Not at the moment. It's possible to make it work, I just didn't do it yet. And it's not really a priority because VanillaCubic customization would still be limited to y=0-256.
Nice Logo's! Another version based on that image and idea could look similar to this:
This version is crude and not spaced or sized correctly but I had to do it really really fast as I'm late for bed. But I feel it is enough to show you what I am thinking of better than me trying to explain it with words. Your friend who made the originals should be able to do it properly and clean especially since he has the original images etc. Just an idea. No matter what you go with it looks like you are on the right track!
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.
Nice Logo's! Another version based on that image and idea could look similar to this:
This version is crude and not spaced or sized correctly but I had to do it really really fast as I'm late for bed. But I feel it is enough to show you what I am thinking of better than me trying to explain it with words. Your friend who made the originals should be able to do it properly and clean especially since he has the original images etc. Just an idea. No matter what you go with it looks like you are on the right track!
Hm... this actually looks better while still being simple. I think it would also look good in the "[|]^3" one (that one is for places where actual square is needed). It didn't even occur to us to try 2x2x2! We only tried 3x3x3, which while it looked nice reminded me too much of windows regedit icon, so in the end I decided not to use it.
(This is pertaining to the mod, so you don't have to take this down for being off topic)
Good question!
"Block replacers" is a name of a part of world generator that I came up with (name also invented by me, because I had to name them somehow in the code). They don't exist in vanilla becayse MC does the same thing differently. And it doesn't exist in any mod that I know.
They turn this:
Into this:
And then into this:
Normally in Minecraft this is done by starting at the top of the world and going down checking every block.When it hits stone - it's replaced with biome top block (usually dirt) and then the next X blocks (for some random X) are replaced with biome filler block (usually dirt). Then there is some special code to make it not add grass below the sea level and generate gravel at the bottom of the sea and generate sandstone. Mesa also has it's own implementation of this part, so that it generates colored hardened clay.
In cubic chunks, obviously, this method doesn't work because you can't just go from the top of the world... and if you try to start from the top of the cube, how would you know to generate grass or dirt if there is no information what is above?
Robinton's mod made this method partially work by going into already generated above chunk if it existed, and going into chunk below as needed, and just not doing that part if there was no chunk above. Unforatuately this way had a major flaw with no real solution: it was easily broken by caves. As you can see in Baccar Wozat's videos, sometimes caves had grass or sand inside of them. That was this fundamentally broken part of world generator that did it (I also know explanations of some other weird things that you can see in those videos).
Instead of doing that I noticed that to generate the terrain shape, Minecraft uses a kind of density value. In placs where it's greater than zero - it places stone, and when it's less than zero - it places air (and water if below sea level). So obviously the surface is going to be the place of intersection between positive and negative part. And grass is generated in places such that the place above will have negative density, but the current one has positive density. This means that I would need to know what is above - and the code actually sort of has that information! Minecraft scales up the density value grid to 4x8x4 blocks sections. And to do that, it needs to generate gradient values (values that tell you how much the value changes in which direction). These are almost perfect approximation of smething that tells you what the value will be above, below, and in every other direction.
So what block replacers get is the previous block, position, gradient and the density value. From that they figure out what to replace the existing block with. The current implementation of them also is not without flaws, but it's definitely much better than the previous cubic chunks implementation.
Currently the only noticable flaw is that on highly sloped terrain the trasition between dirt and stone is aligned with thatsition between different 4x8x4 block sections (because the vertical component of gradient doesn't change along the vertical line in a single section). Bu I think this problem is fixable in this case, and it shouldn't be that noticable in most cases.
(also, because of the stupidness of me and mcforum I had to write this twice, because I clicked on my own image in preview when I forgot to make it open in new tab...)
Man, this mod is starting to come really together, isn't it? We're literally that close at making the impossible possible after many years. I'm very sure as soon as this mod is fully functioning it might be implemented in many modpacks as a must have and we will see some creative add-ons for it.
It's already very, very close to fully functioning. Yesterday I tested build 0.0.567.0 and it performed very well (though admittedly I didn't test things like the nether or other mods). Historically, this mod is now more complete than Robinton's CC as the nether doesn't work well with it either, and Cubic Custom is much better than the old config file. Also it goes without saying that vanilla MC has more things added since beta 1.8.1, and one can add more mods nowadays because there's more block IDs!
It's already very, very close to fully functioning. Yesterday I tested build 0.0.567.0 and it performed very well (though admittedly I didn't test things like the nether or other mods). Historically, this mod is now more complete than Robinton's CC as the nether doesn't work well with it either, and Cubic Custom is much better than the old config file. Also it goes without saying that vanilla MC has more things added since beta 1.8.1, and one can add more mods nowadays because there's more block IDs!
I downloaded the latest file from github and I still can't run it.
Wish I could help you there, but I don't know what steps you took so I can't tell you what you didn't do.
First, I downloaded the zip and opened the file menu, I extracted everything when I clicked on the batch file, and I clicked it again. But it keeps displaying the command prompt and I can't type anything. And I'm using windows 10.
