Ok so I just want to start out by saying that this mod is great, and I really appreciate the work thats gone into it, its something Ive wanted for minecraft for over a year now, and its great to see it coming together so well - Cubic chunks really are the way to go.
So Ive been lurking on these forums for many months now, but just got my account working (after it switched to curse a while back), mainly so I could post in this thread.
Im also amazed that Notch spends so much time going on about how difficult and tricky its to do this, when hes the one who knows minecraft better than anyone else and yet moders come along and have to do it instead. *sigh* Anyway:
I have some questions which Id really appreciate some answers to!
1) First up, it seems that with the 1.8 compatible version, theres now new terrain generation integrated, with the phoenix terrain mod or at least a variation of this. So far all of my maps have had towering mountains, and massive vallys. This is cool, but its not what Im after.
Is there a way to get the normal surface generation, while leaving the air above the map clear for building, leaving the underground super deep?
Ive been trying to mess around with the CubicChunkSettings.ini in .minecraft, but its still very extreme terrain...
(note, I know you can simply generate a map in the vanilla version, then convert it over to CC using the coverter, but this can be tedious and generates further complications, Id rather just have CC1.5.3 generating terrain the same way that vanilla minecraft does, and go from there)
2) On the first post in this thread, theres the Gen_Code1.5.3.zip for download, is this old? Or does it work for the most recent version?
The reason is because Id like to modify the terrain generation (once I get things back to generating like vanilla) for minecraft with cubic chunks and I feel like this would be a good introduction to start messing around.
3) With the CubicChunksSettings.ini file, I cant seem to get the generation of a world to change all that much at all, putting in some drastic changes to some values seems to make it crash, whereas smaller adjustments dont seem to do much at all. It seems as though the settings we do have to play around with are very vague - ie MaxAverageHeight takes values which dont correspond to real world heights in minecraft (setting it to 100 for example wont make the max height in the world anywhere near 100) Ill keep messing around for now, but it seems very unintuitive, perhaps someone has better experience with it and knows how to get my desired effect?
Ok so I just want to start out by saying that this mod is great, and I really appreciate the work thats gone into it, its something Ive wanted for minecraft for over a year now, and its great to see it coming together so well - Cubic chunks really are the way to go.
So Ive been lurking on these forums for many months now, but just got my account working (after it switched to curse a while back), mainly so I could post in this thread.
Im also amazed that Notch spends so much time going on about how difficult and tricky its to do this, when hes the one who knows minecraft better than anyone else and yet moders come along and have to do it instead. *sigh* Anyway:
I have some questions which Id really appreciate some answers to!
1) First up, it seems that with the 1.8 compatible version, theres now new terrain generation integrated, with the phoenix terrain mod or at least a variation of this. So far all of my maps have had towering mountains, and massive vallys. This is cool, but its not what Im after.
Is there a way to get the normal surface generation, while leaving the air above the map clear for building, leaving the underground super deep?
Ive been trying to mess around with the CubicChunkSettings.ini in .minecraft, but its still very extreme terrain...
(note, I know you can simply generate a map in the vanilla version, then convert it over to CC using the coverter, but this can be tedious and generates further complications, Id rather just have CC1.5.3 generating terrain the same way that vanilla minecraft does, and go from there)
2) On the first post in this thread, theres the Gen_Code1.5.3.zip for download, is this old? Or does it work for the most recent version?
The reason is because Id like to modify the terrain generation (once I get things back to generating like vanilla) for minecraft with cubic chunks and I feel like this would be a good introduction to start messing around.
3) With the CubicChunksSettings.ini file, I cant seem to get the generation of a world to change all that much at all, putting in some drastic changes to some values seems to make it crash, whereas smaller adjustments dont seem to do much at all. It seems as though the settings we do have to play around with are very vague - ie MaxAverageHeight takes values which dont correspond to real world heights in minecraft (setting it to 100 for example wont make the max height in the world anywhere near 100) Ill keep messing around for now, but it seems very unintuitive, perhaps someone has better experience with it and knows how to get my desired effect?
Try these settings. When messing around with them, you may want to focus on terrainCubesOffset and numTerrainCubes. They make all the difference.
//---BTM options:---
waterLevel:63
maxAverageHeight:-3.0
maxAverageDepth:3.5
fractureHorizontal:1.5
fractureVertical:0.0
volatility1:1.0
volatility2:1.0
volatilityWeight1:0.0
volatilityWeight2:1.0
cloudHeight:256.0
evenCaveDistribution:false
caveFrequency:20
caveRarity:6
generateCaves:false//Whether or not to generate caves; off by default to prevent lag
//---CC additional options:---
numTerrainCubes:7//Terrain height is 16*this
terrainCubesOffset:-1//Max ocean depth is -16*this
noise6Val:1.121//NOTE: disabled in Beta 1.8.1
noise7Val:20.0
noise7Divisor:99900.0
largeScale6Multiplier:250.0//NOTE: disabled in Beta 1.8.1
largeScale7Multiplier:0.0//NOTE: currently disabled
lavaTableOffset:-400.0
lavaTableFactor1:1.0
lavaTableFactor2:100.0
I love the fact you are trying to get ExtendedIDs to work. Cubic clashes bad with my mods for some reason.
Is there a mod that just does ExtendedIDs?? It would be epic now with 1.0 using up to 122 ids... that's 13 more than 1.8. Unfortunately, in my 1.8.1, I only have 11 ids left.
It would be epic for just a mod that only extended ids. I have been looking for one.. and only found yours. I think it's clashing with better than wolves.
With 1.0 we really need it more IDS
I understand that flammable blocks need to be less than 255... but most added blocks are not flammable.
If done right the extended IDs mod would be used by EVERYONE. Instant coding god status.
I love the fact you are trying to get ExtendedIDs to work. Cubic clashes bad with my mods for some reason.
Is there a mod that just does ExtendedIDs?? It would be epic now with 1.0 using up to 122 ids... that's 13 more than 1.8. Unfortunately, in my 1.8.1, I only have 11 ids left.
It would be epic for just a mod that only extended ids. I have been looking for one.. and only found yours. I think it's clashing with better than wolves.
With 1.0 we really need it more IDS
I understand that flammable blocks need to be less than 255... but most added blocks are not flammable.
If done right the extended IDs mod would be used by EVERYONE. Instant coding god status.
Thanks for your hard work :smile.gif:
Indeed. I would really appreciate a mod that just extends the IDs, preferably working with Optifine, Forge and IDresolver.
I think that at this point, many people would fine more use on that capacity rather than infinite sky. Although doubling the sky is enough for MOST players, but those interested in mega structures.
Indeed. I would really appreciate a mod that just extends the IDs, preferably working with Optifine, Forge and IDresolver.
I think that at this point, many people would fine more use on that capacity rather than infinite sky. Although doubling the sky is enough for MOST players, but those interested in mega structures.
Robinton posted before, that he would think about making Extended IDs as a separate mod. However, I feel it is really needed. The vanilla game takes up so many on it's own.
I would imagine it would work with Forge, as all of Robinton's current mods are Forge compatible (and therefore OptiFine compatible also).
I hope you seriously consider it Robinton, a LOT of people would use it :smile.gif:
Try these settings. When messing around with them, you may want to focus on terrainCubesOffset and numTerrainCubes. They make all the difference.
//---BTM options:---
waterLevel:63
maxAverageHeight:-3.0
maxAverageDepth:3.5
fractureHorizontal:1.5
fractureVertical:0.0
volatility1:1.0
volatility2:1.0
volatilityWeight1:0.0
volatilityWeight2:1.0
cloudHeight:256.0
evenCaveDistribution:false
caveFrequency:20
caveRarity:6
generateCaves:false//Whether or not to generate caves; off by default to prevent lag
//---CC additional options:---
numTerrainCubes:7//Terrain height is 16*this
terrainCubesOffset:-1//Max ocean depth is -16*this
noise6Val:1.121//NOTE: disabled in Beta 1.8.1
noise7Val:20.0
noise7Divisor:99900.0
largeScale6Multiplier:250.0//NOTE: disabled in Beta 1.8.1
largeScale7Multiplier:0.0//NOTE: currently disabled
lavaTableOffset:-400.0
lavaTableFactor1:1.0
lavaTableFactor2:100.0
Cheers for that Daniel_l94, terrain is now much closer to what vanilla MC generates. A good starting point :smile.gif:
Robinton; When you start updating your various mods to 1.0.0 would you mind updating the stand-alone CoordsInfo Mod first? The F3 block of Red etc keeps covering up my coords and seed info, driving me friggin crazy while exploring new seeds, heh heh. :wink.gif:
Thanks!
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.
According to the first page of this thread it requires 1.1.1 but if it does work with 1.1.2 then Robinton should update that and let us know. I've browsed through the last 5 pages of this thread and I have not found any post until yours that says its 1.1.2 compatible.
what is the difference between this mod and the dynamic height mod?
this mod makes the game run smoother by changing the way chunks generate to vertical and horizontal as opposed to just making the world bigger in each chunk. this results in better fps. other mods doing a similar thing have a limit of what is possible because they only increase the height of the chunk. i used to get crap fps on a good machine but with cc i can play the game at about 25-30 fps on fancy and have no real limit to how high or deep i can go
this mod makes the game run smoother by changing the way chunks generate to vertical and horizontal as opposed to just making the world bigger in each chunk. this results in better fps. other mods doing a similar thing have a limit of what is possible because they only increase the height of the chunk. i used to get crap fps on a good machine but with cc i can play the game at about 25-30 fps on fancy and have no real limit to how high or deep i can go
What dinoff said. Also, this bit from my thread might help you understand too:
There are now 4 general purpose Mods you can use with Minecraft to allow the creation and use of worlds with different Heights (Height Mods). Each mod uses different sized and types of 'chunks' in order to accomplish this. A "Chunk" is the minimum number of world blocks that will be loaded into one memory unit at once. No smaller amount will be loaded.
3D Chunks tend to be Cubic clusters of blocks like (16x16x16 ) and can be managed with such great flexibility that you can have virtually Unlimited Height with little to no performance impact, just like how playing in a world with a horizontal/flat size of 20000x20000 blocks and 128 height poses no significant performance impact compared to one that's 1000x1000 blocks and 128 high.
LinearChunks tend to be vertical columns of blocks like (16x128x16) where, in the case of Minecraft, the vertical size can be multiples or divisions of 128 where each one starts at the bottom of a map and ends at the top of the map. ( 32, 64, 128, 256, 512, 1024, 2048, 4096). Normal "Vanilla" Minecraft uses 128 tall Linear Chunks. It has been commonly found that 256 tall linear chunks are the tallest "playable" size, even then they are slower than a 3D Chunks world many thousands of blocks high. Each time a linear Chunk is doubled it increases the memory and cpu usage. * Using linear chunks smaller than 128 might speed up the game a little for slower computers (Awaiting reports).
According to the first page of this thread it requires 1.1.1 but if it does work with 1.1.2 then Robinton should update that and let us know. I've browsed through the last 5 pages of this thread and I have not found any post until yours that says its 1.1.2 compatible.
I think that since the only new major feature between the two forge versions is the ore dictonary, many of the base files were unaffected, at least the ones Cubic Chunks uses. It's probably only when major rewrites of the forge code occurs that CC would need to update.
So Ive been lurking on these forums for many months now, but just got my account working (after it switched to curse a while back), mainly so I could post in this thread.
Im also amazed that Notch spends so much time going on about how difficult and tricky its to do this, when hes the one who knows minecraft better than anyone else and yet moders come along and have to do it instead. *sigh* Anyway:
I have some questions which Id really appreciate some answers to!
1) First up, it seems that with the 1.8 compatible version, theres now new terrain generation integrated, with the phoenix terrain mod or at least a variation of this. So far all of my maps have had towering mountains, and massive vallys. This is cool, but its not what Im after.
Is there a way to get the normal surface generation, while leaving the air above the map clear for building, leaving the underground super deep?
Ive been trying to mess around with the CubicChunkSettings.ini in .minecraft, but its still very extreme terrain...
(note, I know you can simply generate a map in the vanilla version, then convert it over to CC using the coverter, but this can be tedious and generates further complications, Id rather just have CC1.5.3 generating terrain the same way that vanilla minecraft does, and go from there)
2) On the first post in this thread, theres the Gen_Code1.5.3.zip for download, is this old? Or does it work for the most recent version?
The reason is because Id like to modify the terrain generation (once I get things back to generating like vanilla) for minecraft with cubic chunks and I feel like this would be a good introduction to start messing around.
3) With the CubicChunksSettings.ini file, I cant seem to get the generation of a world to change all that much at all, putting in some drastic changes to some values seems to make it crash, whereas smaller adjustments dont seem to do much at all. It seems as though the settings we do have to play around with are very vague - ie MaxAverageHeight takes values which dont correspond to real world heights in minecraft (setting it to 100 for example wont make the max height in the world anywhere near 100) Ill keep messing around for now, but it seems very unintuitive, perhaps someone has better experience with it and knows how to get my desired effect?
Try these settings. When messing around with them, you may want to focus on terrainCubesOffset and numTerrainCubes. They make all the difference.
Is there a mod that just does ExtendedIDs?? It would be epic now with 1.0 using up to 122 ids... that's 13 more than 1.8. Unfortunately, in my 1.8.1, I only have 11 ids left.
It would be epic for just a mod that only extended ids. I have been looking for one.. and only found yours. I think it's clashing with better than wolves.
With 1.0 we really need it more IDS
I understand that flammable blocks need to be less than 255... but most added blocks are not flammable.
If done right the extended IDs mod would be used by EVERYONE. Instant coding god status.
Thanks for your hard work :smile.gif:
Indeed. I would really appreciate a mod that just extends the IDs, preferably working with Optifine, Forge and IDresolver.
I think that at this point, many people would fine more use on that capacity rather than infinite sky. Although doubling the sky is enough for MOST players, but those interested in mega structures.
Robinton posted before, that he would think about making Extended IDs as a separate mod. However, I feel it is really needed. The vanilla game takes up so many on it's own.
I would imagine it would work with Forge, as all of Robinton's current mods are Forge compatible (and therefore OptiFine compatible also).
I hope you seriously consider it Robinton, a LOT of people would use it :smile.gif:
Cheers for that Daniel_l94, terrain is now much closer to what vanilla MC generates. A good starting point :smile.gif:
Thanks!
- 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
this mod makes the game run smoother by changing the way chunks generate to vertical and horizontal as opposed to just making the world bigger in each chunk. this results in better fps. other mods doing a similar thing have a limit of what is possible because they only increase the height of the chunk. i used to get crap fps on a good machine but with cc i can play the game at about 25-30 fps on fancy and have no real limit to how high or deep i can go
What dinoff said. Also, this bit from my thread might help you understand too:
[Original Post]
There are now 4 general purpose Mods you can use with Minecraft to allow the creation and use of worlds with different Heights (Height Mods). Each mod uses different sized and types of 'chunks' in order to accomplish this. A "Chunk" is the minimum number of world blocks that will be loaded into one memory unit at once. No smaller amount will be loaded.
- 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 think that since the only new major feature between the two forge versions is the ore dictonary, many of the base files were unaffected, at least the ones Cubic Chunks uses. It's probably only when major rewrites of the forge code occurs that CC would need to update.