16 million blocks? Why is that the technical reason, whereas maps are infinite horizontally?
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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
16m sounds about right. You get +30m and -30m on both the x and the z, so I guess it's currently halved for +16y.
Actually, the 16M blocks thing is because 16,777,216 (224) happens to be the cube of 256 (28), which is what the height limit is currently. It was originally going to be 65,536 (216 = 2562) blocks but he decided it wouldn't be too difficult to increase it by another factor of 256.
Powers of 2 are very easy to work with in computers.
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if the colors in my posts don't make sense don't worry about it
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also you should check out Link Removed
It's actually because that's about the most you can fit into a long data-type (64 bits) with the current system. As it stands right now in Tall Worlds, cubes are identified and stored by their x/y/z coordinates. You need 22 bits, signed, to locate the cube on the x and z axis (2 ^ 22 = 4,194,304 cubes; 4,194,304 * 16 = 67,108,864 blocks; so about 33,500,000 blocks in each direction horizontally. The game itself limits it to 30,000,000 blocks or 1,875,000 chunks in each direction.) That takes up 44 bits, so there's 20 bits remaining to locate the cube on the Y axis. That gives us 2 ^ 20 = 1,048,576 cubes, or 16,777,216 blocks vertically. This is also signed, so it ranges from -8,388,607 to +8,388,607. As a comparison, the Earth's atmosphere is accepted to be 100km thick, or 100,000 blocks equivalent. Low Earth orbit is up to 2,000km and Geosynchronous Orbit is ~42,000km up. 8,000km puts you comfortably in Medium Earth Orbit.
As a side note, it could be feasible to use the full integer (or long!) data-type for each axis, allowing for ~2 billion blocks in each direction, but the game would glitch out from floating point errors before you got near that point. Dealing with the errors would require a hefty overhaul of the internals of the engine to use fixed point for almost everything and convert that to floating point relative to the player/camera for rendering.
It's actually because that's about the most you can fit into a long data-type (64 bits) with the current system. As it stands right now in Tall Worlds, cubes are identified and stored by their x/y/z coordinates. You need 22 bits, signed, to locate the cube on the x and z axis (2 ^ 22 = 4,194,304 cubes; 4,194,304 * 16 = 67,108,864 blocks; so about 33,500,000 blocks in each direction horizontally. The game itself limits it to 30,000,000 blocks or 1,875,000 chunks in each direction.) That takes up 44 bits, so there's 20 bits remaining to locate the cube on the Y axis. That gives us 2 ^ 20 = 1,048,576 cubes, or 16,777,216 blocks vertically. This is also signed, so it ranges from -8,388,607 to +8,388,607. As a comparison, the Earth's atmosphere is accepted to be 100km thick, or 100,000 blocks equivalent. Low Earth orbit is up to 2,000km and Geosynchronous Orbit is ~42,000km up. 8,000km puts you comfortably in Medium Earth Orbit.
As a side note, it could be feasible to use the full integer (or long!) data-type for each axis, allowing for ~2 billion blocks in each direction, but the game would glitch out from floating point errors before you got near that point. Dealing with the errors would require a hefty overhaul of the internals of the engine to use fixed point for almost everything and convert that to floating point relative to the player/camera for rendering.
Technical limitations aside, the practicalities of so many blocks is that there will now be so many that there will be enough, perhaps at 62k there may have been a debate about it, as unlikely as that may have been, the limitations in terms of game play based on world side with this mod are in effect gone.
As a pure example the diameter of the earth ~12 750 km you could essentially build a scale model of the planet. And lets get real, if somebody wanted to try an simulate something more than a planet, there a plenty of ingenious ways simulate the absolute vastness of space without actually trying to measure it out 1 square meter at a time.
The reality of the kinds of worlds we be able to create in contrast what we can do at present is what makes this so very exciting.
Anyways more to the point as to why I am quoting here, the current short term goal is I presume with regards to the beta is to stick with 2D biomes, but I presume going forward in later releases to introduce 3D biomes? Or is that a task you would rather leave to other mod writers.
Further I have a question regarding in-game gravity. Is it possible to assign gravity to either biomes or chunks? Given that the next logical step in world creation once we have a reasonable world height to work with is to vary the biomes based on altitude. Having extreme biomes would be rather intersting: space; mantle; thin atmosphere, thin air, etc... some of which it would really nice to have a range of no gravity to extreme gravity that damages and crushes the player. Not to mention a multitude of fantasy based biomes.
Having extreme biomes would be rather intersting: space; mantle; thin atmosphere, thin air, etc... some of which it would really nice to have a range of no gravity to extreme gravity that damages and crushes the player. Not to mention a multitude of fantasy based biomes.
The fact of having such biomes (mantle and stuff) would mean taht we could never be able to reach them.