ATTACHMENTS
2017-05-23 22_07_57-Cubic Chunks mod - (almost) infinite world height and depth - WIP Mods - Minecra
2017-05-23 22_08_42-Cubic Chunks mod - (almost) infinite world height and depth - WIP Mods - Minecra
First, I downloaded the zip and opened the file menu, I extracted everything when I clicked on the batch file, and I clicked it again. But it keeps displaying the command prompt and I can't type anything. And I'm using windows 10.
Completely different than how I do it. I have Git installed on E: because with Windows 10 it won't let me give full permissions on C:. The steps I take are as follows:
1. Go to E:/Git
2. Delete old CubicChunks folder
3. Run git-cmd.exe and type/paste the next four lines:
It never works for me when I download the zip or if I leave the old CC folder from the previous build. Also, step 6 is necessary because of some bug in ForgeGradle. I'm sure there's a more efficient way, but meh.
Completely different than how I do it. I have Git installed on E: because with Windows 10 it won't let me give full permissions on C:. The steps I take are as follows:
1. Go to E:/Git
2. Delete old CubicChunks folder
3. Run git-cmd.exe and type/paste the next four lines:
It never works for me when I download the zip or if I leave the old CC folder from the previous build. Also, step 6 is necessary because of some bug in ForgeGradle. I'm sure there's a more efficient way, but meh.
If you already have a previous version, you can just run git pull to get new changes (after the cd cubicchunks part). And if you do that, as long as I don't update Forge, Mappings or MalisisCore (gradle.properties changes when I do) you can skip ./gradlew setupDevWorkspace. And you can replace setupDevWorkspace with setupCiWorkspace (setupDevWorkspace makes it ready for actual development workspace, setupCiWorkspace just does the bare minimum necessary to successfully compile the mod)
Ah, damn... It's not working with OptiFine, game doesn't want to start. At first I thought it's OptiFine or Forge not compatible, but after i removed CC mod it worked normal
A question: Will this mod be compatible with customized worlds (custom presets of generation) and extralarge and amplified worlds?
You'll be able to start new worlds with CustomCubic world type, which will allow customization including amplification and larger biomes. Other world types are possible and will allow stone underneath and air above those worlds. There is also (surprise!) some compatibility with other mods' worlds (work in progress).
Ah, damn... It's not working with OptiFine, game doesn't want to start. At first I thought it's OptiFine or Forge not compatible, but after i removed CC mod it worked normal
Optifine is an entirely different renderer which will never work with cubic chunks, only vertical ones. Which means likely we'll never have shaders for this mod, unless someone programs one specifically for it. That's probably its biggest drawback.
Does cubic chunks affect to the nether and end? How does affect cubic chunks to the generation of these (the end will be like without cubic chunks (floating islands, and only void up and down), or will also extend in the y axis (floating islands under and over more floating islands)? And to the nether?
Nether has bedrock removed on both sides and netherrack placed outside vanilla boundaries. I don't know what happens at Y<0 on The End but you should be able to build higher at least.
Updating? it already works on 1.11.2.
Not at the moment. It's possible to make it work, I just didn't do it yet. And it's not really a priority because VanillaCubic customization would still be limited to y=0-256.
Cubic chunks discord server
Nice Logo's! Another version based on that image and idea could look similar to this:
This version is crude and not spaced or sized correctly but I had to do it really really fast as I'm late for bed. But I feel it is enough to show you what I am thinking of better than me trying to explain it with words. Your friend who made the originals should be able to do it properly and clean especially since he has the original images etc. Just an idea. No matter what you go with it looks like you are on the right track!
- 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
Hm... this actually looks better while still being simple. I think it would also look good in the "[|]^3" one (that one is for places where actual square is needed). It didn't even occur to us to try 2x2x2! We only tried 3x3x3, which while it looked nice reminded me too much of windows regedit icon, so in the end I decided not to use it.
Cubic chunks discord server
What's a block replacer?
(This is pertaining to the mod, so you don't have to take this down for being off topic)
Good question!
"Block replacers" is a name of a part of world generator that I came up with (name also invented by me, because I had to name them somehow in the code). They don't exist in vanilla becayse MC does the same thing differently. And it doesn't exist in any mod that I know.
They turn this:
Into this:
And then into this:
Normally in Minecraft this is done by starting at the top of the world and going down checking every block.When it hits stone - it's replaced with biome top block (usually dirt) and then the next X blocks (for some random X) are replaced with biome filler block (usually dirt). Then there is some special code to make it not add grass below the sea level and generate gravel at the bottom of the sea and generate sandstone. Mesa also has it's own implementation of this part, so that it generates colored hardened clay.
In cubic chunks, obviously, this method doesn't work because you can't just go from the top of the world... and if you try to start from the top of the cube, how would you know to generate grass or dirt if there is no information what is above?
