WorldEdit seems to be only for 1.7.10 right now. So if you want to use it with Tall Worlds, you'll have to wait until it comes out for 1.8.3. Unless someone has come up with a way to use to different versions of mods at the same time?
Maybe though, by the time Tall Worlds is out, WorldEdit will have been updated to 1.8.3 by then too.
If Tall Worlds is going to be in 1.8.3, will it work with lesser 1.8 versions of Minecraft or mods, like 1.8.0?
Don't count on the first release of Tall Worlds to be compatible with anything at all. We're breaking lots of new ground here. Our first goal is to Just Get It Working. We'll take care of compatibility later.
Don't count on the first release of Tall Worlds to be compatible with anything at all. We're breaking lots of new ground here. Our first goal is to Just Get It Working. We'll take care of compatibility later.
This is going to sound bad, because it's about a release date, but I'll ask anyway.
Is tall worlds more in the "oh hey, the mod is being written" stage or more of a "oh hey, this mod actually works" stage?
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It's more complicated than that. The mod was once written. But then someone pulled the rug out from under me. Since then I've built a rug factory out of nothing so I can make myself a new rug. Now that I have the new rug, the mod's color scheme doesn't match the new rug. So I have to change a lot of the mod's colors so it matches the new rug.
It's more complicated than that. The mod was once written. But then someone pulled the rug out from under me. Since then I've built a rug factory out of nothing so I can make myself a new rug. Now that I have the new rug, the mod's color scheme doesn't match the new rug. So I have to change a lot of the mod's colors so it matches the new rug.
Clear as mud, right?
I think so... So it's in the "it's being written at the moment" stage?
what do u mean did you have a partner when u first made tall worlds mod? or was it microsoft Mojang?
and what do you mean by color scheme is that literally as in all the logo's etc
If I recall correctly he was working with MCP and they revoked his ability to work on their code. I think the color scheme refered to how tall worlds hooked into MCP but now has to hook into M3.
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If someone in an S class cuts me off, I don't get upset. He obviously has important things to do. Now, someone in a Toyota? We're fighting.
These forums are dumb and break my links. I'm bubbleawsome on steam too.
If I recall correctly he was working with MCP and they revoked his ability to work on their code. I think the color scheme refered to how tall worlds hooked into MCP but now has to hook into M3.
I thought the license for their mappings was the problem? I believe Cuchaz originally used those in M3L, but Searge told him that the license disallows that kind of usage. So Cuchaz made his own tools for deobfuscating code and started on his own mappings that use a permissive license (CC BY-SA 4.0).
Context: Cuchaz wants to make his Tall Worlds, but he doesn't like Forge because there have been tensions between modders and Forge Devs, because of the fact that Cuchaz was denied the right to propose some code to be implemented in Forge (means that they refused his proposals).
Causes of M3L: Forge "sucks" (sorry for the bad word), so Cuchaz decided to build M3L (his new rug factory) to allow coders to have an API and forbid the right to have a coremod, which breaks compatibility between mods. I think he had some headaches because of Ships mod and Smart Moving.
Problem: at MCP, they denied his right to use the mappings (I don't know why), so the version of M3L at that time broke because it could no longer use the raw wool (which means the thing upon which M3L was built).
Consequence: Cuchaz had to build some other sheep pens: Enigma. So when it was out, and with the help of the community, he could produce new mappings of Minecraft, so he could base M3L on the new mappings. Then he has to make Tall Worlds for M3L, which also takes time...
I think that's about what happens. Though, I may have missed something... =)
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A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =) Current number of corrected posts/things: 7
I believe Cuchaz said it would only work for the overworld. Though, I strongly believe that it can be easily expanded to other dimensions.
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A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =) Current number of corrected posts/things: 7
Does this mod expand the build limit for all dimensions(including modded ones)? Or does it only generate a higher build limit for the overworld?
If it works for all dimensions then modders, like Mevans, the creator of the LotR Mod, could add in lines of code which test to see if this mod is installed, and if it is they could add more lines of code which generate structures to their actual size(e.g. : Isenguard which is about 500 blocks tall won't fit in a normal minecraft world, but with this mod it could generate to it's actually size).