The deepest hole that we have dug through the crust is actually 12 262 m deep (sg3 drilling in Russia), and they took 19 years to dig that deep. Moreover, there were plenty of technical limits for them: the axis faced enormous torsion forces, the temperature was 180°C,...
And on Continents, if I recall well, the crust is about 70 km deep. So they achieved around 1/7 of the crust. They did not even reach the upper part of the mantle..
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
Anyways more to the point as to why I am quoting here, the current short term goal is I presume with regards to the beta is to stick with 2D biomes, but I presume going forward in later releases to introduce 3D biomes? Or is that a task you would rather leave to other mod writers.
Further I have a question regarding in-game gravity. Is it possible to assign gravity to either biomes or chunks? Given that the next logical step in world creation once we have a reasonable world height to work with is to vary the biomes based on altitude. Having extreme biomes would be rather intersting: space; mantle; thin atmosphere, thin air, etc... some of which it would really nice to have a range of no gravity to extreme gravity that damages and crushes the player. Not to mention a multitude of fantasy based biomes.
Having the ability to vary gravity on a 3D Biome (Domain) or at least altitude basis is something I was working with Robinton and Ivorius on a long time ago before CC stopped being developed. Robinton even made a tiny experimental add-on mod for an early version of CC that greatly reduced gravity for everything above a certain y level. It worked great! But it was incredibly simple compared to dealing with more localized changes. I have wanted this for a loooong time and, like you, hope to see it come about in the future! I would love to have Moonlets at high altitudes with low gravity and no gravity at all a certain distance away from them etc. Even anomalous zones under ground and such could be great fun!
Low Gravity y=>250
If you would like to have the experience of Low-Gravity in Minecraft, then you are in the right place!
The following patch, when added to your minecraft.jar file after the Cubic Chunks mod v 1.31 or higher, will cause gravity to be very low for all levels at y=250 or higher. - Enjoy!
v 1.0CC SpaceMod patch - For Cubic Chunks Mod 1.31 or Higher [ 2011-07-28 ] * I don't know the highest version it will work for.
The fact of having such biomes (mantle and stuff) would mean taht we could never be able to reach them.
The deepest hole that we have dug through the crust is actually 12 262 m deep (sg3 drilling in Russia), and they took 19 years to dig that deep. Moreover, there were plenty of technical limits for them: the axis faced enormous torsion forces, the temperature was 180°C,...
And on Continents, if I recall well, the crust is about 70 km deep. So they achieved around 1/7 of the crust. They did not even reach the upper part of the mantle..
Nah. This is Minecraft and with Minecraft physics and scales. Mantle could be at any depth desired. And you would be surprised at how driven some people can be. At least one player of the original CC mod DID dig all the way down to the lava ocean at the bottom, heh heh.
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- 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.
Having the ability to vary gravity on a 3D Biome (Domain) or at least altitude basis is something I was working with Robinton and Ivorius on a long time ago before CC stopped being developed. Robinton even made a tiny experimental add-on mod for an early version of CC that greatly reduced gravity for everything above a certain y level. It worked great! But it was incredibly simple compared to dealing with more localized changes. I have wanted this for a loooong time and, like you, hope to see it come about in the future! I would love to have Moonlets at high altitudes with low gravity and no gravity at all a certain distance away from them etc. Even anomalous zones under ground and such could be great fun!
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
Sweet! There is another one on this forum somewhere too, can't recall the name atm though. The important thing will be having such a capability compatible with TW mod for the full range of possibilities.
EDIT: Here is a link to that Japanese mod webpage as translated to English by Google-Translate:
The mod in itself is sweet, but it would be even better if we could build a spacecraft and have some other planets to conquer.
I know somebody who is taking over the Rocket Science addon for IC2. Maybe I could get in touch with him for a support? Who knows? He might be interested.
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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
Amazing good sir! I've been waiting for a while to reply to this, but now I have a question: can a world generator mod interact with this. What I'm saying is: will Tall Worlds have a worldgen API (not for ores but for worldtypes.) Because the best way, in my opinion, to fully utilize this mod, would be to make Deep Worlds. If you could make the building support negative y heights too, or perhaps just spawn the player really high (option 2 would be the worldgen mod maker's job) we could have exceptionally deep worlds. Imagine: huge, 20,000 block tall mountains, deep caverns, dangerous mineshafts with rare ores from other mods that only spawn in the dark abyss. Perhaps even a teleportation system, for example, when you touch bedrock, you go "down one dimension" (though this would be a separate mod I hope) to the nether (through simple vanilla teleportation methods of course.) Anyway, sorry if I'm getting carried away, but would this be possible with how you designed the mod, for other modders to implement?