Robinton's mod made this method partially work by going into already generated above chunk if it existed, and going into chunk below as needed, and just not doing that part if there was no chunk above. Unforatuately this way had a major flaw with no real solution: it was easily broken by caves. As you can see in Baccar Wozat's videos, sometimes caves had grass or sand inside of them. That was this fundamentally broken part of world generator that did it (I also know explanations of some other weird things that you can see in those videos).
Instead of doing that I noticed that to generate the terrain shape, Minecraft uses a kind of density value. In placs where it's greater than zero - it places stone, and when it's less than zero - it places air (and water if below sea level). So obviously the surface is going to be the place of intersection between positive and negative part. And grass is generated in places such that the place above will have negative density, but the current one has positive density. This means that I would need to know what is above - and the code actually sort of has that information! Minecraft scales up the density value grid to 4x8x4 blocks sections. And to do that, it needs to generate gradient values (values that tell you how much the value changes in which direction). These are almost perfect approximation of smething that tells you what the value will be above, below, and in every other direction.
So what block replacers get is the previous block, position, gradient and the density value. From that they figure out what to replace the existing block with. The current implementation of them also is not without flaws, but it's definitely much better than the previous cubic chunks implementation.
Currently the only noticable flaw is that on highly sloped terrain the trasition between dirt and stone is aligned with thatsition between different 4x8x4 block sections (because the vertical component of gradient doesn't change along the vertical line in a single section). Bu I think this problem is fixable in this case, and it shouldn't be that noticable in most cases.
(also, because of the stupidness of me and mcforum I had to write this twice, because I clicked on my own image in preview when I forgot to make it open in new tab...)
Cubic chunks discord server
It's already very, very close to fully functioning. Yesterday I tested build 0.0.567.0 and it performed very well (though admittedly I didn't test things like the nether or other mods). Historically, this mod is now more complete than Robinton's CC as the nether doesn't work well with it either, and Cubic Custom is much better than the old config file. Also it goes without saying that vanilla MC has more things added since beta 1.8.1, and one can add more mods nowadays because there's more block IDs!
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr
I downloaded the latest file from github and I still can't run it.
Wish I could help you there, but I don't know what steps you took so I can't tell you what you didn't do.
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr
First, I downloaded the zip and opened the file menu, I extracted everything when I clicked on the batch file, and I clicked it again. But it keeps displaying the command prompt and I can't type anything. And I'm using windows 10.
Completely different than how I do it. I have Git installed on E: because with Windows 10 it won't let me give full permissions on C:. The steps I take are as follows:
1. Go to E:/Git
2. Delete old CubicChunks folder
3. Run git-cmd.exe and type/paste the next four lines:
4. git clone --recursive https://github.com/Barteks2x/CubicChunks.git
5. cd cubicchunks
6. gradlew setupDevWorkspace
7. gradlew build
It never works for me when I download the zip or if I leave the old CC folder from the previous build. Also, step 6 is necessary because of some bug in ForgeGradle. I'm sure there's a more efficient way, but meh.
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr
Because you would need to compile it. I would still suggest for actual alpha release if you actually want to play it.Oops, didnt see later replies.Cubic chunks discord server
If you already have a previous version, you can just run git pull to get new changes (after the cd cubicchunks part). And if you do that, as long as I don't update Forge, Mappings or MalisisCore (gradle.properties changes when I do) you can skip ./gradlew setupDevWorkspace. And you can replace setupDevWorkspace with setupCiWorkspace (setupDevWorkspace makes it ready for actual development workspace, setupCiWorkspace just does the bare minimum necessary to successfully compile the mod)
Cubic chunks discord server
I tried that and it keeps throwing me this error.
Edit: I used the cd drive and the powershell still doesn't recognize the directory.
You aren't even running the same commands, don't be surprized when it fails. Run the commands Baccar Wozat posted and you should be fine.
As for git pull commands - you need to run it after cd. It should be obvious for anyone who has ever used something like that.
I really would recoomment to just wait for alpha if you can't figure it out on your own from there.
Cubic chunks discord server
I don't think I'll be able to download the alpha either. I successfully set up the workspace, but the build always fails.
What version of java do you have? Also, for these kind of issues, welcome to the discord server.
Cubic chunks discord server
The Discord channel has the latest devbuild if you can't compile it. It installs like a regular Forge mod.
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr
Ah, damn... It's not working with OptiFine, game doesn't want to start. At first I thought it's OptiFine or Forge not compatible, but after i removed CC mod it worked normal
You'll be able to start new worlds with CustomCubic world type, which will allow customization including amplification and larger biomes. Other world types are possible and will allow stone underneath and air above those worlds. There is also (surprise!) some compatibility with other mods' worlds (work in progress).
Optifine is an entirely different renderer which will never work with cubic chunks, only vertical ones.Which means likely we'll never have shaders for this mod, unless someone programs one specifically for it. That's probably its biggest drawback.Edit: Boy was I wrong.
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr
Nether has bedrock removed on both sides and netherrack placed outside vanilla boundaries. I don't know what happens at Y<0 on The End but you should be able to build higher at least.
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr