If you die and press 'Title menu', when you log back you'll respawn in the y coordinate where you died.
Edit: Strange... Created a world on Tiny Render distance and OpenGL: On. It lagged a lot. Changed it to Normal Render and OpenGL Off. I see I'm in a perfect cube carved out of a mountain at around y=70. Look out and seen some cows hover jumping over nothing and water below. Log out and log back again. Spawn falling about 100 blocks and crash into a perfect flat surface of dirt. Respawned a few times with same results. Then clicked Title Menu. Loged back in and spawned in the same Y-coordinate I died, this time dying crashing at y=-90 into flat stone.
I appear to be getting the same kind of mishap that you are, regarding the terrain.
It appears if I travel out far enough from the area I reloaded at, terrain generation goes back to normal.
Also, regarding my earlier post about rivers, a screenshot. Woo, nighttime. If I travel back to where I spawned in at, I see chunks of normal terrain generating, floating about four-five chunks above the wierd flat stuff. ..Noticed that the terrain had lines of lighter and darker lighting, so I went and put a torch on it to update the lighting. Broke the torch, and the game blackscreened.
EDIT: Tried to recreate the torch lighting update/breaking. A second saving chunks/blackscreen crash. Only difference in the error report was 1330 in the first line, instead of 1074.
the error code? im assuming thats what this CubicChunksErrorFile.txt is
java.lang.ArrayIndexOutOfBoundsException: 1074
at i.a(RenderGlobal.java:1623)
at rv.a(World.java:3067)
at rv.f(World.java:3060)
at hw.b(PlayerController.java:38)
at yf.a(SourceFile:53)
at yf.a(SourceFile:73)
at net.minecraft.client.Minecraft.a(Minecraft.java:849)
at net.minecraft.client.Minecraft.k(Minecraft.java:1153)
at net.minecraft.client.Minecraft.run(Minecraft.java:497)
at java.lang.Thread.run(Unknown Source)
When patching everything up, make sure to install ModLoader MP too, as Forge needs it.
What what? This is the first time I've ever heard anything about needing to install ModloaderMP. If this is true then it needs to be made clear that this is the case.
Does the Forge "Client" really depend on ModloaderMP? I thought it was independent? Robinton has made it clear in the past that you could have either Modloader OR Forge OR both OR Neither with the main releases since 1.5.1, but I've never heard of or found a need for ModloaderMP with Cubic Chunks using Forge.
Robinton?
[EDIT]
I've checked the Forge thread and MP is only needed for servers using Forge. Though apparently the normal Modloader does seem to be required for the Forge Client. So that's new info for me.. So normal players only seem to need the regular Modloader, unless I'm missing something?
What what? This is the first time I've ever heard anything about needing to install ModloaderMP. If this is true then it needs to be made clear that this is the case.
Does the Forge "Client" really depend on ModloaderMP? I thought it was independent? Robinton has made it clear in the past that you could have either Modloader OR Forge OR both OR Neither with the main releases since 1.5.1, but I've never heard of or found a need for ModloaderMP with Cubic Chunks using Forge.
Robinton?
[EDIT]
I've checked the Forge thread and MP is only needed for servers using Forge. Though apparently the normal Modloader does seem to be required for the Forge Client. So that's new info for me.. So normal players only seem to need the regular Modloader, unless I'm missing something?
All my uses of Cubic Chunks where under Modloader, ModloaderMP and Forge. I don't know about it working under different setups and I'm kinda not risking installing other mods with Cubic Chunks yet.
