@marcopolo1613: People to build custom terrain generators using an interface that I built into CC (though it's based off of ModLoader) that allows them to coexist and not clash with each other.
ok, sounds interesting, I will probably look into it.
also, I like minecrak's glowing mushroom idea, and i'll see what i can do about making it have the player produce light when eaten. also when looking over this and wondering what block ID i will use, I'm just going to make it editable via a .txt and hopefully that will catch on, and every on can write their id's to the same text file, allowing the user to fix incompatibilities before generating a map :smile.gif:
I'd love to take another crack at the terrain generator. I've learned quite a bit of Java and programming in general, though I think I'll wait for the default implementation of the generator interface that's coming out in the next version; it's always good to have something to reference if things go bad. XP
@Vagrant0: This is SSP, right? If it is, I don't know what the problem is, as I thought I already fixed the problem that caused the reappearing / self-reconstructing lakes...
Yes, in SSP, but looks like it was the 1.4.2 version in retrospect...
Also, the game seems to crash when loading a map with Millenaire or Buildcraft components present... I suspect it's because it doesn't like the non-standard blocktypes... so can't load the map with the new version now without losing my village :mellow.gif: .
Was fooling around with this as well and here is one result with settings and screens of more freestanding spires often reaching the limit at 256. The main difference from what Verlian posted is the lower horizontal fracture.
The higher vertical fracture makes the world a little crazier and more unpredictable with floating pieces here and there, if you want that, otherwise lower it back down.
settings
SPOT ON! Thank you! When I first brought up Spires I was very doubtful we could make them with what was already available, but Verlian produced something very close almost instantly then you Dave11 put the final touches on it which made them Exactly like in the picture I showed..
I am seriously loving how this group is working together here. :smile.gif:
if you get to the bottom though, I think it is solid with diamond blocks ;D
though i'm not sure if that's in the official release, or if it's a side patch
Yep, it's a patch. I've even added it's link to the Extra's section of my Install & Downloads area. :wink.gif:
I like minecrak's glowing mushroom idea, and i'll see what i can do about making it have the player produce light when eaten. also when looking over this and wondering what block ID i will use, I'm just going to make it editable via a .txt and hopefully that will catch on, and every on can write their id's to the same text file, allowing the user to fix incompatibilities before generating a map :smile.gif:
Thanks! :biggrin.gif: And yes, the blockID txt file is a great idea. Compatibility is a huge issue with so many wonderful mods around. :smile.gif:
btw: There is one more Glowing Mushroom picture I really wanted to include in the last bunch, one that I have posted in these forums in the past but am having trouble finding again sinces I have so many pages of posts and the search here sucks. :wink.gif: I will add it here too though if I find it again.
btw x2: I had never thought of that idea, eating glowing mushrooms making you glow, heh heh. If you pull it off though you will have made a moving light source! Which is supposedly not possibly according to notch? Isn't there a mod somewhere that has made moving light sources though? Perhaps it's code could help?
I added the default implementation file to the generation source download. You'll have to include a compiled version of it in your terrain mod download (until my next update). You'll be glad of that, mDiyo.
Cool idea, Minecrak, marcopolo1613, and whoever else is thinking on the glowing mushroom idea.
@Daseku: Sorry...
And ShapedCharges with CC only blast 64 blocks up and 64 blocks down; you'd have to blast multiple times to get to the core. And the number of blasts is approximately 512 blasts; I'd guess it would take about 3 minutes of continuous falling to get to the core (if your computer can keep up with loading ChunkCubes that fast).
@Vagrant0: Well, that makes sense. I fixed it that annoying bug in 1.4.3. The lakes might re-create themselves one more time when you first load that section of ChunkCubes with a post-1.4.3 version of CC, but after that they should be destroyable.
And did you get an error? And are there any .class conflicts?
EDIT: Updated server and client to V1.4.5. I also made RMob appear less often and only on SSP, so if you see a player named Robinton on SMP, it should really be me.
