These are fantastic questions. I don't even know the answers to them yet.
Here's my long-term plan for M3L.
The plan is for M3L to get rid of the need for Forge core mods. This should hopefully reduce the number of inter-mod compatibility issues overall. M3L should be able to run along-side of Forge and all its loaded mods. ie, you should be able to run M3L mods and Forge mods at the same time. You could even run Forge core mods too, but I wouldn't recommend it. Core more are too unpredictable and neither M3L nor Forge can guarantee that bad things won't happen.
Tall Worlds is the world's first mod built on M3L. If you build a mod on top of M3L, it will certainly be compatible with Tall Worlds.
If you build a mod on Forge, and try to interact with a mod on M3L, it should theoretically be possible. All the needed classes should be loaded in the same class loader, but there might be some issues with class load order.
Ermm... that was a bit technical. What I mean is, mods from the two ecosystems might be able to talk to each other, but it will take some extra work.
Righto! Class loading order seems like a somewhat trivial problem compared to the task of, say, rewriting the entire chunk loading system. ;D but i don't code mods so don't listen to me aaa kasran.mouth.append(foot)
Really, here's what I was wondering: Say I wanted to write a mod that added 1000-meter-high floating castles. Keeping in mind that that kind of height is only possible with Tall Worlds, would I have to write my mod for M3L, or could I still use Forge (and just mandate that M3L and Tall Worlds are required for the mod to work)?
And if I wanted my castles to include special (for instance) Thaumcraft 4-related content, would I be able to do that solely from one ecosystem or the other? Or would I have to do something silly, like make two mod jars (one for each ecosystem) that are meant to be loaded both at once so they can interact with each other and interface the two systems together?
It's hard for me to articulate myself sometimes.
... By the way, have you tried the 1.8 snapshots? I made some posts over at the other cubic-chunks thread saying that it very much seems that 1.8 now uses cubic chunks, though the height limit is still there for some reason. Then again, you will probably have seen them by now once you see this post.
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What do you mean, "fox" isn't the sound foxes make? Didn't you learn anything from Pokémon?
So, i'm sure this has probably already been asked, and answered, and i have looked through most of the cubic chunks mod thread and this one around 1/4, so i apologize if i have missed it, but is this mod a replacement, addition, or entirely separate from the cubic chunks mod? Has the Cubic Chunks mod author given up entirely? Lastly, has this mod decided if it will have a visible chunks system, so that far off chunks may be viewed as opposed to a chunk render limit or not? Thanks again, still super pumped for this mod.
So, i'm sure this has probably already been asked, and answered, and i have looked through most of the cubic chunks mod thread and this one around 1/4, so i apologize if i have missed it, but is this mod a replacement, addition, or entirely separate from the cubic chunks mod? Has the Cubic Chunks mod author given up entirely? Lastly, has this mod decided if it will have a visible chunks system, so that far off chunks may be viewed as opposed to a chunk render limit or not? Thanks again, still super pumped for this mod.
In the past, there was "The Cubic Chunks Mod", made by Robinton. That mod was dropped and I don't think it ever made it past Beta versions of Minecraft. Then a modder called Barteks had a go at making a Cubic Chunks mod, but I'm pretty sure he ended up dropping it and moving on to other projects.
This is a thread for a brand new, separate Cubic Chunks mod by a totally different modder. A clean break if you will.
As for the rest of your question... I am under the impression that to start with, there will be nothing particularly fancy with visibility calculations, view distances, distant rendering, and so on. However, Cuchaz has mentioned that he does want to address these things at some point, though he's the only one who could possibly tell you when or where that point may be.
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I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Righto! Class loading order seems like a somewhat trivial problem compared to the task of, say, rewriting the entire chunk loading system. ;D but i don't code mods so don't listen to me aaa kasran.mouth.append(foot) Really, here's what I was wondering: Say I wanted to write a mod that added 1000-meter-high floating castles. Keeping in mind that that kind of height is only possible with Tall Worlds, would I have to write my mod for M3L, or could I still use Forge (and just mandate that M3L and Tall Worlds are required for the mod to work)? And if I wanted my castles to include special (for instance) Thaumcraft 4-related content, would I be able to do that solely from one ecosystem or the other? Or would I have to do something silly, like make two mod jars (one for each ecosystem) that are meant to be loaded both at once so they can interact with each other and interface the two systems together? It's hard for me to articulate myself sometimes.
