Wow, this mod is great for elytra flight. If you ever had issues with elytra flight because of minecraft's limits, and you have a decently bulky computer (mine runs smoothly around 16 chunks in vanilla), then try it (if you have the mod. Probably worth waiting for beta, even though I do think this is good enough for a dev release)
Rollback Post to RevisionRollBack
I derp. A lot. please forgive me if I derp... A lot.
Wow, this mod is great for elytra flight. If you ever had issues with elytra flight because of minecraft's limits, and you have a decently bulky computer (mine runs smoothly around 16 chunks in vanilla), then try it (if you have the mod. Probably worth waiting for beta, even though I do think this is good enough for a dev release)
Ha! That is great news.
Rollback Post to RevisionRollBack
- 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.
OK, so I took the plunge and figured out how to compile it. My coding/compiling experience has been limited to FreeBASIC so I wouldn't be able to help with coding, but if I ran a video series on it, it might drum up more interest in the mod and increase visibility. Besides, I was enjoying running the old beta CCs and need to take it to the next level.
After some testing, I got the following mods to work with CC 1.11.2:
BetterFPS, Blocks Plus, Buildcraft (except the quarry, but that may be because it's still in alpha for this version), Chisel, Concrete, Extra Utilities (except the Deep Dark, don't go there, it crashes the game), HWYLA, Iron Chest, JourneyMap (doesn't render Y<0), JEI (has to be 4.2.9.245 otherwise may crash), Just Enough Resources, Labyrinth (obviously), More Overlays (must be 1.9), Ore Excavation (and presumably VeinMiner since they both do similar things), Platforms, Quantum Storage, Quark, Utility Worlds (must relog when returning from another dimension, and its mining world may have less ore because of CC oregen), and XTones.
Most other dimension mods (Aether Legacy, etc.) lock up when trying to go through the portal. Even the Nether is buggy, but you probably know that already. Optifine is also kaput. The Openblocks Elevator Mod doesn't work out of vanilla bounds, but the modmaker said he's going to see what he can do.
Still yet to test the Viescraft airship mod and some more dimension mods.
I really like the customized CC world type. The slider bars are done so much better than MC customized. Everything has the sense of functioning better, certainly better than any previous CC. Now all one needs is the perfect custom tweak setting.
OK, so I took the plunge and figured out how to compile it. My coding/compiling experience has been limited to FreeBASIC so I wouldn't be able to help with coding, but if I ran a video series on it, it might drum up more interest in the mod and increase visibility. Besides, I was enjoying running the old beta CCs and need to take it to the next level.
After some testing, I got the following mods to work with CC 1.11.2:
BetterFPS, Blocks Plus, Buildcraft (except the quarry, but that may be because it's still in alpha for this version), Chisel, Concrete, Extra Utilities (except the Deep Dark, don't go there, it crashes the game), HWYLA, Iron Chest, JourneyMap (doesn't render Y<0), JEI (has to be 4.2.9.245 otherwise may crash), Just Enough Resources, Labyrinth (obviously), More Overlays (must be 1.9), Ore Excavation (and presumably VeinMiner since they both do similar things), Platforms, Quantum Storage, Quark, Utility Worlds (must relog when returning from another dimension, and its mining world may have less ore because of CC oregen), and XTones.
Most other dimension mods (Aether Legacy, etc.) lock up when trying to go through the portal. Even the Nether is buggy, but you probably know that already. Optifine is also kaput. The Openblocks Elevator Mod doesn't work out of vanilla bounds, but the modmaker said he's going to see what he can do.
Still yet to test the Viescraft airship mod and some more dimension mods.
I really like the customized CC world type. The slider bars are done so much better than MC customized. Everything has the sense of functioning better, certainly better than any previous CC. Now all one needs is the perfect custom tweak setting.
I really didn't expect anyone to try that, but a series on this mod could be awesome. This will certainly accelerate finding new issues.
