(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Aye so um...I seem to be unable to craft anything. Not sure whether this is some sort of mod conflict or if the recipe's are now different then the ones shown in the video on the OP. Checked the config file, everything was set to true, even checked if setting everything to false would work but it didn't. Is this a known bug?
Love the mod by the way. Been waiting a long time for this to come to 1.6!
Aye so um...I seem to be unable to craft anything. Not sure whether this is some sort of mod conflict or if the recipe's are now different then the ones shown in the video on the OP. Checked the config file, everything was set to true, even checked if setting everything to false would work but it didn't. Is this a known bug?
Love the mod by the way. Been waiting a long time for this to come to 1.6!
The OP does say that those videos are outdated. The recipes require Stable Fabric rather than Ender Pearls. Otherwise, they should be the same, or similar. It helps to check with NEI.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
From the block section:
I:"Gold Door Block ID"=1980
I:"Gold Dim Door Block ID"=1981
From the item section:
I:"Gold Door Item ID"=5678
I:"Gold Dim Door Item ID"=5679
From the forge log:
2014-04-18 15:24:29 [FINEST] [dimdoors] Sending event FMLInitializationEvent to mod dimdoors
2014-04-18 15:24:30 [INFO] [STDOUT] CONFLICT @ 1980 item slot already occupied by net.minecraft.item.ItemBlock@a43663c while adding StevenDimDoors.mod_pocketDim.items.ItemGoldDoor@4eecf267
2014-04-18 15:24:30 [INFO] [fml.ItemTracker] The mod dimdoors is overwriting existing item at 2236 (tile.extrabiomes.stairs.baldcypress:extrabiomes.module.fabrica.block.BlockWoodStairs from ExtrabiomesXL) with StevenDimDoors.mod_pocketDim.items.ItemGoldDoor
2014-04-18 15:24:30 [FINE] [fml.ItemTracker] Adding item StevenDimDoors.mod_pocketDim.items.ItemGoldDoor(2236) owned by dimdoors
2014-04-18 15:24:30 [FINE] [fml.ItemTracker] Adding item StevenDimDoors.mod_pocketDim.items.ItemGoldDimDoor(5935) owned by dimdoors
So the Gold door item is registered as block+256, while the gold dim door item is registered as item+256.
Block+256 has a conflict with an item from another mod (and it's been there for a while, sadly ... this world has a lot of old configs and old items).
Is this a bug with DD...? I'm not sure whether you're saying something is wrong with DD's behavior or if you're just letting us know your config has a conflict. XD
The item ID for gold door is
I:"Gold Door Item ID"=5678
But that is ignored -- instead, the block data from
I:"Gold Door Block ID"=1980
is used, as seen in this line:
2014-04-18 15:24:30 [FINE] [fml.ItemTracker] Adding item StevenDimDoors.mod_pocketDim.items.ItemGoldDoor(2236) owned by dimdoors
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The item ID for gold door is
I:"Gold Door Item ID"=5678
But that is ignored -- instead, the block data from
I:"Gold Door Block ID"=1980
is used, as seen in this line:
2014-04-18 15:24:30 [FINE] [fml.ItemTracker] Adding item StevenDimDoors.mod_pocketDim.items.ItemGoldDoor(2236) owned by dimdoors
*sigh* You are very much correct...
goldenDoor = new BlockDoorGold(properties.GoldenDoorID, Material.iron).setHardness(0.1F).setUnlocalizedName("doorGold");
[...]
itemGoldenDoor = (new ItemGoldDoor(properties.GoldenDoorID, Material.wood)).setUnlocalizedName("itemGoldDoor");
itemGoldenDimensionalDoor = (new ItemGoldDimDoor(properties.GoldenDimensionalDoorItemID, Material.iron, (ItemDoor)this.itemGoldenDoor)).setUnlocalizedName("itemGoldDimDoor");
Seems this has been broken ever since Steven first added those doors 7 months ago. I'm not sure how to handle this - other than very carefully - because switching the golden door item IDs would cause people to lose their golden doors items. At least they won't lose the door blocks themselves. I need to talk to Steven about this. =/
Edit: At least it only affects the plain golden door items. It's unlikely people have been stockpiling golden doors.
And I'm only now getting this into a 164 pack (I've been waiting for stable, as I no longer want to play bleeding edge at the moment.)
Right now, I plan to find some block ID's that won't cause problems when used as items. Oddly, even forge for 164 complains when item ID's are requested in the block ID range, just for this reason, and if I was starting a "from scratch" world, I'd have a lot of different configs. But this world dates from the 256-block limit, and what I think was a 4096 item ID limit.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
It'll take a few days to have this fixed. I have to do some work for classes and Steven disappeared two days ago. <.< He contacted me a bit ago to tell me he bought a new motherboard, so I guess he must have done something to his computer to put himself out of commission for a bit.