These are all great questions. Concrete examples are better for me to work with. I haven't completely designed how Forge iteraction is going to work yet, but I can imagine for a moment how I want the system to work.
The answer is:
*drum roll*
It depends!
It depends on how your imagined mod wants to add the flying castles. If you want to do it at world generation time, that would have to be a M3L mod. It couldn't be a Forge mod. If you want to do it after world generation, it could be either a M3L or a Forge mod. For either modding system, you'll have to check that Tall Worlds Mod is running.
If you want your mod to depend on another Forge mod, you can certainly do that in Forge. You could probably do it in an M3L mod too, but M3L will not let you express dependencies on Forge mods natively. You'd have to use some other tool to make sure your other Forge mod is running. Then the only trick is class load order, which I'm sure I can solve in M3L's modding API somehow.
The file container for M3L mods is just plain old zip, so you should be able to distribute Forge and M3L mods in the same zip file if you wanted.
By the way, have you tried the 1.8 snapshots? I made some posts over at the other cubic-chunks thread saying that it very much seems that 1.8 now uses cubic chunks, though the height limit is still there for some reason. Then again, you will probably have seen them by now once you see this post.
I haven't done anything with 1.8 snapshots. Since there are no obfuscation mappings for 1.8, I'm not bothering with it. I know some people are speculating that 1.8 implements full cubic chunks, but I'd be supremely surprised if it did. The evidence they've presented is circumstantial at best. The rendering system has had cubic chunks for a long time, but the chunk loader itself does not use them.
I just happened upon something called "Seed of Andromeda" (Creator's YT channel). I think it is an interesting example of terrain generation and distant terrain rendering.
That looks like a pretty decent physics engine. =)
So, i'm sure this has probably already been asked, and answered, and i have looked through most of the cubic chunks mod thread and this one around 1/4, so i apologize if i have missed it, but is this mod a replacement, addition, or entirely separate from the cubic chunks mod? Has the Cubic Chunks mod author given up entirely? Lastly, has this mod decided if it will have a visible chunks system, so that far off chunks may be viewed as opposed to a chunk render limit or not? Thanks again, still super pumped for this mod.
Tall Worlds Mod is (almost) completely separate from any previous cubic chunks mods.
I say almost, because Barteks2k (who was working on a previous cubic chunks mod), has started transplanting terrain generation/population code from older cubic chunks mods into Tall Worlds Mod.
Alright, I understand you're probably not going to have any concrete answers for questions of that type until you've finished the loader and the mod. :B I'm new to the game myself; I'd like to make a mod, but I've not started on anything yet.
By the way, I really appreciate how responsive you are to questions! Not that it's bad that others aren't (I understand how busy people can be with things not related to Minecraft).
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What do you mean, "fox" isn't the sound foxes make? Didn't you learn anything from Pokémon?
I know some people are speculating that 1.8 implements full cubic chunks, but I'd be supremely surprised if it did. The evidence they've presented is circumstantial at best.
Well... yeah... Given the whole Mog Miner "Cubic Chunks is infinity years away" thing, I'd say that your approach, is if anything; a little optimistic...
Unless he was trolling to try and convince the community that Cubic Chunks wasn't happening in 1.8 so that when it did happen, everyone would be surprised...
That said, while Mojang is a pretty "light hearted" company with a "fun approach" to telling people about changes and additions and planned features, the above situation is a little bit far-fetched even for them.
That looks like a pretty decent physics engine. =)
ikr, dem water physics so epic!
Though I was more interested in his terrain... From my own analysis/interpretation; It's a voxel world, in which each 'chunk' generates a number of vertices; each vertex having a color and coordinate determined by the blocks at its location. Then, using a classic node-tree system, the vertices are culled and converted into a hugeass mesh.