Robinton: Damn, lot's of updates all at once! :wink.gif: btw: is that code you've added to the generator source the icubepopulator you've been talking about? Also; will that R-Mob remover safely work for v1.45 too? For those who absolutely must use it. :wink.gif:
Speaking of biomes & terrain: it looks like notch has finally given in regarding making large oceans and such! Or at least has added generator code for them. The following thread seems to have some info regarding it: [ Big Oceans etc ]. That will make a LOT of people happy, but we'll still need to get something similar working with CC.
Robinton: Concerning co-existing Terrain-Generators; Will you be adding the ability for people to use the default Vanilla Terrain-Generator when they have CC installed? I predict people asking for that option to at least play with once MC 1.8 comes out. Implementing the Co-existence of the Vanilla & the initial CC terrain generators could be a good way to get that ball rolling. :wink.gif:
[EDIT] Robonton: is that the "the merged world generation code" link in your OP that you added that code to? I can't seem to find the original gen code link anymore.
[EDIT]
I found it! You have it hidden in your "Future Improvement" spoiler. "my world generation code". And yes, it's larger than the last one I DL'd, good stuff inside. :smile.gif: It's still the same DL url as in my thread, though your anchor doesn't work anymore (anchors don't work inside of spoilers, which sucks because I really wish they did. :sad.gif:)
@Vagrant0: Well, that makes sense. I fixed it that annoying bug in 1.4.3. The lakes might re-create themselves one more time when you first load that section of ChunkCubes with a post-1.4.3 version of CC, but after that they should be destroyable.
And did you get an error? And are there any .class conflicts?
It loads past the initial splash screens, but once I get in the world it pops back to saving the world before blackscreening. If it spits out an error, it doesn't seem to appear in the ModLoader log and disappears before I can look at it.
It only happens when I load the map with those components present, and works if I use the mods in the map... Meaning that I could have a Millenaire village running as long as I don't quit and load the map later... But as soon as I try to reload the map I get a crash. Removing the mod and starting up the game works as normal, but those components are gone (as they should be). If I restart with the mod loaded, I'll crash again unless I have revisited the places where those mod blocks would have been present without the mod enabled.
I have another mod that adds modded blocks directly to the minecraft .jar that has no issues, and all four mods (CC, Millenaire, Buildcraft, and the other mod) have working components ( even if I move far enough away from them and come back) until I try loading the map again so my guess is that it's something with how CC is handling loading of blocks from external zips when loading a map.
*edit*
Can probably test this yourself by making a world, using too many items to hack in a village wand and iron block, creating a town, saving, quitting, and reloading.
2011-08-19 22:15:28 [WARNING] Failed to handle packet: java.lang.IllegalStateException: Entity is already tracked!
java.lang.IllegalStateException: Entity is already tracked!
at nl.a(SourceFile:69)
at nl.a(SourceFile:53)
at dm.a(SourceFile:25)
at dj.c(World.java:852)
at dp.c(SourceFile:80)
at dj.a(World.java:2134)
at ChunkCube.onChunkLoad(ChunkCube.java:90)
at he.loadCube(ChunkProviderServer.java:89)
at y.<init>(PlayerInstance.java:30)
at oo.getPlayerInstance(PlayerManager.java:78)
at oo.a(PlayerManager.java:131)
at fc.c(ServerConfigurationManager.java:87)
at ee.b(SourceFile:135)
at ee.a(SourceFile:92)
at iv.a(SourceFile:43)
at jl.b(SourceFile:279)
at ee.a(SourceFile:56)
at cu.a(SourceFile:91)
at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:386)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:290)
at bq.run(SourceFile:422)
Will try to work it out some more in the morning but as of yet haven't a clue what's wrong. Also takes forever to prepare the spawn.
Bug Report
Hey, Robinton! I'm not entirely sure if you already know these bugs (they weren't listed on the OP, so...), but they're beginning to annoy me. Greatly.
