larger landmass, as if the days I spent circling one before were done circling a small peninsula.
I don't completely understand, but if it's possibly a CC terrain generation bug then please post whatever info you can about it in Robinton's thread. He's currently updating to mc 1.0 so it would be great if he could fix another bug for it before finishing the upgrade. :smile.gif:
Notch should make the Minecraft world higher in the first place. 128 just isn't enough sometimes. I dislike having to dig the world and start building from bedrock level to accommodate a larger build, especially since the bottom of the map always has that weird lighting and fog issue. 128 is great, if you're playing the game to survive and just build basic things. But this game is played also by people who simply like building and are unable to build huge structures with a somewhat small height limit. I, for one, do both survival playing and RPG (on occasion), as well as building and making maps.
Anyways, this is a good tutorial. Thank you for putting this page together. Bookmarked for later reference.
Thank you. I'm glad it was useful. I will try to improve it over time.
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.
And as per my original instructions I placed the HD Textures item last in the selections.
Picture of my MCPatcher window *:
* Your filenames will look a little different as I tend to rename my downloads a little. :wink.gif:
When adding the mods there were a couple of gotchas that might trip someone up:
Just click OK for the modloader & forge windows and don't change anything in them; however; Cubic Chunks as of 1.5.3 Test 5 is no longer directly inside of the .zip, it's in a sub-folder named "ToAddToMinecraft.jar". When the Cubic Chunks window opens, select that folder name then click OK.
The patching went fine, just click ok to all of the "conflicts" listed for these three mods as they are planned overwrites and not conflicts, so long as you add them in that order.
Here is my Texture Selector screen after selecting a 64x texture:
Here is an in-game screenshot with that texture active in a Cubic World:
Seed: mcp
Terrain: CC 1.5.3 Test 5 Default
Texture: 64x LB Photo Realism for MC b1.8.1
I will update my OP guide some with this info later. Technically my guide is still accurate and will work.
** MCPatcher currently automatically operates on the .minecraft folder that is in the default location, regardless of what folder you put MCPatcher into.
- This means that people, like me, who use multiple .minecraft folders in another location cannot directly use MCPatcher in alternate locations. I had to do my test in my default folder...
I did this and all I got was a black screen... Exact steps I took:
- Fresh 1.8.1 install.
- Deleted META-INF folder in Minecraft.jar.
- Opened MCPatcher.
- Added Modloader 1.8.1, Forge 1.1.1 and CC (and yes I'm selecting the correct folder inside the CC zip) (in that order), had fonts at the very back of the list.
- Ran the patcher.
- Attempted to run game.
- Blackscreen.
Help?
ARGHHHH... I've tried everything... Why isn't this working?
I did this and all I got was a black screen... Exact steps I took:
- Fresh 1.8.1 install.
- Deleted META-INF folder in Minecraft.jar.
- Opened MCPatcher.
- Added Modloader 1.8.1, Forge 1.1.1 and CC (and yes I'm selecting the correct folder inside the CC zip) (in that order), had fonts at the very back of the list.
- Ran the patcher.
- Attempted to run game.
- Blackscreen.
Help?
ARGHHHH... I've tried everything... Why isn't this working?
Does it 100% work with those files?
Thank you so much for including such detailed info! There is another patch for CC 1.5.3 Test 5 that fixes a Piston bug in my CC Downloads section. But that's not the problem.
You deleted the META-INF folder yourself then used MCPatcher. When using MCPatcher you need to leave the clean minecraft.jar file alone and let MCPatcher take care of the META-INF folder. You only do the META-INF manually if you are installing all of the mods manually. This is the only reason I can think of for why this would have happened. Also; I'm assuming you are using Windows? Macs must deal with META-INF slightly differently.
Good luck! And please let me know if this change makes it all work for you. I will add the bit about the "META-INF" folder & MCPatcher to my tutorial.
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.
Thank you so much for including such detailed info! There is another patch for CC 1.5.3 Test 5 that fixes a Piston bug in my CC Downloads section. But that's not the problem.
You deleted the META-INF folder yourself then used MCPatcher. When using MCPatcher you need to leave the clean minecraft.jar file alone and let MCPatcher take care of the META-INF folder. You only do the META-INF manually if you are installing all of the mods manually. This is the only reason I can think of for why this would have happened. Also; I'm assuming you are using Windows? Macs must deal with META-INF slightly differently.