Rollback Post to RevisionRollBack
[Idea] Forging and Tool Quality - realistic forging and using tool damage as quality measurement
This might be a cool mod if I could get it to work :sad.gif:
I get a black screen after I create the world.
here's what's in the CubicChunksErrorFile.txt
java.lang.NoSuchFieldError: j
at adp.b(ChunkProviderGenerate.java:257)
at ic.c(ChunkProvider.java:230)
at ic.b(ChunkProvider.java:250)
at rv.c(World.java:400)
at rv.a(World.java:333)
at rv.i(World.java:339)
at rv.a(World.java:247)
at acz.a(WorldProvider.java:56)
at rv.i(World.java:211)
at rv.<init>(World.java:178)
at rv.<init>(World.java:116)
at net.minecraft.client.Minecraft.a(Minecraft.java:1241)
at ry.a(SourceFile:151)
at qr.a(SourceFile:72)
at ry.a(SourceFile:194)
at qr.f(SourceFile:120)
at qr.i(SourceFile:108)
at net.minecraft.client.Minecraft.k(Minecraft.java:1015)
at net.minecraft.client.Minecraft.run(Minecraft.java:497)
at java.lang.Thread.run(Unknown Source)
Rollback Post to RevisionRollBack
"Deep in the human unconscious is a pervasive need for a logical universe that makes sense. But the real universe is always one step beyond logic."
-Muad'Dib
CC doesn't need ModLoaderMP. To be honest, I don't think I've ever even downloaded ModLoaderMP.
I'm 90% sure that the ArrayIndexOutOfBounds problem was caused by my accidentally including i.class (RenderGlobal.java) in the main CC download. I've fixed this in the download, but you'll have to patch it over with Forge 1.1.1's i.class(RenderGlobal.java).
I fixed the tree bug, and found out in the process that I had messed up the HeightMap computation, which I promptly fixed, and I also found and fixed a very nasty ChunkCube.isAir() bug, that was probably making your terrain do vanishing tricks in Test4 (caused by omitting a single '!').
Are you annoyed with me for missing these? Well, I'm annoyed at myself fror missing them, regardless. At least I've fixed them now. And is it nice to have trees again!
Now all I need is a SMP version. I can get people interested in my project,7 but no one wants to downgrade back to 1.7.3 just to spend a month building a Starcraft model.
Edit: using the latest patches and everything Chunks won't render past 128 or below 0.
Now all I need is a SMP version. I can get people interested in my project,7 but no one wants to downgrade back to 1.7.3 just to spend a month building a Starcraft model.
Edit: using the latest patches and everything Chunks won't render past 128 or below 0.
Ah, good point! I had made changes to RenderGlobal.java! I've changed so many classes, that I'm forgetting which ones I've modified...
Finally, I found a torch-bug, that I have no idea what could have caused... Maybe RMob?
Or maybe its the same as the bug that makes my whole inventory look blank... Great. Back to bug-fixing...
Finally, I found a torch-bug, that I have no idea what could have caused... Maybe RMob?
Or maybe its the same as the bug that makes my whole inventory look blank... Great. Back to bug-fixing...
well this looks interesting, Sadly Progress on my rather ambitious project is somewhat slow, But as a fianl product it will be Magestic!
Rollback Post to RevisionRollBack
Quote from Aqualize »
it will obviously be CHOCOLATE ORE
used to make cocoa beans and CHOCOLATE CAKE and CHOCOLATE INGOTS
CHOCOLATE INGOTS will be used to make CHOCOLATE TOOLS which are obviously much stronger than diamond and also may be eaten if you are hungry.
Here is a run down and links for everything that needs to be or can be downloaded and Installed in order to get T4 up and running. It's what I've posted in my thread's news section. Please let me know if I've gotten anything wrong:
[2011-10-30]
There are new needed Patches for the Cubic Chunks Mod v1.5.3x3 Test 4. You don't need to reinstall T4 or the 4096 Patch, just add these Patches: RenderGlobalFix, TreeAndAirFix, TickUpdateFix. Here is the current full list, in order of installation, of all files needed for the T4 build:
* The 4096 Patch has the exact same filename as the Cubic Chunks Mod. Please add 4096 to it's name, or change it in some way, when downloading it so that it doesn't overwrite the CC Mod.
hey i just want a slightly larger world like 200 blocks high i tried lowering the:
numTerrainCubes to 10 to lower the height limit but it doesn't work i still get massive mountains to like 500 blocks...anyway to fix?