As for mods:
BetterFPS - I wouldn't expect this one to break but if it's a coremod - use at your own risk
Blocks Plus - I don't see why it wouldn't work
Buildcraft - quarry will definitely be broken below y=0 even if it works. No idea about other thing. There is huge potential for hidden breakage here. And for severe performance issues.
Chisel - should mostly work, most issues should be fixable on my side
Concrete - not much that can break here, but based on what I saw it contains falling blocks so potentially things may break below y=0
HWYLA - not much that can break here. If it does, it's likely my fault.
Iron Chest - if it breaks, most likely my fault
JourneyMap - USE AT YOUR OWN RISK!!! Huge potential for performance issues and map rendering issues
JEI - I'm curious why would other versions crash, I should investigate this one.
Just Enough Resources - Obviously may cause issues because it interacts with worldgen. Actually I was planning to use parts of modified JER to handle generating ores from other mods, so I will likely create my own cubic chunks fork at some point.
More overlays - I'm curious why it would break, I will investigate that one
Ore Excavation - if the mod is done right should work perfectly fine and all issues are likely to be my fault
Platforms - not much that can break here
Quantum Storage - see above
Quark - I'm not exactly sure what this mod contains, but it's likely there may be hidden breakages that aren't easily fixable
Utility Worlds - For special dimension mods I'm planning to add special config option to keep them non-cubic-chunks. And code that will allow the cubic chunks version to generate custom ores below y=0 (based on JER code)
XTones - not much that can break here
One mod that I can say I officially support that I actually would recommend is FoamFix (decreases memory usage and does some other optimizations), but some config options may need to be disable d(didn't test any recent version).
As for Viescraft airship - something is likely to break here unfortunately. The Openblocks Elevator - I'm surprised they didn't outright reject the idea of trying to make it work outside of that height range. Unfortunately it's very likely they can't easily do anything about it without resorting to mechanism called reflection (which is generally not a good idea) or me adding some API for it.
And more dimension mods should mostly work. if they don;t - it's likely to be my fault.
I would still recommend to report all issues you encounter with or without mods if they aren't already reported (especially if it has been reported and is already closed as fixed).
As for customized world type - i'm glad someone noticed my new sliders It took me a few days to get them working this way. Note that many options are currently unimplemented.
If you decide to make video series with it - you have my support here even if things are going to break.
Also note that in a few weeks mod compatibility may change drastically. Previously working mods may break, and previously broken ones may work. This is because I'm planning to merge my changes to the way Chunks are turned into Columns soon.
The Meaning of Life, the Universe, and Everything.
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Since there will be a youtube series with this mod, I'm going to release alpha version on curseforge as soon as I finish world customization and fix issue with rain falling through transparent blocks. I will need to make converters anyway if I break save format and that was my main reason not to release it yet. And save format isn't very likely to change now.
I already made most of biome decoration work [to-do list moved to the first post].
Also I'm looking for someone who is willing to make a logo for this mod.
Has been the structure generation solved (the problem about tree and ore generation)?
Sorry, for the question (If it is very off topic), but I have not been able to follow closely the development of the mod. The last time I saw it, there was the problem that the trees were not being generated.
This is mostly solved. Ores are easy. Jungle trees aren't so easy but thanks to xcube's PR it's easily doable anyway. Note that in the code structures are things like villagers and strongholds and mineshafts. Things that are much bigger than one chunk.
In version (0.0.530.0), only oak trees are generated (even in birch forests). However, at vanilla heights all tree growth from saplings works, and at CC heights, only oak, spruce and jungle trees do.
In the currently available (unreleased) version (0.0.530.0), only oak trees are generated (even in birch forests). However, at vanilla heights all tree growth from saplings works, and at CC heights, only oak, spruce and jungle trees do.
I submit 3 variants on the Cubic Chunks logo, if you want something else or some changes let me know, I can work on it more.