It's just fantastic proof that ~huge~ view distances are more than achievable in a voxel based game (in the case of this example, you can even zoom out and look at the world from space).
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I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Do you know if the engine in that game generates anything beneath the surface? I assume that it does not which would explain why it is capable of generating that much terrain this quickly. Having Minecraft generate the surface seperately from underground may be an option too (maybe generate the rest in a different thread in the background), but it'd be interesting to see what happens once the engine has to render player build structures.
I am gonna find it hard to wait for this. Should have been the way things were always done. Such a great thing it's being implemented.
Is there an ETA?
*ahem*
I believe that to fully utilize this mod's capabilities, we should construct not a 45-story building, nor a 1-km tall building, but a 45-km tall building.
WHO'S WITH ME :puts out hand:
...What am I doing
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if the colors in my posts don't make sense don't worry about it
Link Removed
also you should check out Link Removed
I wonder how much time I'll need to build my 1km tower... How long it'll take me to gather blocks and how many times I'll die during construction, because I play on survival
Depends on what you'll build your tower of, and what you use to collect materials.
I mean: if you use BC quarries with some steam engines powered by charcoal (which is the device I always use), you can get a lot of resources for nothing. Associated with IC2, Treecapitator and Big Trees mod, you can have big trees, that you can chop down in 30 seconds, then you pick up all the wood in order to bring it to an IC2 induction furnace, thus producing a lot of charcoal. This charcoal, you bring it to the BC engines, burn it, and produce energy for the quarries.
Here, by simply using BC pipes, you can sort items and send them to where you want them to be.
Now, if you want to have a tower made of cobblestone, that's easy. If you need stone, place another induction furnace for bigger output...
You can automate everything thanks to BC and IC2.
Though, I would recommend you to start now, because IC2 is really resource demanding. However, if you don't know this mod, I would be pleased to teach you how to use it.
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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
Righto! Class loading order seems like a somewhat trivial problem compared to the task of, say, rewriting the entire chunk loading system. ;D but i don't code mods so don't listen to me aaa kasran.mouth.append(foot)
Really, here's what I was wondering: Say I wanted to write a mod that added 1000-meter-high floating castles. Keeping in mind that that kind of height is only possible with Tall Worlds, would I have to write my mod for M3L, or could I still use Forge (and just mandate that M3L and Tall Worlds are required for the mod to work)?
And if I wanted my castles to include special (for instance) Thaumcraft 4-related content, would I be able to do that solely from one ecosystem or the other? Or would I have to do something silly, like make two mod jars (one for each ecosystem) that are meant to be loaded both at once so they can interact with each other and interface the two systems together?
It's hard for me to articulate myself sometimes.
...
By the way, have you tried the 1.8 snapshots? I made some posts over at the other cubic-chunks thread saying that it very much seems that 1.8 now uses cubic chunks, though the height limit is still there for some reason. Then again, you will probably have seen them by now once you see this post.I think it is an interesting example of terrain generation and distant terrain rendering.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
I don't want to get the thread off topic again, but that game looks amazing.
In the past, there was "The Cubic Chunks Mod", made by Robinton. That mod was dropped and I don't think it ever made it past Beta versions of Minecraft. Then a modder called Barteks had a go at making a Cubic Chunks mod, but I'm pretty sure he ended up dropping it and moving on to other projects.
This is a thread for a brand new, separate Cubic Chunks mod by a totally different modder. A clean break if you will.
As for the rest of your question... I am under the impression that to start with, there will be nothing particularly fancy with visibility calculations, view distances, distant rendering, and so on. However, Cuchaz has mentioned that he does want to address these things at some point, though he's the only one who could possibly tell you when or where that point may be.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
These are all great questions. Concrete examples are better for me to work with. I haven't completely designed how Forge iteraction is going to work yet, but I can imagine for a moment how I want the system to work.
The answer is:
*drum roll*
It depends!