So ... HOW THE HELL DO YOU INSTALL THE CUBIC CHUNK MOD?
I've tried it over 4 times :s
META-INF deleted of course and modloader installed
BUT IT STILL DOESNT WORK
Here is a run down and links for everything that needs to be or can be downloaded and Installed in order to get T4 up and running. It's what I've posted in my thread's news section. Please let me know if I've gotten anything wrong:
[2011-10-30]
There are new needed Patches for the Cubic Chunks Mod v1.5.3x3 Test 4. You don't need to reinstall T4 or the 4096 Patch, just add these Patches: RenderGlobalFix, TreeAndAirFix, TickUpdateFix. Here is the current full list, in order of installation, of all files needed for the T4 build:
* The 4096 Patch has the exact same filename as the Cubic Chunks Mod. Please add 4096 to it's name, or change it in some way, when downloading it so that it doesn't overwrite the CC Mod.
I have successfully made the terrain look normal. a few random flowing islands, some nice shelves and mountains that reach y=200 but no shear walls that are ridiculously unclimbable. The forests actually gently go down to the ocean with no cliffs. There's even a few rare plateaus the have forests and grasslands at higher altitudes.
From breaking down a Tree I got wood that don't stack. I got a stack of 4 wood and another of 2. I can't join them. They replace each other like different items.
Rollback Post to RevisionRollBack
[Idea] Forging and Tool Quality - realistic forging and using tool damage as quality measurement
Hey Robinton, great mod you have here! It really adds a new level of exploration. You seem pretty busy with bug fixes and stuff. I'll report one: If you have an item in your hand, your inventory will appear blank when it is opened. An empty hand makes it normal. I believe I am up to date with all the recent patches. anyway, good luck and thanks!
Yo. Just recently starting using CubicChunks and... I get this error report no matter what mod I add, even some of yours.
java.lang.NullPointerException
at qi.c(ItemBlock.java:102)
at sv.k(Item.java:218)
at ModLoader.initStats(ModLoader.java:863)
at ModLoader.init(ModLoader.java:840)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at aam.<init>(aam.java:61)
at aam.<clinit>(aam.java:10)
at net.minecraft.client.Minecraft.a(Minecraft.java:154)
at net.minecraft.client.Minecraft.run(Minecraft.java:452)
at java.lang.Thread.run(Unknown Source)
Not sure if I messed up or what, but if someone can tell me what is going on.
May I ask what your settings are (and maybe for a few Screenshots)?
Sure.
There are a few unclimbable mountains but they look really cool and don't get in the way too much.
Heres the settings and a few screenshots of a nice beach I found:
//---BTM options:---
waterLevel:63
maxAverageHeight:0.0
maxAverageDepth:0.0
fractureHorizontal:1.5
fractureVertical:1.5
volatility1:2.0
volatility2:2.0
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:50//Terrain height is 16*this
terrainCubesOffset:20//Max ocean depth is -16*this
noise6Val:1.121//NOTE: disabled in Beta 1.8.1
noise7Val:40.0
noise7Divisor:8000.0
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
@MineCrak: Remember that video I posted in the videos thread? Well this terrain is pretty close to what it had, so I guess you can get something like that in the current version.
EDIT: @Robinton: The bug that made the world generate random 16x16x16 cubes of air is happening when I use these setting in survival, but Creative works perfectly.
There are a few unclimbable mountains but they look really cool and don't get in the way too much.
Heres the settings and a few screenshots of a nice beach I found:
//---BTM options:---
waterLevel:63
maxAverageHeight:0.0
maxAverageDepth:0.0
fractureHorizontal:1.5
fractureVertical:1.5
volatility1:2.0
volatility2:2.0
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:50//Terrain height is 16*this
terrainCubesOffset:20//Max ocean depth is -16*this
noise6Val:1.121//NOTE: disabled in Beta 1.8.1
noise7Val:40.0
noise7Divisor:8000.0
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
@MineCrak: Remember that video I posted in the videos thread? Well this terrain is pretty close to what it had, so I guess you can get something like that in the current version.