I know about these issues. I still need to add mixins to fix vanilla populators. Right now I'm almost done with new spawnpoint generation (I had to rewrite quite a bit of code to make it happen and now trying to make VanillaCubic world type work again). Also it probably wasn't that version, it must have been 0.0.54x.0
As for the logo - I like what you did there. But you could probably stick with shades of blue instead of adding those red/orage colors. But that also looks ok. I attached what my hand-drawn (not very good) initial concept looks like.
The first image seems a bit boring. The third one - I lack the words for it, but I don't think it looks good enough the way it is. The second one looks nice and relatively clean. It should also look good when scaled down to modlist logo size, in which case the third one looks as if it was corrupted or something.
It might also look interesting if there was something resembling a Minecraft tree at the top. Or 4x4/8x8 piece of terrain with a tree.
So this was my first attempt at drawing my initial concept to see if it would look any good at all:
Haven't had a chance to compile the latest build, but I can wait for the alpha.
On the compatible mod front:
•Xaero's Minimap is better than Journeymap since it doesn't use a world map. The waypoints work perfectly as well.
•Quantum Storage stopped working after 4.1.3, but a Japanese mod named Infinity Chest can be substituted and only adds 1 item.
•Mr. Crayfish's Furniture Mod seems to work all right. I didn't test Decocraft but it should work just as well.
•At present I'm doing without Extra Utilities, and using Buildcraft for pipes, and Compressed Blocks. Buildcraft's quarry has been disabled for safety, but it could be re-enabled if one is careful to stop it before it goes too low. (F3 when looking at it gives the drill's Y info.)
•Openblocks Elevator Mod's new version doesn't fix it for CC; out it goes.
Haven't had a chance to compile the latest build, but I can wait for the alpha.
On the compatible mod front:
•Xaero's Minimap is better than Journeymap since it doesn't use a world map. The waypoints work perfectly as well.
•Quantum Storage stopped working after 4.1.3, but a Japanese mod named Infinity Chest can be substituted and only adds 1 item.
•Mr. Crayfish's Furniture Mod seems to work all right. I didn't test Decocraft but it should work just as well.
•At present I'm doing without Extra Utilities, and using Buildcraft for pipes, and Compressed Blocks. Buildcraft's quarry has been disabled for safety, but it could be re-enabled if one is careful to stop it before it goes too low. (F3 when looking at it gives the drill's Y info.)
•Openblocks Elevator Mod's new version doesn't fix it for CC; out it goes.
Got the next logo designs:
Can you report compatibiliy issues on github so I can easily deal with them (it's hard to keep up with that on mcf)? ESPECIALLY when mod works with one build of cubic chunks and stops working with another one.
I don't see any specific reason why buildcraft quarry would crash when hitting y=0 (if new versions crash at all). It should just continue working, never unloading anything from that given 16x[infinity]x16 column. And looking at BuildCraft souce nothing should prevent it from working below y=0. It just checks for unbreakable blocks, not for y=0. It should load cubes as necessary (because it doesn't know about them) and never unload them in the chunkX/Z it's in. Note that new builds of cubic chunks have sone serious internal changes.
Other mods should be the last things to blame if things break. As a general rule, first blame cubic chunks until I say otherwise, or it's obvious that there is internal height check in the mod.
As for logos - I think I will use the fourth one. At least for now. Definitely better than anything I could possibly make.
Can you report compatibiliy issues on github so I can easily deal with them?
I don't see any specific reason why buildcraft quarry would crash when hitting y=0 (if new versions crash at all). It should just continue working.
Other mods should be the last things to blame if things break. As a general rule, first blame cubic chunks until I say otherwise, or it's obvious that there is internal height check in the mod.
As for logos - I think I will use the fourth one. At least for now. Definitely better than anything I could possibly make.
Anyway, back to working on that alpha version.
It is entirely possible that the Buildcraft quarry had stopped working because of Labyrinth somehow (which is being removed from my modpack because of hostile mob gen). I still have a lot of testing to do and don't intend to post about it on Github until I am absolutely sure what the problem is or that it still is one.
If you don't want me to blame other mods, I won't. But I've not been treating these as compatibility "issues" so much as just reports on how they are doing. Since you insist, I'll switch to Github and just report about them there.