2. There are a few details that matter here. I'll have to explain to make sure you understand everything.
If you are adding a dungeon to the default ruins, then depth only affects the chances that certain classes of dungeons will appear. The chance is never tied directly to an individual room, but rather to the type (SimpleHall, ComplexHall, etc.) to which the room belongs. I say this to prevent any misunderstanding that you could somehow make a specific room appear in the standard dungeons. Starting dimension is also not a factor for ruins.
That said, Dimensional Doors supports "dungeon packs", which are collections of rooms and an accompanying file that describes how dungeons are assembled from those rooms. Dungeon packs aren't documented anywhere because they're so specialized that we don't really expect anyone to work with them directly, but I can explain them if you'd like. Even the dungeons that come with DD are packs.
With dungeon packs, you could force a room or a set of rooms to appear at a certain depth, or even following a certain room. You could give a room its own type and write up the generation rules so that type appears at the depth you want, or other things of the sort.
You wouldn't be able to set your dungeon to appear in a specific dimension. There is currently no way of doing that. Even for us developers, associating a pack with a dimension relies on a hack. I'm planning on fixing that for the next major update. I could add support for that depending on whether you make something substantial enough to merit inclusion and/or modifying DD. In the long term, we plan to support some additional things that would let you control which dimensions or biomes lead to a pack.
3. No, rooms cannot control where their exits lead.
For those of you interested, a progress report on the next update. The number of tasks has increased to reflect that some of the things I had in mind required several smaller tasks to be completed. I've been working on this every day for the last two weeks.
To be clear, the ID issue that Keybounce brought up has been fixed, but Steven needs to approve the change and he seems to be without a computer right now. I also need him to remove a notable bug that slipped in with some recent improvements he made. So it's not as simple as asking him to accept the patch using his phone.
[ ] Bugs:
[ ] 1. Clear burning, poison, and other status effects when sending the player to Limbo
[ ] 2. Fix bed block rotations
[ ] 3. Rifts take too long to regenerate if there are too many rifts in a dimension
[ ] 4. Importing dungeons without a pack causes NPEs, log spam, and eventual crashes
[ ] 5. Limbo and exit doors put me in walls, cause telefragging
[ ] 6. Golden Dim Doors seem to load the wrong chunks for their corresponding pocket
[ ] 7. Fix Monolith sizing
[ ] Personal Pockets:
[ ] 1. Implement blocks
[ ] 2. Implement items
[ ] 3. Implement tile entities
[ ] 4. Implement crafting recipes
[ ] 5. Implement link types
[ ] 6. Implement pocket construction
[ ] 7. Implement configuration options
[ ] 8. Implement restrictions on using DD items in personal pockets
[ ] 9. Create textures for Fabric of Reality variant and door variants
[ ] 10. Consider changing network code so that rifts render black in personal pockets
[ ] Doors:
[ ] 1. Add support for attaching non-Vanilla doors to rifts
[ ] 2. Add support for dimensional Carpenter's Doors
[X] Gateways:
[X] 1. Take a look at the dungeon pre-generation problem in case it could be avoided
[X] 2. Check that the new gateways are integrated and working
[ ] Dungeons:
[ ] 1. Add 9 exit dungeons
[X] 2. Add 1 hub dungeons
[X] 3. Add hidden chests to the new snow and swamp hubs
[X] 4. Check that the new dungeon pack is integrated and working
[X] 5. Integrate improved version of the room with piston holes in the floor (reduces lag and increases lethality)
[X] 6. Add success indicator and door indicators for Fractal Cage
[X] 7. Update How to Add Dungeons
[ ] Technical:
[ ] 1. Fix links and their tails
[ ] 2. Fix placeholder values for parent positions
[ ] 3. Fix random version numbers in JSON files
[ ] 4. Fix orphaned dungeon types
[X] 5. Implement subtree duplicate checking as a pack config option [in response to Ceresiviae's feedback]
[X] 6. Rearrange workflow in dd-rift to prevent rifts from being created if no dungeon gets loaded and to prevent dimension registration if the dimension cannot be populated
[ ] 7. Remove Monolith collision boxes
[ ] 8. Finish implementing and polishing all commands
[ ] 9. Add support for configurable dungeon loot
[ ] 10. Switch to rotating blocks with Forge rotations
[ ] 11. Support automatic versioning through our build script
[X] 12. Add a config option for the chance of rifts dropping WT upon block destruction
[X] 13. Add a config option for the noise added to the player's coordinate when dropping into Limbo
[ ] 14. Change Rift Signatures to overwrite doors on shift right-click
[ ] 15. Disable day-night cycle in pocket dimensions
[ ] 16. Stop choosing dungeon packs from dimensions - use gateways instead
[ ] 17. Integrate support for dungeon packs directly into links
[ ] 18. Figure out why WAILA identifies dimensional doors with Vanilla door names
[ ] 19. Add configuration options for whitelisting and blacklisting dimensions as exit destinations
[X] 20. Block exits from leading to Witchery's Spirit World
[ ] 21. Adjust the weights for maze dungeons in Ruins pack to make them less common, since they'll be more complicated now
[ ] 22. Adjust DD blocks stats to be sensible (e.g. blast resistance)
[ ] 23. Adjust sound effects for blocks - it seems we never do so
[ ] 24. Fix the onDimCreated hack
[ ] 25. Add bedrock layer to Limbo
[ ] Low Priority:
[ ] 1. Clean up the code for Monoliths to improve performance (not critical)
[ ] 2. Review all pocket saving and loading code
[ ] 3. Consider what to do with malformed blacklist files
[ ] 4. Consider what to do with corrupted dimension data
[ ] 5. ???