EDIT: @Robinton: The bug that made the world generate random 16x16x16 cubes of air is happening when I use these setting in survival, but Creative works perfectly.
Great!! :biggrin.gif: Those settings will make a great starting point for further tweaking. Thanks!
btw: I wonder how well it will work with generateCaves:True and caveRarity:20 like Robinton just mentioned? It is nice to have some caves. I hope that Survival mode chunk of air bug can be fixed, I'm really looking forward to playing around with the terrain.
EDIT: I figured out: generateCaves:true is mostly playable if you just turn caveRarity to 20!
I don't know many of the specifics of cave gen, but i'm pretty sure they are generated mathematically every time. would it be possible to have the game generate and save the forms? so you could have it generate a base of ~30 cave shapes, and then there is a one in x chance of a new form being created, where x is the number of new cave types after the base, or some fraction of the new forms. and the game generates the caves off the configs to save processing power. I don't know just an idea.
I appear to be getting the same kind of mishap that you are, regarding the terrain.
Also, regarding my earlier post about rivers, a screenshot. Woo, nighttime. If I travel back to where I spawned in at, I see chunks of normal terrain generating, floating about four-five chunks above the wierd flat stuff. ..Noticed that the terrain had lines of lighter and darker lighting, so I went and put a torch on it to update the lighting. Broke the torch, and the game blackscreened.
EDIT: Tried to recreate the torch lighting update/breaking. A second saving chunks/blackscreen crash. Only difference in the error report was 1330 in the first line, instead of 1074.
the error code? im assuming thats what this CubicChunksErrorFile.txt is
the river(?)
What what? This is the first time I've ever heard anything about needing to install ModloaderMP. If this is true then it needs to be made clear that this is the case.
Does the Forge "Client" really depend on ModloaderMP? I thought it was independent? Robinton has made it clear in the past that you could have either Modloader OR Forge OR both OR Neither with the main releases since 1.5.1, but I've never heard of or found a need for ModloaderMP with Cubic Chunks using Forge.
Robinton?
[EDIT]
I've checked the Forge thread and MP is only needed for servers using Forge. Though apparently the normal Modloader does seem to be required for the Forge Client. So that's new info for me.. So normal players only seem to need the regular Modloader, unless I'm missing something?
- 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
All my uses of Cubic Chunks where under Modloader, ModloaderMP and Forge. I don't know about it working under different setups and I'm kinda not risking installing other mods with Cubic Chunks yet.
I get a black screen after I create the world.
here's what's in the CubicChunksErrorFile.txt
java.lang.NoSuchFieldError: j
at adp.b(ChunkProviderGenerate.java:257)
at ic.c(ChunkProvider.java:230)
at ic.b(ChunkProvider.java:250)
at rv.c(World.java:400)
at rv.a(World.java:333)
at rv.i(World.java:339)
at rv.a(World.java:247)
at acz.a(WorldProvider.java:56)
at rv.i(World.java:211)
at rv.<init>(World.java:178)
at rv.<init>(World.java:116)
at net.minecraft.client.Minecraft.a(Minecraft.java:1241)
at ry.a(SourceFile:151)
at qr.a(SourceFile:72)
at ry.a(SourceFile:194)
at qr.f(SourceFile:120)
at qr.i(SourceFile:108)
at net.minecraft.client.Minecraft.k(Minecraft.java:1015)
at net.minecraft.client.Minecraft.run(Minecraft.java:497)
at java.lang.Thread.run(Unknown Source)
-Muad'Dib
I'm 90% sure that the ArrayIndexOutOfBounds problem was caused by my accidentally including i.class (RenderGlobal.java) in the main CC download. I've fixed this in the download, but you'll have to patch it over with Forge 1.1.1's i.class(RenderGlobal.java).