Glad to talk about the logos elsewhere too if you wish, perhaps PMs.
It is entirely possible that the Buildcraft quarry had stopped working because of Labyrinth somehow (which is being removed from my modpack because of hostile mob gen). I still have a lot of testing to do and don't intend to post about it on Github until I am absolutely sure what the problem is or that it still is one.
If you don't want me to blame other mods, I won't. But I've not been treating these as compatibility "issues" so much as just reports on how they are doing. Since you insist, I'll switch to Github and just report about them there.
Glad to talk about the logos elsewhere too if you wish, perhaps PMs.
Actually I may get someone else to create a logo (I know it just now, not before) and it's unlikely your one will be better. If you want to try to improve what you have anyway - PM me.
As for why I want it to be treated as compatibility issues - I (as does almost everyone) make dumb mistakes in the code sometimes. Usually they get quickly fixed but sometimes they are silent for a long time. One if the single most frustratingly impossible to debug, randomly appearing rare issue was caused by using wrong method with similar name. And in many cases it's impossible t know if that issue is unfixable from my side, or it is, or if it's jst my dumb mistake.
As forall the "obviously unfixable" ones - I just want to know about them and keep track of them.
Update: new logo is already there. It's a bit simpler, but I think it also looks better:
And one for forge mod list (which is even simpler, so I'm considering modifying it to use part of that one above, but I'm also considering using just the cube)
And one for forge mod list (which is even simpler, so I'm considering modifying it to use part of that one above, but I'm also considering using just the cube)
new logo is already there. It's a bit simpler, but I think it also looks better:
And one for forge mod list (which is even simpler, so I'm considering modifying it to use part of that one above, but I'm also considering using just the cube)
The Meaning of Life, the Universe, and Everything.
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Barteks2x
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Today I think I may be finally mostly done with world generator. I still need to implement block replacers for other biomes, and config gui, and then do a lot of populator testing. I also found the source of the terrain looking different than vanilla (for example hills aren't even hills most of the time). So expect changes.
There are about 40 different vanilla populator features to test (I think only 2 are unimplemented in overworld right now). And many different biomes that need to look right.
Ie, will it appear the same biomes at the same locations as if these are in vanilla? Or will be different?
Biomes the same, terrain different unless using VanillaCubic world type.
Also, there is going to be unexpected delay in the alpha release: I discovered that awfully hard to debug issue with duplicate chunks again. Considering the magic that happens there, I'm surprised it works at all. Already fixed that
Biomes the same, terrain different unless using VanillaCubic world type.
Also, there is going to be unexpected delay in the alpha release: I discovered that awfully hard to debug issue with duplicate chunks again. Considering the magic that happens there, I'm surprised it works at all. Already fixed that
Wow, this mod is great for elytra flight. If you ever had issues with elytra flight because of minecraft's limits, and you have a decently bulky computer (mine runs smoothly around 16 chunks in vanilla), then try it (if you have the mod. Probably worth waiting for beta, even though I do think this is good enough for a dev release)
Ha! That is great news.
- 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
OK, so I took the plunge and figured out how to compile it. My coding/compiling experience has been limited to FreeBASIC so I wouldn't be able to help with coding, but if I ran a video series on it, it might drum up more interest in the mod and increase visibility. Besides, I was enjoying running the old beta CCs and need to take it to the next level.
After some testing, I got the following mods to work with CC 1.11.2:
BetterFPS, Blocks Plus, Buildcraft (except the quarry, but that may be because it's still in alpha for this version), Chisel, Concrete, Extra Utilities (except the Deep Dark, don't go there, it crashes the game), HWYLA, Iron Chest, JourneyMap (doesn't render Y<0), JEI (has to be 4.2.9.245 otherwise may crash), Just Enough Resources, Labyrinth (obviously), More Overlays (must be 1.9), Ore Excavation (and presumably VeinMiner since they both do similar things), Platforms, Quantum Storage, Quark, Utility Worlds (must relog when returning from another dimension, and its mining world may have less ore because of CC oregen), and XTones.