[ ] 6. ???
1. I forgot to mention that i found that file in the config folder, but it was 0k empty. I tried re-downloading and reinstalling, but it was still blank. I don't know why I didn't think to check github *facepalm*. Thanks for the link, I'm finally able to read the file!
2. My undergrad thesis involved complex L-systems & cellular automata, genetic algorithms, and evolutionary algorithms. I doubt the dungeon pack info will send me running for the hills
3. This was just an afterthought anyway.
My idea is for dungeons that are common at shalllow depths if you enter through one dimention, but only appear very deep in the chain if you enter through another, to give the idea of spatial variation (and give a reason to try entering from multiple dimntions) while maintaining the randomness.
But what's currently possible still gives planty to play around with.
For those of you interested, a progress report on the next update. The number of tasks has increased to reflect that some of the things I had in mind required several smaller tasks to be completed. I've been working on this every day for the last two weeks.
I just wanted to say, thanks for the progress update! It's really encouraging to hear about how things are going.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
1. I forgot to mention that i found that file in the config folder, but it was 0k empty. I tried re-downloading and reinstalling, but it was still blank. I don't know why I didn't think to check github *facepalm*. Thanks for the link, I'm finally able to read the file!
2. My undergrad thesis involved complex L-systems & cellular automata, genetic algorithms, and evolutionary algorithms. I doubt the dungeon pack info will send me running for the hills
3. This was just an afterthought anyway.
My idea is for dungeons that are common at shalllow depths if you enter through one dimention, but only appear very deep in the chain if you enter through another, to give the idea of spatial variation (and give a reason to try entering from multiple dimntions) while maintaining the randomness.
But what's currently possible still gives planty to play around with.
I'll probably resolve that issue for this update, too. A copy of the guide is packaged with the mod itself, so you could also unzip the JAR file and get it from the assets folder. We're just failing at copying the file from the JAR to the custom schematics folder. Want me to explain the dungeon packs here? Otherwise you could come on IRC.
And... you worked with L-systems and genetic algorithms? @_@ Awesome. I work with genetic algorithms and some other techniques, though not with cellular automata. Back when Steven first took a shot at changing the appearance of rifts, I told him he should consider L-systems to get that branching crack look he wanted. That's been set aside for after this update. The DD feature I'm currently working on uses a lot of research that I've read about for my thesis.
I'm not shure Limbo would win, but it cannot loose, it's a world!
What if there was an entropy based goo?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Love the mod by the way. Been waiting a long time for this to come to 1.6!
The OP does say that those videos are outdated. The recipes require Stable Fabric rather than Ender Pearls. Otherwise, they should be the same, or similar. It helps to check with NEI.
#StevenUpdateThings
Update-the-original-post-with-relevant-information
Hashtag.
From the block section:
I:"Gold Door Block ID"=1980
I:"Gold Dim Door Block ID"=1981
From the item section:
I:"Gold Door Item ID"=5678
I:"Gold Dim Door Item ID"=5679
From the forge log:
So the Gold door item is registered as block+256, while the gold dim door item is registered as item+256.
Block+256 has a conflict with an item from another mod (and it's been there for a while, sadly ... this world has a lot of old configs and old items).