Using this mod people could build Space Elevators!
But this can only happen when this mod is publicly released....
For our first trick, we're only tall-ifying the overworld dimension. It's probably not hard to do other dimensions too, but we're going to do the simplest possible thing first.
The other dimensions logically would be tall because Tall Worlds has its own save file system. Saving different dimensions in different formats makes sense. It would be like comparing two computers by saying "One has a 2GHz processor, while the other has 8GB RAM."
I don't know if you still have this problem, but I figured out how to have tall worlds interact with vanilla worlds. When you initially convert a world, you store the data in a separate save file (let's call it tallLevel.dat). This save file is what you read when you load up a tall world. Upon exiting the world, the game saves the data in tallLevel.dat, but also saves levels 0-256 normally in the original level.dat. When you run the world in vanilla, you have no problem with the file.
Now, when you run the world with the Tall Worlds mod, it quickly scans level.dat and tallLevel.dat for the last modified dates. If the two dates are different by more than a few seconds, the client prompts you with a message. You can either update tallLevel.dat to include your changes (replacing the existing bottom 16 chunks) or ignore the changes, overwriting level.dat with layers 0-256.
how long will it take for the first release of this mod
i know you can't say the exact time
but what i'm asking should we expect it in months or will it take about a year or more
and good luck
Sorry, I don't do release predictions. This is just a hobby. If you guys can actually support my salary on Patreon, then I could afford to spend enough time modding to make promises and have some hope of keeping them. So until then, I promise nothing and make no release schedules. The way things are looking now, modding will never be more than a hobby.
The other dimensions logically would be tall because Tall Worlds has its own save file system. Saving different dimensions in different formats makes sense. It would be like comparing two computers by saying "One has a 2GHz processor, while the other has 8GB RAM."
I don't know if you still have this problem, but I figured out how to have tall worlds interact with vanilla worlds. When you initially convert a world, you store the data in a separate save file (let's call it tallLevel.dat). This save file is what you read when you load up a tall world. Upon exiting the world, the game saves the data in tallLevel.dat, but also saves levels 0-256 normally in the original level.dat. When you run the world in vanilla, you have no problem with the file.
Now, when you run the world with the Tall Worlds mod, it quickly scans level.dat and tallLevel.dat for the last modified dates. If the two dates are different by more than a few seconds, the client prompts you with a message. You can either update tallLevel.dat to include your changes (replacing the existing bottom 16 chunks) or ignore the changes, overwriting level.dat with layers 0-256.
Compatibility with anything at all is not a priority for the first release.
WorldEdit seems to be only for 1.7.10 right now. So if you want to use it with Tall Worlds, you'll have to wait until it comes out for 1.8.3. Unless someone has come up with a way to use to different versions of mods at the same time?
Maybe though, by the time Tall Worlds is out, WorldEdit will have been updated to 1.8.3 by then too.
If Tall Worlds is going to be in 1.8.3, will it work with lesser 1.8 versions of Minecraft or mods, like 1.8.0?
WorldEdit works with the current version of MC. I have it on my server.
Don't count on the first release of Tall Worlds to be compatible with anything at all. We're breaking lots of new ground here. Our first goal is to Just Get It Working. We'll take care of compatibility later.
Alright. Was just curious. Good luck!
We're talking about the same thing, right? The Edit mod where you use a wooden axe? How did you get it to work with 1.8 when it's only out for 1.7.10?
This is going to sound bad, because it's about a release date, but I'll ask anyway.
Is tall worlds more in the "oh hey, the mod is being written" stage or more of a "oh hey, this mod actually works" stage?
please don't burn me lol
These forums are dumb and break my links. I'm bubbleawsome on steam too.
It's more complicated than that. The mod was once written. But then someone pulled the rug out from under me. Since then I've built a rug factory out of nothing so I can make myself a new rug. Now that I have the new rug, the mod's color scheme doesn't match the new rug. So I have to change a lot of the mod's colors so it matches the new rug.
Clear as mud, right?