Most other dimension mods (Aether Legacy, etc.) lock up when trying to go through the portal. Even the Nether is buggy, but you probably know that already. Optifine is also kaput. The Openblocks Elevator Mod doesn't work out of vanilla bounds, but the modmaker said he's going to see what he can do.
Still yet to test the Viescraft airship mod and some more dimension mods.
I really like the customized CC world type. The slider bars are done so much better than MC customized. Everything has the sense of functioning better, certainly better than any previous CC. Now all one needs is the perfect custom tweak setting.
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr
I really didn't expect anyone to try that, but a series on this mod could be awesome. This will certainly accelerate finding new issues.
As for mods:
One mod that I can say I officially support that I actually would recommend is FoamFix (decreases memory usage and does some other optimizations), but some config options may need to be disable d(didn't test any recent version).
As for Viescraft airship - something is likely to break here unfortunately. The Openblocks Elevator - I'm surprised they didn't outright reject the idea of trying to make it work outside of that height range. Unfortunately it's very likely they can't easily do anything about it without resorting to mechanism called reflection (which is generally not a good idea) or me adding some API for it.
And more dimension mods should mostly work. if they don;t - it's likely to be my fault.
I would still recommend to report all issues you encounter with or without mods if they aren't already reported (especially if it has been reported and is already closed as fixed).
As for customized world type - i'm glad someone noticed my new sliders It took me a few days to get them working this way. Note that many options are currently unimplemented.
If you decide to make video series with it - you have my support here even if things are going to break.
Also note that in a few weeks mod compatibility may change drastically. Previously working mods may break, and previously broken ones may work. This is because I'm planning to merge my changes to the way Chunks are turned into Columns soon.
Cubic chunks discord server
Since there will be a youtube series with this mod, I'm going to release alpha version on curseforge as soon as I finish world customization and fix issue with rain falling through transparent blocks. I will need to make converters anyway if I break save format and that was my main reason not to release it yet. And save format isn't very likely to change now.
I already made most of biome decoration work [to-do list moved to the first post].
Also I'm looking for someone who is willing to make a logo for this mod.
Cubic chunks discord server
This is mostly solved. Ores are easy. Jungle trees aren't so easy but thanks to xcube's PR it's easily doable anyway. Note that in the code structures are things like villagers and strongholds and mineshafts. Things that are much bigger than one chunk.
Cubic chunks discord server
In version (0.0.530.0), only oak trees are generated (even in birch forests). However, at vanilla heights all tree growth from saplings works, and at CC heights, only oak, spruce and jungle trees do.
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr
I know about these issues. I still need to add mixins to fix vanilla populators. Right now I'm almost done with new spawnpoint generation (I had to rewrite quite a bit of code to make it happen and now trying to make VanillaCubic world type work again). Also it probably wasn't that version, it must have been 0.0.54x.0
As for the logo - I like what you did there. But you could probably stick with shades of blue instead of adding those red/orage colors. But that also looks ok. I attached what my hand-drawn (not very good) initial concept looks like.
The first image seems a bit boring. The third one - I lack the words for it, but I don't think it looks good enough the way it is. The second one looks nice and relatively clean. It should also look good when scaled down to modlist logo size, in which case the third one looks as if it was corrupted or something.
It might also look interesting if there was something resembling a Minecraft tree at the top. Or 4x4/8x8 piece of terrain with a tree.
So this was my first attempt at drawing my initial concept to see if it would look any good at all:
Cubic chunks discord server
Haven't had a chance to compile the latest build, but I can wait for the alpha.
On the compatible mod front:
•Xaero's Minimap is better than Journeymap since it doesn't use a world map. The waypoints work perfectly as well.
•Quantum Storage stopped working after 4.1.3, but a Japanese mod named Infinity Chest can be substituted and only adds 1 item.
•Mr. Crayfish's Furniture Mod seems to work all right. I didn't test Decocraft but it should work just as well.