I have a 100-block deep mine (as measured from the surface) and I built minecart railways to get me up and down. However. This mod appears to have a Minecart-duplication glitch. This would appear to be related to several other glitches (I won't explain in full, but it seems like chunks don't save properly). I had only one minecart when I exited the game... and when I loaded it up again, this is what happened (note that I broke all the minecarts to fit them in the damn screenshot, they were originally placed as entities):
A second bug is that beds don't work. If one loads up the game and tries to sleep in one, it works. If one then waits until nighttime and attempts to sleep again, the "fade out" freezes just before it's reset to day, and you're stuck. You have to break the bed to get out, which injures you in the process. This bug, once the bed has been broken once (to get out of it), causes another: you are then able to walk a little way into walls, causing you to get damaged a lot.
A third, most likely related, bug is twofold: when you load up a game, the view spins crazily for about three seconds, then readjusts. Mobs' heads spin rapidly too, which is disconcerting. The second part to this is the apparently random "invisible walls". Normally occurring shortly after loading a game, certain places have these "walls" around them, which make movement jittery and glitchy until they resolve themselves (usually takes a few seconds).
As well as that... this "RMob" you've added. Ca you put a config file or something to disable it? I mean, it's not terribly awful, but it gets in my way so often it's just ridiculous. It's like having a sheep around a lot of the time, except its way more annoying. It's invincible, can set you on fire without making a move... it's ridiculous. If I can't kill it, as I want to, then please allow me to optionally remove it. I LIKE being alone in SSP :tongue.gif:. If it must stay, can we be allowed to kill the damn thing?! And can it be programmed (even if its only rudimentary) to stay a reasonable distance from me? Please?!
All the bugs can make things rather irritating... especially the minecart one -- I now have a whole chest full of minecarts (not including the ones shown in that screenshot), and they just keep appearing!
I added the default implementation file to the generation source download. You'll have to include a compiled version of it in your terrain mod download (until my next update). You'll be glad of that, mDiyo.
Indeed. I'll see if I can't get the cave generator to work under y=0, and maybe throw in a few large caves of my own. It's the one thing that's been bothering me about this mod. After that I'll take a good crack at actually generating terrain in chunkcubes. None of that arraycopy generate stuff; I mean actual 3D generation with real land features. Expect nothing from me except severe derping around in the code until I produce something usable. xD
mDiyo... would it be possible to randomly generate some sort of "sky dungeons"? If you've played Terraria, then I'm talking something like their floating islands built from ore bricks with treasure inside. Unlike Terraria, though, these ones should have some form of deadly defenses (multiple mob spawners, etc.
In addition, I can't wait to see some awesome underground caverns!!!
When you've got source code and knowledge then anything is possible. I was thinking about adding Notch's sky dimension up in the clouds above the normal world, but I don't want to change too much about the way the default-style generator works. Hmm...
I'm having problems decompiling this mod. There's a lot of errors in SpawnerAnimals.java, and while I can go fix them all myself... well, maybe a fix is in order? MapGenCaves refuses to decompile right as well, thought it seems to recompile just fine.
I'm having problems decompiling this mod. There's a lot of errors in SpawnerAnimals.java, and while I can go fix them all myself... well, maybe a fix is in order? MapGenCaves refuses to decompile right as well, thought it seems to recompile just fine.
yea... i always have issues with decompiling mods, the only way to fix it to the point of use is with the eclipse function MCP added awhile back, and even then I had misplaced/misnamed methods, that's when i quit :/
Well, I used to watch the Mojang twitters all the time. I've not checked them for over half a month now, heh heh. I will now try to catch up with Jeb & notch's tweets and see what's going on with 1.8 before PAX next week. Wish me luck. :wink.gif:
Yak! PAX tickets are all sold out.. That'll teach me.. I'll just have to fly to Sweden instead to get a sneek peek at 1.8. :wink.gif:
A second bug is that beds don't work. If one loads up the game and tries to sleep in one, it works. If one then waits until nighttime and attempts to sleep again, the "fade out" freezes just before it's reset to day, and you're stuck.
Running into this one too, didn't have the issue in 1.4.2 though, so it must be something new that cropped up.
