So, is Robinton on vacation or something? He seems to have stopped posting, but I didn't see him mention a vacation anywhere.
I doubt he's on vacation, more likely busy actually getting his code on instead of trying to keep up with and respond to every post like he used to when the posting activity was a little more manageable. :wink.gif: I don't blame him, I'd rather he focus on busting some code out and occasionally stop by to say "It's all done!" :wink.gif:
[EDIT] DevonX: That is one incredible picture you took there! I may just have to add that to the screenshots in my thread. :wink.gif: btw: what was the seed?
First, sorry if I don't respond to everyone. School's about to start, and my time is getting severely nerfed. The more time I respond to my thread, the less I code.
On that note, I'm releasing Client V1.4.3 (I'll need to move the changes over to the server soon, though I'll probably wait for V1.4.4 for that). This finally fixes the notorious Re-Populate glitch, which caused headaches by making self-rebuilding lakes in the middle of nowhere (I had forgot to save the "TerrainPopulated" boolean!), it also improves the ICubePopulator interface, and optimizes saving (so the entire loaded portion of the chunk doesn't have to be saved every time the chunk is saved).
Meanwhile, responses: @FourFire: I tested ShapedCharges in debug, and they worked fine for me... I'll put in an extra backup test into the code, and put that update into the download.
Unfortunately, I don't have access to Opti-whatever code.
@kinnikinnick: Nothing, as far as I can tell...
@Phrexeus: I'm pretty sure, from looking at your log, that ChunkLoader.java (to.class) is glitched, as the class-loader can't find a field that it should have, if you're using CC V1.4.2. Is to.class getting overwritten?
@Verlian: I'd say, test them. As far as I'm aware (though I don't know everything), CC is incompatible with the Opti-whatever mods, except for the LSOD-fix, which I incorporated (thanks sp614x).
And for oceans, I'd advise you to increase the water-level from 64 to, say, 128. That could create 96-block-deep oceans and 128-block-tall mountains.
And it's still raining, 31 kilometers in the air... (I really have to fix that soon)
EDIT: with some more testing at the height limit, I've found and fixed a few bugs around it, but I warn you, there will still be bugs (lighting, block placement, etc.) above y=32751. I'm not bothering to rigorously fix them, because I'm not too worried about people getting up above 32 kilometers in the air...
And it's still raining, 31 kilometers in the air... (I really have to fix that soon)
EDIT: with some more testing at the height limit, I've found and fixed a few bugs around it, but I warn you, there will still be bugs (lighting, block placement, etc.) above y=32751. I'm not bothering to rigorously fix them, because I'm not too worried about people getting up above 32 kilometers in the air...
oO... squeeee?
[EDIT] How long does it take to fall from 32k? :blink.gif: man, we'll need portals just to get down to the surface fast, heh heh. AWESOME! :biggrin.gif:
btw: Robinton; I'm very much in favor of the idea of turning landscape that is far far enough away into a compiled picture that can just be laid down beneath, with closer visible voxels having visual priority over the photo so the closer voxels would overlay the background photo.
I've had no luck getting Java 7 for Mac to run Minecraft - not sure whether I'm failing to install Java 7 properly (quite likely since there's been no official release yet and I'm trying to run the experimental JDK without a clue what I'm doing), or whether the Mac version of Minecraft just doesn't run on Java 7.
Robinton and/or Kinnickkinnick: would it be possible to release a version of the CC and ToweringPhoenix mod that's compiled for Java 6, for us Mac users? I'd be really grateful if you could!
I was wondering if there is a post anywhere that explains what all of the parameters in BiomeTerrainModSettings.ini do.
I see some cave settings in there, and there is some stuff I have wanted to alter in cave generation. Namely, I want caves to terminate a little bit more often... When I started playing this game, I would normally find a cave and explore it in a few hours (including digging out all the dirt and gravel veins). Now, it usually happens that the first cave I discover is also the last cave I discover, because it goes on forever. What happens is that it branches more frequently than it terminates a tunnel.