And CC does have bedrock beneath the lava core.
Here are these bugfixes.
Are you annoyed with me for missing these? Well, I'm annoyed at myself fror missing them, regardless. At least I've fixed them now. And is it nice to have trees again!
Edit: using the latest patches and everything Chunks won't render past 128 or below 0.
Ah, good point! I had made changes to RenderGlobal.java! I've changed so many classes, that I'm forgetting which ones I've modified...
Here is a fixed RenderGlobal.java. It should work with CC V1.5.3_T4 with or without ExtraBlockIDs.
Also, I just found out that found and fixed a TickUpdates bug. Here is the fixed class.
Finally, I found a torch-bug, that I have no idea what could have caused... Maybe RMob?
Or maybe its the same as the bug that makes my whole inventory look blank... Great. Back to bug-fixing...
well this looks interesting, Sadly Progress on my rather ambitious project is somewhat slow, But as a fianl product it will be Magestic!
[2011-10-30]
There are new needed Patches for the Cubic Chunks Mod v1.5.3x3 Test 4. You don't need to reinstall T4 or the 4096 Patch, just add these Patches: RenderGlobalFix, TreeAndAirFix, TickUpdateFix. Here is the current full list, in order of installation, of all files needed for the T4 build:
Modloader 1.8.1 -> Forge 1.1.1 -> CC 1.5.3x4 T4 -> 4096 Patch (Optional) -> RenderGlobalFix -> TreeAndAirFix -> TickUpdateFix -> Done!
* The 4096 Patch has the exact same filename as the Cubic Chunks Mod. Please add 4096 to it's name, or change it in some way, when downloading it so that it doesn't overwrite the CC Mod.
- 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
numTerrainCubes to 10 to lower the height limit but it doesn't work i still get massive mountains to like 500 blocks...anyway to fix?
Here:
Cubic Chunks for 1.8 isn't released yet, so compatibility should come after everything is set.
Here is the updated RMob.
Here is a Item-Map patch that I recommend you add if you use RMob.
EDIT: I figured out: generateCaves:true is mostly playable if you just turn caveRarity to 20!
java.lang.NullPointerException
at qi.c(ItemBlock.java:102)
at sv.k(Item.java:218)
at ModLoader.initStats(ModLoader.java:863)
at ModLoader.init(ModLoader.java:840)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at aam.<init>(aam.java:61)
at aam.<clinit>(aam.java:10)
at net.minecraft.client.Minecraft.a(Minecraft.java:154)
at net.minecraft.client.Minecraft.run(Minecraft.java:452)
at java.lang.Thread.run(Unknown Source)
Not sure if I messed up or what, but if someone can tell me what is going on.
Sure.
There are a few unclimbable mountains but they look really cool and don't get in the way too much.
Heres the settings and a few screenshots of a nice beach I found:
@MineCrak: Remember that video I posted in the videos thread? Well this terrain is pretty close to what it had, so I guess you can get something like that in the current version.
EDIT: @Robinton: The bug that made the world generate random 16x16x16 cubes of air is happening when I use these setting in survival, but Creative works perfectly.
Great!! :biggrin.gif: Those settings will make a great starting point for further tweaking. Thanks!
btw: I wonder how well it will work with generateCaves:True and caveRarity:20 like Robinton just mentioned? It is nice to have some caves. I hope that Survival mode chunk of air bug can be fixed, I'm really looking forward to playing around with the terrain.
- 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 don't know many of the specifics of cave gen, but i'm pretty sure they are generated mathematically every time. would it be possible to have the game generate and save the forms? so you could have it generate a base of ~30 cave shapes, and then there is a one in x chance of a new form being created, where x is the number of new cave types after the base, or some fraction of the new forms. and the game generates the caves off the configs to save processing power. I don't know just an idea.