Good luck! And please let me know if this change makes it all work for you. I will add the bit about the "META-INF" folder & MCPatcher to my tutorial.
I have tried it without removing the META-INF folder and it still crashes to blackscreen.
I have tried it without removing the META-INF folder and it still crashes to blackscreen.
I am using windows.
Ok, hmm. Did you include the "net" folder in what you told MCPatcher to install for Cubic Chunks? Could you possibly post a pic of your MCPatcher window here?
And did the number of files listed in MCPatcher for each mod match the number shown in my MCPatcher pic?
Ok, hmm. Did you include the "net" folder in what you told MCPatcher to install for Cubic Chunks? Could you possibly post a pic of your MCPatcher window here?
And did the number of files listed in MCPatcher for each mod match the number shown in my MCPatcher pic?
I got it working. The version of modloader you were linking to seemed to be causing me problems. I replaced it with an older version with a different file size (61kb as opposed to 64 I think?) and it works now.
I got it working. The version of modloader you were linking to seemed to be causing me problems. I replaced it with an older version with a different file size (61kb as opposed to 64 I think?) and it works now.
Aha! At the time I put up that link ML 1.8.1 was the current version and I've just realized, by looking at the link url that Risugami uses that specific link name for every newest version then changes the link for old ones. So now that link goes to the 1.0.0 version of ML! I am really glad that you've ferreted this "now" bad link for me, and I feel bad that it caused you trouble.
I don't completely understand, but if it's possibly a CC terrain generation bug then please post whatever info you can about it in Robinton's thread. He's currently updating to mc 1.0 so it would be great if he could fix another bug for it before finishing the upgrade. :smile.gif:
Thank you. I'm glad it was useful. I will try to improve it over time.
Its no bug... just annoying luck on my part, heh. I had hoped the continent that generated would be reasonably sized, but it doesn't look like its gonna turn out that way. I'm using vanilla at the moment - I don't like using partial versions of mods, because if things change it might screw up world generation, for example.
At least the lonesome rock plateau I plan to carve into a temple is still the southern-most tip of the world!
Though, that does bring up a question... when the mod is brought into 1.0.0, will it come with a terrain generator that has terrain past the 128 limit? Or is that not planned for the mod?
Its no bug... just annoying luck on my part, heh. I had hoped the continent that generated would be reasonably sized, but it doesn't look like its gonna turn out that way. I'm using vanilla at the moment - I don't like using partial versions of mods, because if things change it might screw up world generation, for example.
At least the lonesome rock plateau I plan to carve into a temple is still the southern-most tip of the world!
Though, that does bring up a question... when the mod is brought into 1.0.0, will it come with a terrain generator that has terrain past the 128 limit? Or is that not planned for the mod?
It should have at least what it has now, so yes, it should continue to produce terrain over 128 depending on the settings you use in the "CubicChunksSettings.txt" file.
Are you using the mc 1.8.1 v1.5.3 Test 5 version of Cubic Chunks?
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.
It should have at least what it has now, so yes, it should continue to produce terrain over 128 depending on the settings you use in the "CubicChunksSettings.txt" file.
Are you using the mc 1.8.1 v1.5.3 Test 5 version of Cubic Chunks?
Neither - I'm not using any mods at the moment. As I said, I prefer to wait for full versions so I don't have to deal with weird borders. That was why I started a new world in Minecraft Full - I HATE the flat walls that happen due to the terrain coding changes.
So, I'll be waiting until you guys get up to v1.0.0. No rush of course, I can wait.
Neither - I'm not using any mods at the moment. As I said, I prefer to wait for full versions so I don't have to deal with weird borders. That was why I started a new world in Minecraft Full - I HATE the flat walls that happen due to the terrain coding changes.
So, I'll be waiting until you guys get up to v1.0.0. No rush of course, I can wait.
Ok, the reason I asked was because of your prior question:
"Though, that does bring up a question... when the mod is brought into 1.0.0, will it come with a terrain generator that has terrain past the 128 limit? Or is that not planned for the mod?"
Sounded like you didn't know about the new Terrain Generator functions that had been in CC for a couple versions now. But yes, the version for MC 1.0.0 will definitely have terrain over 128, waaaayyyyy over 128, if you want it. :smile.gif:
I have posted an Idea in the Mod Ideas sub-forum regarding a Unified Modding System. I would hope that everyone, especially coders, would check it out and contribute towards seeing if it or something similar could be achieved, helping all of us in the community for the long-term while doing it.