*edit* Although quitting and reloading makes the bed work, if you move too far away, it breaks it again.
ok, sounds interesting, I will probably look into it.
also, I like minecrak's glowing mushroom idea, and i'll see what i can do about making it have the player produce light when eaten. also when looking over this and wondering what block ID i will use, I'm just going to make it editable via a .txt and hopefully that will catch on, and every on can write their id's to the same text file, allowing the user to fix incompatibilities before generating a map :smile.gif:
Your topic remains bookmarked, but until comps are achieved, i cant use this mod.
*If one used a shaped charge with CC installed, then jumped into the hole, how long till they hit the lava?
Yes, in SSP, but looks like it was the 1.4.2 version in retrospect...
Also, the game seems to crash when loading a map with Millenaire or Buildcraft components present... I suspect it's because it doesn't like the non-standard blocktypes... so can't load the map with the new version now without losing my village :mellow.gif: .
SPOT ON! Thank you! When I first brought up Spires I was very doubtful we could make them with what was already available, but Verlian produced something very close almost instantly then you Dave11 put the final touches on it which made them Exactly like in the picture I showed..
I am seriously loving how this group is working together here. :smile.gif:
Yep, it's a patch. I've even added it's link to the Extra's section of my Install & Downloads area. :wink.gif:
Thanks! :biggrin.gif: And yes, the blockID txt file is a great idea. Compatibility is a huge issue with so many wonderful mods around. :smile.gif:
btw: There is one more Glowing Mushroom picture I really wanted to include in the last bunch, one that I have posted in these forums in the past but am having trouble finding again sinces I have so many pages of posts and the search here sucks. :wink.gif: I will add it here too though if I find it again.
btw x2: I had never thought of that idea, eating glowing mushrooms making you glow, heh heh. If you pull it off though you will have made a moving light source! Which is supposedly not possibly according to notch? Isn't there a mod somewhere that has made moving light sources though? Perhaps it's code could help?
Here it is! :smile.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
Cool idea, Minecrak, marcopolo1613, and whoever else is thinking on the glowing mushroom idea.
@Daseku: Sorry...
And ShapedCharges with CC only blast 64 blocks up and 64 blocks down; you'd have to blast multiple times to get to the core. And the number of blasts is approximately 512 blasts; I'd guess it would take about 3 minutes of continuous falling to get to the core (if your computer can keep up with loading ChunkCubes that fast).
@Vagrant0: Well, that makes sense. I fixed it that annoying bug in 1.4.3. The lakes might re-create themselves one more time when you first load that section of ChunkCubes with a post-1.4.3 version of CC, but after that they should be destroyable.
And did you get an error? And are there any .class conflicts?
EDIT: Updated server and client to V1.4.5. I also made RMob appear less often and only on SSP, so if you see a player named Robinton on SMP, it should really be me.
Speaking of biomes & terrain: it looks like notch has finally given in regarding making large oceans and such! Or at least has added generator code for them. The following thread seems to have some info regarding it: [ Big Oceans etc ]. That will make a LOT of people happy, but we'll still need to get something similar working with CC.
Robinton: Concerning co-existing Terrain-Generators; Will you be adding the ability for people to use the default Vanilla Terrain-Generator when they have CC installed? I predict people asking for that option to at least play with once MC 1.8 comes out. Implementing the Co-existence of the Vanilla & the initial CC terrain generators could be a good way to get that ball rolling. :wink.gif:
[EDIT]
Robonton: is that the "
the merged world generation code" link in your OP that you added that code to? I can't seem to find the original gen code link anymore.[EDIT]
I found it! You have it hidden in your "Future Improvement" spoiler. "my world generation code". And yes, it's larger than the last one I DL'd, good stuff inside. :smile.gif: It's still the same DL url as in my thread, though your anchor doesn't work anymore (anchors don't work inside of spoilers, which sucks because I really wish they did. :sad.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
It loads past the initial splash screens, but once I get in the world it pops back to saving the world before blackscreening. If it spits out an error, it doesn't seem to appear in the ModLoader log and disappears before I can look at it.