It depends on how your imagined mod wants to add the flying castles. If you want to do it at world generation time, that would have to be a M3L mod. It couldn't be a Forge mod. If you want to do it after world generation, it could be either a M3L or a Forge mod. For either modding system, you'll have to check that Tall Worlds Mod is running.
If you want your mod to depend on another Forge mod, you can certainly do that in Forge. You could probably do it in an M3L mod too, but M3L will not let you express dependencies on Forge mods natively. You'd have to use some other tool to make sure your other Forge mod is running. Then the only trick is class load order, which I'm sure I can solve in M3L's modding API somehow.
The file container for M3L mods is just plain old zip, so you should be able to distribute Forge and M3L mods in the same zip file if you wanted.
I haven't done anything with 1.8 snapshots. Since there are no obfuscation mappings for 1.8, I'm not bothering with it. I know some people are speculating that 1.8 implements full cubic chunks, but I'd be supremely surprised if it did. The evidence they've presented is circumstantial at best. The rendering system has had cubic chunks for a long time, but the chunk loader itself does not use them.
That looks like a pretty decent physics engine. =)
=D =D =D
Tall Worlds Mod is (almost) completely separate from any previous cubic chunks mods.
I say almost, because Barteks2k (who was working on a previous cubic chunks mod), has started transplanting terrain generation/population code from older cubic chunks mods into Tall Worlds Mod.
By the way, I really appreciate how responsive you are to questions! Not that it's bad that others aren't (I understand how busy people can be with things not related to Minecraft).
Well... yeah... Given the whole Mog Miner "Cubic Chunks is infinity years away" thing, I'd say that your approach, is if anything; a little optimistic...
Unless he was trolling to try and convince the community that Cubic Chunks wasn't happening in 1.8 so that when it did happen, everyone would be surprised...
That said, while Mojang is a pretty "light hearted" company with a "fun approach" to telling people about changes and additions and planned features, the above situation is a little bit far-fetched even for them.
ikr, dem water physics so epic!
Though I was more interested in his terrain... From my own analysis/interpretation; It's a voxel world, in which each 'chunk' generates a number of vertices; each vertex having a color and coordinate determined by the blocks at its location. Then, using a classic node-tree system, the vertices are culled and converted into a hugeass mesh.
It's just fantastic proof that ~huge~ view distances are more than achievable in a voxel based game (in the case of this example, you can even zoom out and look at the world from space).
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
It does generate caves beneath the surface.
Some time between now, and the end of time.
Just say the day after Duke Nukem (Forever)3 is released, heh heh.
- 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
Duke Nukem Forever has been out since 2011.
And it bombed.
XD
As for the rest.
Pssst.
Guys.
If Cuchaz wanted you to be his rude spokesperson he'd have designated you as such.
I'm the volunteer spokesman for all absentee modders. Just check out the Asgard Shield and MoreBows threads. :3
That's why I said "Duke Nukem (Forever)3 ", which doesn't exist.
LOL, sadly it never works, in fact now we have a whole page of it.
- 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 believe that to fully utilize this mod's capabilities, we should construct not a 45-story building, nor a 1-km tall building, but a 45-km tall building.
WHO'S WITH ME :puts out hand:
...What am I doing
also you should check out Link Removed
Depends on what you'll build your tower of, and what you use to collect materials.
I mean: if you use BC quarries with some steam engines powered by charcoal (which is the device I always use), you can get a lot of resources for nothing. Associated with IC2, Treecapitator and Big Trees mod, you can have big trees, that you can chop down in 30 seconds, then you pick up all the wood in order to bring it to an IC2 induction furnace, thus producing a lot of charcoal. This charcoal, you bring it to the BC engines, burn it, and produce energy for the quarries.
Here, by simply using BC pipes, you can sort items and send them to where you want them to be.
Now, if you want to have a tower made of cobblestone, that's easy. If you need stone, place another induction furnace for bigger output...
You can automate everything thanks to BC and IC2.
Though, I would recommend you to start now, because IC2 is really resource demanding. However, if you don't know this mod, I would be pleased to teach you how to use it.
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