I'd also like to know how the following parameters work:
biomeSize
swampSize
marcopolo1613: Hey, do you still have your Cubic Server set up? Could you please test the following fly mod in your client that Mouse X recommended? In addition to only needing modloader and not overwriting any of the games classes, it says something about working in SMP too and if that's true then it would be the perfect Testing tool to have available for both SSP & SMP Cubic Chunks worlds!
I'm adding a link and explanation of this Fly mod in the Support Tools & Mods section of my Higher Worlds Tutorial, so I'd really appreciate it if you could verify whether or not it actually works with Cubic SMP. Thanks!! :biggrin.gif:
Figured i'd share some screenies of diffrent seeds i took from my random testing of the BioTerrainModsetting.ini settings
But by all means... I got a couple hundred seeds by now testing back and forth with diffrent settings to get my beloved ocean (which i am getting now but i shall share those pic's later... Since... underwater screens doesn't give much to see) so asking for a seed? Eh... No point.
Holy Guacamole! And this is still all with the 256 limit. Damn...
So you found out what settings to change to get oceans? I hope you share all relevant info for how to do that with us. :smile.gif: And screen shots of the oceans from an above vantage point would still be much appreciated! Are they large as well as deep? Did you raise the sea-level, and did you do it just with the .ini?
btw: I'm all out of +1's now, I get so few. Please don't feel slighted if I don't give one, I run out sooo fast...
I'm releasing Client V1.4.4. (I won't get around to updating the server to V1.4.4 until tomorrow, sorry. This means don't go to the edges of the Vertical in SMP until I update the Server.) It extends the height limit to 65504 (which would be 65536 except for short roundover errors on the edge ChunkCubes).
I don't think I ever got around to mentioning it, but for a version or two now, I've included the IC "World.java" "ModSaver" hook along with a dummy "ModSaver" class. If you're runing CC and IC, install IC first, then install CC, but don't include "ModSaver.class" from CC!
@MineCrak: I think I'll stick to the Compressed Cube rendering idea for now, but I'll keep the terrain surface map idea in mind, as it might be better...
@MurphyTheSnail: I'll try to get around to compiling it against Java 6 someday. Hopefully sooner rather than later.
I've been testing out some of the settings in the BiomeTerrainModSettings.ini...
BiomeSize: Default is 11.5. I tried extreme settings of 1.0 and 100.0. I could not tell any difference between those and the default.
waterLevel: Default is 128 (for this mod). Since I was not getting any oceans, I tried increasing it to 200, but still no oceans. I can't get this one to make any difference either. :sad.gif: Setting it to 1.0 caused it to crash on map generation.
maxAverageHeight: This seems to determine the height of the high points without changing the low points. It defaults to 0.0. Setting it to -200.0 made the difference in elevation between the lowlands and mountains about the same as vanilla MC, and when I set it to 200.0, it turned the mountains into very vertical pinnacles that went up beyond the render distance, and when I climbed up to about 150m I could see the tops were very flat.
maxAverageDepth: Default is 1.0. Setting it to -200.0 makes you start at a plateau above 250m. There is a sheer drop down to about 130m. This might actually be the same thing as setting maxAverageHeight to 200, except you always seem to start on top of the plateau. Setting it to 200.0 caused sheer drops from about 130m to 0. Between 130m and 250m, the terrain seemed normal. I was able to fall from 215m to 0 with this setting and some exploring. Even with being able to see all the way to 0, there is no ocean layer.
fractureHorizontal: a larger number makes distance between mountains and other major landscape features small, while smaller and negatives increase distance between these features. A value of 0.0 will cause it to hang on map generation. Interesting, it does not affect the shape of the features. The mountains are still quite steep. I tried 10 and I got a landscape filled with needle-like peaks. At -10, it was actually much more realistic than anything I've seen so far. I started near a plateau-shaped mountain at y=126 below the mountain. I went venturing across flatlands, walking in one direction for a long time. I noticed the minimum elevation was around 120m, significantly higher than it had been. I was thinking "okay, this just makes mountains really rare, the rest is flat, and there's not as much elevation difference. Then I came over a small rise and there was a massive drop of about 40m, which was nicely carved out. I could actually like playing like this because it makes it interesting when you find a feature like this rather than having them everywhere.
fractureVertical: This affects how much is carved out from under the top of the land. It defaults 0.0. I set it to 10 and the land was a complex series of massive connected arches and quite a few massive floating islands. There appear to be 3 layers to the land, with lots of hollow space in between. A value of -10 gives more natural-looking mountains without the extreme carved out sides at the default value. I'll probably play with this setting or something close to it.
volatility1: This defaults to 1.0. Setting it to 10 resulted in extreme terrain that is nearly unnavigable with massive towers (but not sheer-sided as what you get by changing maxAverageHeight to a very high number). Setting it to -10 resulted in mountains that are more realistic, similar to setting fractureVertical to -10, but it appeared to have more cliffs. I will need more experimentation to decide which method I like better.
volatility2. This also defaults to 1.0. Setting it to 10 did not seem to make a difference. Setting it to -10 seemed to make the average height of mountains less, but the tallest ones were still as tall as in the default setting.
volatilityWeight1: defaults to 0.5. I set it to 10 and it seemed to have less of the fantasy-like walls, a bit more realistic. But overall less height difference between peaks and cols. Setting it to -10 resulted in extreme fantasy terrain with towering narrow pinnacles that look carved out by the wind, and lots of vertically oriented floating islands.
volatilityWeight2: defaults to 0.45. Setting it to 10 resulted in much more realistic mountains, for the most part. Many had slopes instead of massive cliffs or overhangs, and they seemed to take a larger base area. However, there were still some scattered erratic structures, and there seemed to be an increase in small floating dirt clumps near ground level. Setting it to -10 resulted in more extreme terrain with floating islands and weird overhands.
I'm going to try mixing and matching these now. I'll report back with any good findings. I really like the the modder left this stuff all changeable in the ini file instead of hard-coding it.
@whoever made toweringPhoenix (i think kin)
is the water height 0 -> 4096, or -2048 -> +2048
and clarification on what height basis you used in general would be nice, because, as someone who has made props files, I understand how entering proper ranges affects outcomes.
I can confirm that the Simply Hax Flying mod works in both SSP and SMP
Thanks for the quick confirmation! All I can say is, Mouser X really sent us a good one!
I have tested the Simply Hax Mods in SSP and they both work fine with Cubic. Let me explain:
The Simply Hax Mod only uses Modloader, and in an awesome way! You don't add the Hax Mod to the .jar file, you just put the .zip file you download from it's thread directly into the "mods" folder in the root of your .minecraft folder! That's it! I've verified that it even works while SPC is installed. It uses a different flight control method than SPC, better in my opinion, so there isn't a conflict. Heck, it even works while the SPC /fly command is active! Also; the Hax Fly has a MUCH faster Ascend & Descend than SPC.
And now, thanks to marcopolo1613, we know that the Simply Hax Fly mod even works with and In Cubic SMP on a Cubic Server with it installed only on the client side!
Just know though, that the Simply Hax Mod .zip also includes a DeathInventory Mod that keeps all of your personal inventory on you even after you die and respawn. That part only works in SSP though. I've asked him to please make separate downloads available for each in addition to the unified one. For now you can just open the .zip and delete the class that you don't want, they are well labeled. Or you can keep both if you want. :wink.gif:
* I think that this Simply Hax Mod is a perfect Developmental Testing Tool for use with the Cubic Chunks Mod, SSP & SMP! You just drop it into your .minecraft mods folder and forget about it! Regardless of whichever .jar build you fire up, so long as ModLoader is in it, the Hax Fly will be available to you! And without compromising the CC test results.
** There does seem to be a strange jitter bug with the mod when ascending or descending where it will occasionally slow down and stutter then continue moving like normal. I have already reported it to the author AtomicStryker.
@MineCrak: I think I'll stick to the Compressed Cube rendering idea for now, but I'll keep the terrain surface map idea in mind, as it might be better...
Oh no! I meant that they would work perfectly together! The photo part would be for distances further than the compressed 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.
@Ryushi: Did you get an error message? If you did, can you please post it? And which version of CC are you using? If you use V1.4.4 with the old map, you'll probably be able to access the core regardless of edge errors.
@MineCrak: The Jitter Bug is probably CC's fault - CC doesn't have all of the nearby ChunkCubes loaded, so the player doesn't update for a split second while the game loads the nearby ChunkCubes.
And you meant both together... Interesting.
@MineCrak: The Jitter Bug is probably CC's fault - CC doesn't have all of the nearby ChunkCubes loaded, so the player doesn't update for a split second while the game loads the nearby ChunkCubes.
And you meant both together... Interesting.
Aha! Cool, then I'm glad I phrased my bug report to him the way that I did. :wink.gif:
The stuttering effect is something I saw when testing HAX by itself without SPC installed. I then tested it with SPC installed afterwards but only long enough to verify that I could have both HAX fly and SPC fly ON at the same time.
I even turned off SPC /fly in mid-air, and got the appropriate message, and continued to float since I had already pressed the "R" button (default fly on/off button for HAX). I did more to test it but won't waste time & space on that here. :wink.gif: But I didn't ascend with it during this test long enough to notice the stutter, just long enough to verify it worked.
[EDIT] The stutter makes sense now. It doesn't happen with SPC but that's because it's ascension is slower. I can live with the HAX-CC stutter since it's because it gives us a Faster ascension. :wink.gif:
I doubt he's on vacation, more likely busy actually getting his code on instead of trying to keep up with and respond to every post like he used to when the posting activity was a little more manageable. :wink.gif: I don't blame him, I'd rather he focus on busting some code out and occasionally stop by to say "It's all done!" :wink.gif:
[EDIT] DevonX: That is one incredible picture you took there! I may just have to add that to the screenshots in my thread. :wink.gif: btw: what was the seed?
- 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
On that note, I'm releasing Client V1.4.3 (I'll need to move the changes over to the server soon, though I'll probably wait for V1.4.4 for that). This finally fixes the notorious Re-Populate glitch, which caused headaches by making self-rebuilding lakes in the middle of nowhere (I had forgot to save the "TerrainPopulated" boolean!), it also improves the ICubePopulator interface, and optimizes saving (so the entire loaded portion of the chunk doesn't have to be saved every time the chunk is saved).
Meanwhile, responses:
@FourFire: I tested ShapedCharges in debug, and they worked fine for me... I'll put in an extra backup test into the code, and put that update into the download.
Unfortunately, I don't have access to Opti-whatever code.
@kinnikinnick: Nothing, as far as I can tell...
@Phrexeus: I'm pretty sure, from looking at your log, that ChunkLoader.java (to.class) is glitched, as the class-loader can't find a field that it should have, if you're using CC V1.4.2. Is to.class getting overwritten?
@Verlian: I'd say, test them. As far as I'm aware (though I don't know everything), CC is incompatible with the Opti-whatever mods, except for the LSOD-fix, which I incorporated (thanks sp614x).
And for oceans, I'd advise you to increase the water-level from 64 to, say, 128. That could create 96-block-deep oceans and 128-block-tall mountains.
And it's still raining, 31 kilometers in the air... (I really have to fix that soon)
EDIT: with some more testing at the height limit, I've found and fixed a few bugs around it, but I warn you, there will still be bugs (lighting, block placement, etc.) above y=32751. I'm not bothering to rigorously fix them, because I'm not too worried about people getting up above 32 kilometers in the air...
oO... squeeee?
[EDIT] How long does it take to fall from 32k? :blink.gif: man, we'll need portals just to get down to the surface fast, heh heh. AWESOME! :biggrin.gif:
btw: Robinton; I'm very much in favor of the idea of turning landscape that is far far enough away into a compiled picture that can just be laid down beneath, with closer visible voxels having visual priority over the photo so the closer voxels would overlay the background photo.
- 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
Robinton and/or Kinnickkinnick: would it be possible to release a version of the CC and ToweringPhoenix mod that's compiled for Java 6, for us Mac users? I'd be really grateful if you could!
I see some cave settings in there, and there is some stuff I have wanted to alter in cave generation. Namely, I want caves to terminate a little bit more often... When I started playing this game, I would normally find a cave and explore it in a few hours (including digging out all the dirt and gravel veins). Now, it usually happens that the first cave I discover is also the last cave I discover, because it goes on forever. What happens is that it branches more frequently than it terminates a tunnel.
I'd also like to know how the following parameters work:
biomeSize
swampSize
I'm adding a link and explanation of this Fly mod in the Support Tools & Mods section of my Higher Worlds Tutorial, so I'd really appreciate it if you could verify whether or not it actually works with Cubic SMP. Thanks!! :biggrin.gif:
Simply Hax Flying
- 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
Holy Guacamole! And this is still all with the 256 limit. Damn...
So you found out what settings to change to get oceans? I hope you share all relevant info for how to do that with us. :smile.gif: And screen shots of the oceans from an above vantage point would still be much appreciated! Are they large as well as deep? Did you raise the sea-level, and did you do it just with the .ini?
btw: I'm all out of +1's now, I get so few. Please don't feel slighted if I don't give one, I run out sooo fast...
- 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
@Robinton I really don't think the server, or client, is updating the player position often enough, or at all
both fly mod confirmation, and visual of my smp bug theory
I don't think I ever got around to mentioning it, but for a version or two now, I've included the IC "World.java" "ModSaver" hook along with a dummy "ModSaver" class. If you're runing CC and IC, install IC first, then install CC, but don't include "ModSaver.class" from CC!
@MineCrak: I think I'll stick to the Compressed Cube rendering idea for now, but I'll keep the terrain surface map idea in mind, as it might be better...
@MurphyTheSnail: I'll try to get around to compiling it against Java 6 someday. Hopefully sooner rather than later.
@marcopolo1613: Thanks for telling me.
BiomeSize: Default is 11.5. I tried extreme settings of 1.0 and 100.0. I could not tell any difference between those and the default.
waterLevel: Default is 128 (for this mod). Since I was not getting any oceans, I tried increasing it to 200, but still no oceans. I can't get this one to make any difference either. :sad.gif: Setting it to 1.0 caused it to crash on map generation.
maxAverageHeight: This seems to determine the height of the high points without changing the low points. It defaults to 0.0. Setting it to -200.0 made the difference in elevation between the lowlands and mountains about the same as vanilla MC, and when I set it to 200.0, it turned the mountains into very vertical pinnacles that went up beyond the render distance, and when I climbed up to about 150m I could see the tops were very flat.
maxAverageDepth: Default is 1.0. Setting it to -200.0 makes you start at a plateau above 250m. There is a sheer drop down to about 130m. This might actually be the same thing as setting maxAverageHeight to 200, except you always seem to start on top of the plateau. Setting it to 200.0 caused sheer drops from about 130m to 0. Between 130m and 250m, the terrain seemed normal. I was able to fall from 215m to 0 with this setting and some exploring. Even with being able to see all the way to 0, there is no ocean layer.
fractureHorizontal: a larger number makes distance between mountains and other major landscape features small, while smaller and negatives increase distance between these features. A value of 0.0 will cause it to hang on map generation. Interesting, it does not affect the shape of the features. The mountains are still quite steep. I tried 10 and I got a landscape filled with needle-like peaks. At -10, it was actually much more realistic than anything I've seen so far. I started near a plateau-shaped mountain at y=126 below the mountain. I went venturing across flatlands, walking in one direction for a long time. I noticed the minimum elevation was around 120m, significantly higher than it had been. I was thinking "okay, this just makes mountains really rare, the rest is flat, and there's not as much elevation difference. Then I came over a small rise and there was a massive drop of about 40m, which was nicely carved out. I could actually like playing like this because it makes it interesting when you find a feature like this rather than having them everywhere.
fractureVertical: This affects how much is carved out from under the top of the land. It defaults 0.0. I set it to 10 and the land was a complex series of massive connected arches and quite a few massive floating islands. There appear to be 3 layers to the land, with lots of hollow space in between. A value of -10 gives more natural-looking mountains without the extreme carved out sides at the default value. I'll probably play with this setting or something close to it.
volatility1: This defaults to 1.0. Setting it to 10 resulted in extreme terrain that is nearly unnavigable with massive towers (but not sheer-sided as what you get by changing maxAverageHeight to a very high number). Setting it to -10 resulted in mountains that are more realistic, similar to setting fractureVertical to -10, but it appeared to have more cliffs. I will need more experimentation to decide which method I like better.
volatility2. This also defaults to 1.0. Setting it to 10 did not seem to make a difference. Setting it to -10 seemed to make the average height of mountains less, but the tallest ones were still as tall as in the default setting.
volatilityWeight1: defaults to 0.5. I set it to 10 and it seemed to have less of the fantasy-like walls, a bit more realistic. But overall less height difference between peaks and cols. Setting it to -10 resulted in extreme fantasy terrain with towering narrow pinnacles that look carved out by the wind, and lots of vertically oriented floating islands.
volatilityWeight2: defaults to 0.45. Setting it to 10 resulted in much more realistic mountains, for the most part. Many had slopes instead of massive cliffs or overhangs, and they seemed to take a larger base area. However, there were still some scattered erratic structures, and there seemed to be an increase in small floating dirt clumps near ground level. Setting it to -10 resulted in more extreme terrain with floating islands and weird overhands.
I'm going to try mixing and matching these now. I'll report back with any good findings. I really like the the modder left this stuff all changeable in the ini file instead of hard-coding it.
is the water height 0 -> 4096, or -2048 -> +2048
and clarification on what height basis you used in general would be nice, because, as someone who has made props files, I understand how entering proper ranges affects outcomes.
My dream for a house at the core of a planet has been snuffed.
Thanks for the quick confirmation! All I can say is, Mouser X really sent us a good one!
I have tested the Simply Hax Mods in SSP and they both work fine with Cubic. Let me explain:
The Simply Hax Mod only uses Modloader, and in an awesome way! You don't add the Hax Mod to the .jar file, you just put the .zip file you download from it's thread directly into the "mods" folder in the root of your .minecraft folder! That's it! I've verified that it even works while SPC is installed. It uses a different flight control method than SPC, better in my opinion, so there isn't a conflict. Heck, it even works while the SPC /fly command is active! Also; the Hax Fly has a MUCH faster Ascend & Descend than SPC.
And now, thanks to marcopolo1613, we know that the Simply Hax Fly mod even works with and In Cubic SMP on a Cubic Server with it installed only on the client side!
Just know though, that the Simply Hax Mod .zip also includes a DeathInventory Mod that keeps all of your personal inventory on you even after you die and respawn. That part only works in SSP though. I've asked him to please make separate downloads available for each in addition to the unified one. For now you can just open the .zip and delete the class that you don't want, they are well labeled. Or you can keep both if you want. :wink.gif:
* I think that this Simply Hax Mod is a perfect Developmental Testing Tool for use with the Cubic Chunks Mod, SSP & SMP! You just drop it into your .minecraft mods folder and forget about it! Regardless of whichever .jar build you fire up, so long as ModLoader is in it, the Hax Fly will be available to you! And without compromising the CC test results.
** There does seem to be a strange jitter bug with the mod when ascending or descending where it will occasionally slow down and stutter then continue moving like normal. I have already reported it to the author AtomicStryker.
- 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
Oh no! I meant that they would work perfectly together! The photo part would be for distances further than the compressed 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
@Ryushi: Did you get an error message? If you did, can you please post it? And which version of CC are you using? If you use V1.4.4 with the old map, you'll probably be able to access the core regardless of edge errors.
@MineCrak: The Jitter Bug is probably CC's fault - CC doesn't have all of the nearby ChunkCubes loaded, so the player doesn't update for a split second while the game loads the nearby ChunkCubes.
And you meant both together... Interesting.
@Pjstaab: Correct.
Aha! Cool, then I'm glad I phrased my bug report to him the way that I did. :wink.gif:
The stuttering effect is something I saw when testing HAX by itself without SPC installed. I then tested it with SPC installed afterwards but only long enough to verify that I could have both HAX fly and SPC fly ON at the same time.
I even turned off SPC /fly in mid-air, and got the appropriate message, and continued to float since I had already pressed the "R" button (default fly on/off button for HAX). I did more to test it but won't waste time & space on that here. :wink.gif: But I didn't ascend with it during this test long enough to notice the stutter, just long enough to verify it worked.
[EDIT] The stutter makes sense now. It doesn't happen with SPC but that's because it's ascension is slower. I can live with the HAX-CC stutter since it's because it gives us a Faster ascension. :wink.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
This is minecraft, not Terraria.