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Is this a bug with DD...? I'm not sure whether you're saying something is wrong with DD's behavior or if you're just letting us know your config has a conflict. XD
The item ID for gold door is
I:"Gold Door Item ID"=5678
But that is ignored -- instead, the block data from
I:"Gold Door Block ID"=1980
is used, as seen in this line:
2014-04-18 15:24:30 [FINE] [fml.ItemTracker] Adding item StevenDimDoors.mod_pocketDim.items.ItemGoldDoor(2236) owned by dimdoors
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
*sigh* You are very much correct...
Seems this has been broken ever since Steven first added those doors 7 months ago. I'm not sure how to handle this - other than very carefully - because switching the golden door item IDs would cause people to lose their golden doors items. At least they won't lose the door blocks themselves. I need to talk to Steven about this. =/
Edit: At least it only affects the plain golden door items. It's unlikely people have been stockpiling golden doors.
Right now, I plan to find some block ID's that won't cause problems when used as items. Oddly, even forge for 164 complains when item ID's are requested in the block ID range, just for this reason, and if I was starting a "from scratch" world, I'd have a lot of different configs. But this world dates from the 256-block limit, and what I think was a 4096 item ID limit.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
1. Is there information somewhere about how to create custom dd dungeons?
2. I know that depth can be used to influance the chance that a particular room will spawn; is it also possible to use the starting dimention?
3. Finally, can a room influance the chance of what dimention an exit door will go to?
1. A guide is included with DD. You can also find the guide here: https://github.com/S...dd_dungeons.txt
2. There are a few details that matter here. I'll have to explain to make sure you understand everything.
If you are adding a dungeon to the default ruins, then depth only affects the chances that certain classes of dungeons will appear. The chance is never tied directly to an individual room, but rather to the type (SimpleHall, ComplexHall, etc.) to which the room belongs. I say this to prevent any misunderstanding that you could somehow make a specific room appear in the standard dungeons. Starting dimension is also not a factor for ruins.
That said, Dimensional Doors supports "dungeon packs", which are collections of rooms and an accompanying file that describes how dungeons are assembled from those rooms. Dungeon packs aren't documented anywhere because they're so specialized that we don't really expect anyone to work with them directly, but I can explain them if you'd like. Even the dungeons that come with DD are packs.
With dungeon packs, you could force a room or a set of rooms to appear at a certain depth, or even following a certain room. You could give a room its own type and write up the generation rules so that type appears at the depth you want, or other things of the sort.
You wouldn't be able to set your dungeon to appear in a specific dimension. There is currently no way of doing that. Even for us developers, associating a pack with a dimension relies on a hack. I'm planning on fixing that for the next major update. I could add support for that depending on whether you make something substantial enough to merit inclusion and/or modifying DD. In the long term, we plan to support some additional things that would let you control which dimensions or biomes lead to a pack.
3. No, rooms cannot control where their exits lead.
To be clear, the ID issue that Keybounce brought up has been fixed, but Steven needs to approve the change and he seems to be without a computer right now. I also need him to remove a notable bug that slipped in with some recent improvements he made. So it's not as simple as asking him to accept the patch using his phone.
Update Progress: 20/91 (22.0%)
------------------------------------
[X] 1. ???
[X] 2. ???
[X] 3. ???
[X] 4. ???
[X] 5. ???
[X] 6. ???
[ ] 7. ???
[X] 8. ???
[ ] 9. ???
[ ] 10. ???
[ ] 11. ???
[ ] 12. ???
[ ] 13. ???
[ ] 14. ???
[ ] 15. Dungeon ducks
[ ] ???:
[ ] 1. ???
[ ] 2. ???
[ ] 3. ???
[ ] 4. ???
[ ] 5. ???
[ ] 6. ???
[ ] ???:
[ ] 1. ???
[ ] 2. ???
[ ] 3. ???
[ ] 4. ???
[ ] 5. ???
[ ] 6. ???
[ ] 7. ???
[ ] 8. ???
[ ] ???:
[ ] 1. ???
[ ] 2. ???
[ ] 3. ???