•At present I'm doing without Extra Utilities, and using Buildcraft for pipes, and Compressed Blocks. Buildcraft's quarry has been disabled for safety, but it could be re-enabled if one is careful to stop it before it goes too low. (F3 when looking at it gives the drill's Y info.)
•Openblocks Elevator Mod's new version doesn't fix it for CC; out it goes.
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr
Can you report compatibiliy issues on github so I can easily deal with them (it's hard to keep up with that on mcf)? ESPECIALLY when mod works with one build of cubic chunks and stops working with another one.
I don't see any specific reason why buildcraft quarry would crash when hitting y=0 (if new versions crash at all). It should just continue working, never unloading anything from that given 16x[infinity]x16 column. And looking at BuildCraft souce nothing should prevent it from working below y=0. It just checks for unbreakable blocks, not for y=0. It should load cubes as necessary (because it doesn't know about them) and never unload them in the chunkX/Z it's in. Note that new builds of cubic chunks have sone serious internal changes.
Other mods should be the last things to blame if things break. As a general rule, first blame cubic chunks until I say otherwise, or it's obvious that there is internal height check in the mod.
As for logos - I think I will use the fourth one. At least for now. Definitely better than anything I could possibly make.
Anyway, back to working on that alpha version.
Cubic chunks discord server
Also could we talk about these somewhere other than forums? It seems like it could spam this thread quite quickly.
Cubic chunks discord server
Important information: DO NOT USE LATEST VERSION EVER! UNTIL I REMOVE THIS. It doesn't save players changes to chunks.Fixed in https://github.com/OpenCubicChunks/CubicChunks/commit/3185362cd81c0295e0b13640e40274719df3b4baCubic chunks discord server
It is entirely possible that the Buildcraft quarry had stopped working because of Labyrinth somehow (which is being removed from my modpack because of hostile mob gen). I still have a lot of testing to do and don't intend to post about it on Github until I am absolutely sure what the problem is or that it still is one.
If you don't want me to blame other mods, I won't. But I've not been treating these as compatibility "issues" so much as just reports on how they are doing. Since you insist, I'll switch to Github and just report about them there.
Glad to talk about the logos elsewhere too if you wish, perhaps PMs.
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr
Actually I may get someone else to create a logo (I know it just now, not before) and it's unlikely your one will be better. If you want to try to improve what you have anyway - PM me.
As for why I want it to be treated as compatibility issues - I (as does almost everyone) make dumb mistakes in the code sometimes. Usually they get quickly fixed but sometimes they are silent for a long time. One if the single most frustratingly impossible to debug, randomly appearing rare issue was caused by using wrong method with similar name. And in many cases it's impossible t know if that issue is unfixable from my side, or it is, or if it's jst my dumb mistake.
As forall the "obviously unfixable" ones - I just want to know about them and keep track of them.
Update: new logo is already there. It's a bit simpler, but I think it also looks better:
And one for forge mod list (which is even simpler, so I'm considering modifying it to use part of that one above, but I'm also considering using just the cube)
Cubic chunks discord server
Simple is good. Looks really nice.
Oh wow, those look much better. Nice job! =)
Well, not my job, my friend Greg did it. But it's good that it someone else also likes the idea
Cubic chunks discord server
Today I think I may be finally mostly done with world generator. I still need to implement block replacers for other biomes, and config gui, and then do a lot of populator testing. I also found the source of the terrain looking different than vanilla (for example hills aren't even hills most of the time). So expect changes.
There are about 40 different vanilla populator features to test (I think only 2 are unimplemented in overworld right now). And many different biomes that need to look right.
Cubic chunks discord server
Biomes the same, terrain different unless using VanillaCubic world type.
Also, there is going to be unexpected delay in the alpha release: I discovered that awfully hard to debug issue with duplicate chunks again. Considering the magic that happens there, I'm surprised it works at all.Already fixed thatCubic chunks discord server
Can I still customize VanillaCubic?