Maybe someone can help guide me through this. I have a city map on Minecraft Classic that's 256x256x256, and I want to throw this in my existing SSP map. I got the files from DynamicHeight installed in minecraft.jar, but I noticed it never came with a readme on how to get it to work. Not even sure if I should be using this.
Can someone help me out get this working? I have MCEdit and I know quite alot about it (not everything, but enough to know what to do. How to clone, delete blocks, work with schematics, and stuff like that).
Maybe someone can help guide me through this. I have a city map on Minecraft Classic that's 256x256x256, and I want to throw this in my existing SSP map. I got the files from DynamicHeight installed in minecraft.jar, but I noticed it never came with a readme on how to get it to work. Not even sure if I should be using this.
Can someone help me out get this working? I have MCEdit and I know quite alot about it (not everything, but enough to know what to do. How to clone, delete blocks, work with schematics, and stuff like that).
So, your World file was built with the DynamicHeight mod? And it is a 256 block high World?
What exactly are you looking to find out?
Any World taller than 128, of any mod type, will lose any data/levels above 128 if converted to a lower level map.
Robinton's World Save utility is working to obtain compatibility with every height World, but there is still work to be done.
Please give me the details I need so that this can be fixed. Thank you.
I apologize for the misunderstanding. I actually haven't been following much of Minecraft for a while - at least, for a while before the full version came out. I guess I lost track of things. But, now, I'm back in the game, so to speak. Look forward to the updated version!
So, your World file was built with the DynamicHeight mod? And it is a 256 block high World?
The city map was pretty much made by me, a long time ago, in Minecraft Classic 0.30 (before /indev/ was made). I forgot what I used to make it 256x256x256 (It's been that long). I want to move it over to my SSP map using something like DynamicHeight.
The city map was pretty much made by me, a long time ago, in Minecraft Classic 0.30 (before /indev/ was made). I forgot what I used to make it 256x256x256 (It's been that long). I want to move it over to my SSP map using something like DynamicHeight.
Sorry for not clarifying that sooner.
If MCEdit can load your world, you can probably select the whole world, export it to a schematic, then import that schematic to the center of a new 256-block-tall MC1.0.0 map (assuming MCEdit handles 256-block-tall maps...).
The city map was pretty much made by me, a long time ago, in Minecraft Classic 0.30 (before /indev/ was made). I forgot what I used to make it 256x256x256 (It's been that long). I want to move it over to my SSP map using something like DynamicHeight.
Sorry for not clarifying that sooner.
It sounds like you are talking about truly ancient stuff. If you made an ancient World be 256 blocks high then I can only imagine you used the ymod to make your world 256 high. ymod is the first mod I am aware of that broke the 128 block barrier.
The good news is that Robinton, creator of a newer mod that uses 3D Chunks, has been kind enough to provide conversion between the first over 128 mod maps and his own Height Mod maps via his World Save Converter program.
So if your world was made with ymod, it can find life again in modern times using the Save Converter! :smile.gif:
Please contact Robinton or me if you need further help.
Anyways, this is a good tutorial. Thank you for putting this page together. Bookmarked for later reference.
I don't completely understand, but if it's possibly a CC terrain generation bug then please post whatever info you can about it in Robinton's thread. He's currently updating to mc 1.0 so it would be great if he could fix another bug for it before finishing the upgrade. :smile.gif:
Thank you. I'm glad it was useful. I will try to improve it over time.
- 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
I did this and all I got was a black screen... Exact steps I took:
- Fresh 1.8.1 install.
- Deleted META-INF folder in Minecraft.jar.
- Opened MCPatcher.
- Added Modloader 1.8.1, Forge 1.1.1 and CC (and yes I'm selecting the correct folder inside the CC zip) (in that order), had fonts at the very back of the list.
- Ran the patcher.
- Attempted to run game.
- Blackscreen.
Help?
ARGHHHH... I've tried everything... Why isn't this working?
Does it 100% work with those files?
Thank you so much for including such detailed info! There is another patch for CC 1.5.3 Test 5 that fixes a Piston bug in my CC Downloads section. But that's not the problem.
You deleted the META-INF folder yourself then used MCPatcher. When using MCPatcher you need to leave the clean minecraft.jar file alone and let MCPatcher take care of the META-INF folder. You only do the META-INF manually if you are installing all of the mods manually. This is the only reason I can think of for why this would have happened. Also; I'm assuming you are using Windows? Macs must deal with META-INF slightly differently.