I think so... So it's in the "it's being written at the moment" stage?
Please read THIS before making a suggestion
And support the ability to add paintings and records!
It just works lol
what do u mean did you have a partner when u first made tall worlds mod? or was it
microsoftMojang?and what do you mean by color scheme is that literally as in all the logo's etc
Be involved in the Survival of Modding in the Post-Notch Era. Enigma + M3L + LiteLoader/API + BlazeLoader {ALL Open-Source!}
If I recall correctly he was working with MCP and they revoked his ability to work on their code. I think the color scheme refered to how tall worlds hooked into MCP but now has to hook into M3.
These forums are dumb and break my links. I'm bubbleawsome on steam too.
I am waiting for this mod to be released so that i can build a actual-sized kingdom tower in minecraft
I thought the license for their mappings was the problem? I believe Cuchaz originally used those in M3L, but Searge told him that the license disallows that kind of usage. So Cuchaz made his own tools for deobfuscating code and started on his own mappings that use a permissive license (CC BY-SA 4.0).
Well, as far as I know:
Context: Cuchaz wants to make his Tall Worlds, but he doesn't like Forge because there have been tensions between modders and Forge Devs, because of the fact that Cuchaz was denied the right to propose some code to be implemented in Forge (means that they refused his proposals).
Causes of M3L: Forge "sucks" (sorry for the bad word), so Cuchaz decided to build M3L (his new rug factory) to allow coders to have an API and forbid the right to have a coremod, which breaks compatibility between mods. I think he had some headaches because of Ships mod and Smart Moving.
Problem: at MCP, they denied his right to use the mappings (I don't know why), so the version of M3L at that time broke because it could no longer use the raw wool (which means the thing upon which M3L was built).
Consequence: Cuchaz had to build some other sheep pens: Enigma. So when it was out, and with the help of the community, he could produce new mappings of Minecraft, so he could base M3L on the new mappings. Then he has to make Tall Worlds for M3L, which also takes time...
I think that's about what happens. Though, I may have missed something... =)
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =)
Current number of corrected posts/things: 7
I believe Cuchaz said it would only work for the overworld. Though, I strongly believe that it can be easily expanded to other dimensions.
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =)
Current number of corrected posts/things: 7
It's being re-written at the moment.
For our first trick, we're only tall-ifying the overworld dimension. It's probably not hard to do other dimensions too, but we're going to do the simplest possible thing first.
how long will it take for the first release of this mod
i know you can't say the exact time
but what i'm asking should we expect it in months or will it take about a year or more
and good luck
sorry if my English have mistakes it's not my main language
The other dimensions logically would be tall because Tall Worlds has its own save file system. Saving different dimensions in different formats makes sense. It would be like comparing two computers by saying "One has a 2GHz processor, while the other has 8GB RAM."
I don't know if you still have this problem, but I figured out how to have tall worlds interact with vanilla worlds. When you initially convert a world, you store the data in a separate save file (let's call it tallLevel.dat). This save file is what you read when you load up a tall world. Upon exiting the world, the game saves the data in tallLevel.dat, but also saves levels 0-256 normally in the original level.dat. When you run the world in vanilla, you have no problem with the file.
Now, when you run the world with the Tall Worlds mod, it quickly scans level.dat and tallLevel.dat for the last modified dates. If the two dates are different by more than a few seconds, the client prompts you with a message. You can either update tallLevel.dat to include your changes (replacing the existing bottom 16 chunks) or ignore the changes, overwriting level.dat with layers 0-256.
Let's do some math.
1/3 = 0.333...
1/3 * 3 = 1
0.333... * 3 = 0.999...
1 = 0.999...
1 - 0.999... = 0.999... - 0.999...
0.0...1 = 0
0.0...1 * 10... = 0 * 10...
1 = 0
Sorry, I don't do release predictions. This is just a hobby. If you guys can actually support my salary on Patreon, then I could afford to spend enough time modding to make promises and have some hope of keeping them. So until then, I promise nothing and make no release schedules. The way things are looking now, modding will never be more than a hobby.
Compatibility with anything at all is not a priority for the first release.