It only happens when I load the map with those components present, and works if I use the mods in the map... Meaning that I could have a Millenaire village running as long as I don't quit and load the map later... But as soon as I try to reload the map I get a crash. Removing the mod and starting up the game works as normal, but those components are gone (as they should be). If I restart with the mod loaded, I'll crash again unless I have revisited the places where those mod blocks would have been present without the mod enabled.
I have another mod that adds modded blocks directly to the minecraft .jar that has no issues, and all four mods (CC, Millenaire, Buildcraft, and the other mod) have working components ( even if I move far enough away from them and come back) until I try loading the map again so my guess is that it's something with how CC is handling loading of blocks from external zips when loading a map.
*edit*
Can probably test this yourself by making a world, using too many items to hack in a village wand and iron block, creating a town, saving, quitting, and reloading.
Will try to work it out some more in the morning but as of yet haven't a clue what's wrong. Also takes forever to prepare the spawn.
but before i download, what are the errors and compatibility issues?
Hey, Robinton! I'm not entirely sure if you already know these bugs (they weren't listed on the OP, so...), but they're beginning to annoy me. Greatly.
I have a 100-block deep mine (as measured from the surface) and I built minecart railways to get me up and down. However. This mod appears to have a Minecart-duplication glitch. This would appear to be related to several other glitches (I won't explain in full, but it seems like chunks don't save properly). I had only one minecart when I exited the game... and when I loaded it up again, this is what happened (note that I broke all the minecarts to fit them in the damn screenshot, they were originally placed as entities):
A second bug is that beds don't work. If one loads up the game and tries to sleep in one, it works. If one then waits until nighttime and attempts to sleep again, the "fade out" freezes just before it's reset to day, and you're stuck. You have to break the bed to get out, which injures you in the process. This bug, once the bed has been broken once (to get out of it), causes another: you are then able to walk a little way into walls, causing you to get damaged a lot.
A third, most likely related, bug is twofold: when you load up a game, the view spins crazily for about three seconds, then readjusts. Mobs' heads spin rapidly too, which is disconcerting. The second part to this is the apparently random "invisible walls". Normally occurring shortly after loading a game, certain places have these "walls" around them, which make movement jittery and glitchy until they resolve themselves (usually takes a few seconds).
As well as that... this "RMob" you've added. Ca you put a config file or something to disable it? I mean, it's not terribly awful, but it gets in my way so often it's just ridiculous. It's like having a sheep around a lot of the time, except its way more annoying. It's invincible, can set you on fire without making a move... it's ridiculous. If I can't kill it, as I want to, then please allow me to optionally remove it. I LIKE being alone in SSP :tongue.gif:. If it must stay, can we be allowed to kill the damn thing?! And can it be programmed (even if its only rudimentary) to stay a reasonable distance from me? Please?!
All the bugs can make things rather irritating... especially the minecart one -- I now have a whole chest full of minecarts (not including the ones shown in that screenshot), and they just keep appearing!
Please fix these ASAP.
Other than these, awesome mod
Donate to help me buy people Minecraft accounts!
Indeed. I'll see if I can't get the cave generator to work under y=0, and maybe throw in a few large caves of my own. It's the one thing that's been bothering me about this mod. After that I'll take a good crack at actually generating terrain in chunkcubes. None of that arraycopy generate stuff; I mean actual 3D generation with real land features. Expect nothing from me except severe derping around in the code until I produce something usable. xD
In addition, I can't wait to see some awesome underground caverns!!!
Donate to help me buy people Minecraft accounts!
Well, I'll see about them caves at least.
Now, just the bugs I mentioned... Hopefully Robinton can fix 'em.
Donate to help me buy people Minecraft accounts!
Donate to help me buy people Minecraft accounts!
yea... i always have issues with decompiling mods, the only way to fix it to the point of use is with the eclipse function MCP added awhile back, and even then I had misplaced/misnamed methods, that's when i quit :/
Yak! PAX tickets are all sold out.. That'll teach me.. I'll just have to fly to Sweden instead to get a sneek peek at 1.8. :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
Running into this one too, didn't have the issue in 1.4.2 though, so it must be something new that cropped up.
*edit* Although quitting and reloading makes the bed work, if you move too far away, it breaks it again.