[ ] Bugs:
[ ] 1. Clear burning, poison, and other status effects when sending the player to Limbo
[ ] 2. Fix bed block rotations
[ ] 3. Rifts take too long to regenerate if there are too many rifts in a dimension
[ ] 4. Importing dungeons without a pack causes NPEs, log spam, and eventual crashes
[ ] 5. Limbo and exit doors put me in walls, cause telefragging
[ ] 6. Golden Dim Doors seem to load the wrong chunks for their corresponding pocket
[ ] 7. Fix Monolith sizing
[ ] Personal Pockets:
[ ] 1. Implement blocks
[ ] 2. Implement items
[ ] 3. Implement tile entities
[ ] 4. Implement crafting recipes
[ ] 5. Implement link types
[ ] 6. Implement pocket construction
[ ] 7. Implement configuration options
[ ] 8. Implement restrictions on using DD items in personal pockets
[ ] 9. Create textures for Fabric of Reality variant and door variants
[ ] 10. Consider changing network code so that rifts render black in personal pockets
[ ] Doors:
[ ] 1. Add support for attaching non-Vanilla doors to rifts
[ ] 2. Add support for dimensional Carpenter's Doors
[X] Gateways:
[X] 1. Take a look at the dungeon pre-generation problem in case it could be avoided
[X] 2. Check that the new gateways are integrated and working
[ ] Dungeons:
[ ] 1. Add 9 exit dungeons
[X] 2. Add 1 hub dungeons
[X] 3. Add hidden chests to the new snow and swamp hubs
[X] 4. Check that the new dungeon pack is integrated and working
[X] 5. Integrate improved version of the room with piston holes in the floor (reduces lag and increases lethality)
[X] 6. Add success indicator and door indicators for Fractal Cage
[X] 7. Update How to Add Dungeons
[ ] Technical:
[ ] 1. Fix links and their tails
[ ] 2. Fix placeholder values for parent positions
[ ] 3. Fix random version numbers in JSON files
[ ] 4. Fix orphaned dungeon types
[X] 5. Implement subtree duplicate checking as a pack config option [in response to Ceresiviae's feedback]
[X] 6. Rearrange workflow in dd-rift to prevent rifts from being created if no dungeon gets loaded and to prevent dimension registration if the dimension cannot be populated
[ ] 7. Remove Monolith collision boxes
[ ] 8. Finish implementing and polishing all commands
[ ] 9. Add support for configurable dungeon loot
[ ] 10. Switch to rotating blocks with Forge rotations
[ ] 11. Support automatic versioning through our build script
[X] 12. Add a config option for the chance of rifts dropping WT upon block destruction
[X] 13. Add a config option for the noise added to the player's coordinate when dropping into Limbo
[ ] 14. Change Rift Signatures to overwrite doors on shift right-click
[ ] 15. Disable day-night cycle in pocket dimensions
[ ] 16. Stop choosing dungeon packs from dimensions - use gateways instead
[ ] 17. Integrate support for dungeon packs directly into links
[ ] 18. Figure out why WAILA identifies dimensional doors with Vanilla door names
[ ] 19. Add configuration options for whitelisting and blacklisting dimensions as exit destinations
[X] 20. Block exits from leading to Witchery's Spirit World
[ ] 21. Adjust the weights for maze dungeons in Ruins pack to make them less common, since they'll be more complicated now
[ ] 22. Adjust DD blocks stats to be sensible (e.g. blast resistance)
[ ] 23. Adjust sound effects for blocks - it seems we never do so
[ ] 24. Fix the onDimCreated hack
[ ] 25. Add bedrock layer to Limbo
[ ] Low Priority:
[ ] 1. Clean up the code for Monoliths to improve performance (not critical)
[ ] 2. Review all pocket saving and loading code
[ ] 3. Consider what to do with malformed blacklist files
[ ] 4. Consider what to do with corrupted dimension data
[ ] 5. ???
[ ] 6. ???
2. My undergrad thesis involved complex L-systems & cellular automata, genetic algorithms, and evolutionary algorithms. I doubt the dungeon pack info will send me running for the hills
3. This was just an afterthought anyway.
My idea is for dungeons that are common at shalllow depths if you enter through one dimention, but only appear very deep in the chain if you enter through another, to give the idea of spatial variation (and give a reason to try entering from multiple dimntions) while maintaining the randomness.
But what's currently possible still gives planty to play around with.
I just wanted to say, thanks for the progress update! It's really encouraging to hear about how things are going.
I'll probably resolve that issue for this update, too. A copy of the guide is packaged with the mod itself, so you could also unzip the JAR file and get it from the assets folder. We're just failing at copying the file from the JAR to the custom schematics folder. Want me to explain the dungeon packs here? Otherwise you could come on IRC.
And... you worked with L-systems and genetic algorithms? @_@ Awesome. I work with genetic algorithms and some other techniques, though not with cellular automata. Back when Steven first took a shot at changing the appearance of rifts, I told him he should consider L-systems to get that branching crack look he wanted. That's been set aside for after this update. The DD feature I'm currently working on uses a lot of research that I've read about for my thesis.
@.@ Yay, thank you