Good luck! And please let me know if this change makes it all work for you. I will add the bit about the "META-INF" folder & MCPatcher to my tutorial.
- 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
I have tried it without removing the META-INF folder and it still crashes to blackscreen.
I am using windows.
Ok, hmm. Did you include the "net" folder in what you told MCPatcher to install for Cubic Chunks? Could you possibly post a pic of your MCPatcher window here?
And did the number of files listed in MCPatcher for each mod match the number shown in my MCPatcher pic?
- 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
I got it working. The version of modloader you were linking to seemed to be causing me problems. I replaced it with an older version with a different file size (61kb as opposed to 64 I think?) and it works now.
Aha! At the time I put up that link ML 1.8.1 was the current version and I've just realized, by looking at the link url that Risugami uses that specific link name for every newest version then changes the link for old ones. So now that link goes to the 1.0.0 version of ML! I am really glad that you've ferreted this "now" bad link for me, and I feel bad that it caused you trouble.
It sure does! You should find the following line in the "options.txt" file in the .minecraft folder:
use74sFarViewMod:false
Change the false to true to enable the Far View. But please have your game set to "Short" view distance before you do this! More info is in this post.
- 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
Its no bug... just annoying luck on my part, heh. I had hoped the continent that generated would be reasonably sized, but it doesn't look like its gonna turn out that way. I'm using vanilla at the moment - I don't like using partial versions of mods, because if things change it might screw up world generation, for example.
At least the lonesome rock plateau I plan to carve into a temple is still the southern-most tip of the world!
Though, that does bring up a question... when the mod is brought into 1.0.0, will it come with a terrain generator that has terrain past the 128 limit? Or is that not planned for the mod?
It should have at least what it has now, so yes, it should continue to produce terrain over 128 depending on the settings you use in the "CubicChunksSettings.txt" file.
Are you using the mc 1.8.1 v1.5.3 Test 5 version of Cubic Chunks?
- 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
Neither - I'm not using any mods at the moment. As I said, I prefer to wait for full versions so I don't have to deal with weird borders. That was why I started a new world in Minecraft Full - I HATE the flat walls that happen due to the terrain coding changes.
So, I'll be waiting until you guys get up to v1.0.0. No rush of course, I can wait.
Ok, the reason I asked was because of your prior question:
"Though, that does bring up a question... when the mod is brought into 1.0.0, will it come with a terrain generator that has terrain past the 128 limit? Or is that not planned for the mod?"
Sounded like you didn't know about the new Terrain Generator functions that had been in CC for a couple versions now. But yes, the version for MC 1.0.0 will definitely have terrain over 128, waaaayyyyy over 128, if you want it. :smile.gif:
:biggrin.gif: Great! It's on it's way.
- 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
Thank you.
http://www.minecraftforum.net/topic/828392-idea-unified-modding-system-ums/" target=""U.M.S. Thread
- 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
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Curse PremiumCan someone help me out get this working? I have MCEdit and I know quite alot about it (not everything, but enough to know what to do. How to clone, delete blocks, work with schematics, and stuff like that).
So, your World file was built with the DynamicHeight mod? And it is a 256 block high World?
What exactly are you looking to find out?
Any World taller than 128, of any mod type, will lose any data/levels above 128 if converted to a lower level map.
Robinton's World Save utility is working to obtain compatibility with every height World, but there is still work to be done.
Please give me the details I need so that this can be fixed. Thank you.
- 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
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumThe city map was pretty much made by me, a long time ago, in Minecraft Classic 0.30 (before /indev/ was made). I forgot what I used to make it 256x256x256 (It's been that long). I want to move it over to my SSP map using something like DynamicHeight.
Sorry for not clarifying that sooner.
If MCEdit can load your world, you can probably select the whole world, export it to a schematic, then import that schematic to the center of a new 256-block-tall MC1.0.0 map (assuming MCEdit handles 256-block-tall maps...).
It sounds like you are talking about truly ancient stuff. If you made an ancient World be 256 blocks high then I can only imagine you used the ymod to make your world 256 high. ymod is the first mod I am aware of that broke the 128 block barrier.
The good news is that Robinton, creator of a newer mod that uses 3D Chunks, has been kind enough to provide conversion between the first over 128 mod maps and his own Height Mod maps via his World Save Converter program.
So if your world was made with ymod, it can find life again in modern times using the Save Converter! :smile.gif:
Please contact Robinton or me if you need further help.
- 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