Amazing good sir! I've been waiting for a while to reply to this, but now I have a question: can a world generator mod interact with this. What I'm saying is: will Tall Worlds have a worldgen API (not for ores but for worldtypes.) Because the best way, in my opinion, to fully utilize this mod, would be to make Deep Worlds. If you could make the building support negative y heights too, or perhaps just spawn the player really high (option 2 would be the worldgen mod maker's job) we could have exceptionally deep worlds. Imagine: huge, 20,000 block tall mountains, deep caverns, dangerous mineshafts with rare ores from other mods that only spawn in the dark abyss. Perhaps even a teleportation system, for example, when you touch bedrock, you go "down one dimension" (though this would be a separate mod I hope) to the nether (through simple vanilla teleportation methods of course.) Anyway, sorry if I'm getting carried away, but would this be possible with how you designed the mod, for other modders to implement?
I am fairly certain that with the M3L mod loader another modder would have everything he needs to affect world generation.
Amazing good sir! I've been waiting for a while to reply to this, but now I have a question: can a world generator mod interact with this. What I'm saying is: will Tall Worlds have a worldgen API (not for ores but for worldtypes.) Because the best way, in my opinion, to fully utilize this mod, would be to make Deep Worlds. If you could make the building support negative y heights too, or perhaps just spawn the player really high (option 2 would be the worldgen mod maker's job) we could have exceptionally deep worlds. Imagine: huge, 20,000 block tall mountains, deep caverns, dangerous mineshafts with rare ores from other mods that only spawn in the dark abyss. Perhaps even a teleportation system, for example, when you touch bedrock, you go "down one dimension" (though this would be a separate mod I hope) to the nether (through simple vanilla teleportation methods of course.) Anyway, sorry if I'm getting carried away, but would this be possible with how you designed the mod, for other modders to implement?
Deep worlds will definitely be a thing. Negative y values are completely supported. =)
Amazing good sir! I've been waiting for a while to reply to this, but now I have a question: can a world generator mod interact with this. What I'm saying is: will Tall Worlds have a worldgen API (not for ores but for worldtypes.) Because the best way, in my opinion, to fully utilize this mod, would be to make Deep Worlds. If you could make the building support negative y heights too, or perhaps just spawn the player really high (option 2 would be the worldgen mod maker's job) we could have exceptionally deep worlds. Imagine: huge, 20,000 block tall mountains, deep caverns, dangerous mineshafts with rare ores from other mods that only spawn in the dark abyss. Perhaps even a teleportation system, for example, when you touch bedrock, you go "down one dimension" (though this would be a separate mod I hope) to the nether (through simple vanilla teleportation methods of course.) Anyway, sorry if I'm getting carried away, but would this be possible with how you designed the mod, for other modders to implement?
An API for world generation should be on the list of planned features. If a modder wants to create custom level type for Tall Worlds, he'll need Tall Worlds as a dependency at the very least, so it would probably be simpler for those modders if we provide an API that allows them to create their own world generator and register it in Tall Worlds.
Negative Y is already featured in Tall Worlds. Tall Worlds defines sea level as Y = 0, with positive Y above sea level and negative Y below sea level. There are pictures of this early in the thread, posted by Cuchaz. (EDIT - ninja'd!)
With the current maximum view distance in 1.8 (32 chunks -> 512 blocks), you wouldn't be able to see much of that 20,000 block mountain. One of our goals is to implement a far view system, but that won't be happening for a while yet.
Deep worlds will definitely be a thing. Negative y values are completely supported. =)
Recollections of the Minecraftian Under-Dark (The Journals of MineCrak)
"I can hear and smell the briny swell of the tide, so close and loud after so very long. So unlike the still flat cold waters of the dark seas that move for no man down below.
After years of wandering, of searching for an answer above the ground and under the sky, I finally grew despondent to the point of taking my chances beneath the soil, shrouded from the safety and warmth that even the moon offered in some measure compared to where I descended..
It took every bit of courage and experience I had previously gained to survive my time in the under-dark, and more. I had thought the monsters and perversions of nature upon the surface, and in the caves which merely pretend at being underground, were horrid enough to test ones resolve, but no. What lies below cannot be prepared for, cannot be accepted or rationalized even in ones nightmares.
It was not skill alone that has preserved me through this foolish lost stumbling into the unknown, it was the goddess luck shining on me by any means she could, through the glistening wet glowing mushrooms and wall lichens and even the dead glow in the eyes of the undead clawing their way through the darkness as lost as I.
Such ungodly horrors I witnessed and ran from that I found compassion even for a zombie pigman who was trapped and being toyed with in ways that even tormented its damned soul. Against all caution and reason I conspired in that dark time to release it from its misery, despite what would surely happen to me. I succeeded, but eventually I grew to hate that zombie pigman for the mercy I had shown it, as its jailors and tormentors came for me. Weeks of darkness and weariness without relief became my existence with the sounds of scratching and slithering following behind me. Again, only the goddess luck saved me as the hounds on my scent were gobbled up by something even more heinous then they, something that apparently had no taste for my flesh or so I presume as it spit or expelled me out of itself in some way. I just laid there engulfed in odorous mucous hearing without trying the long drawn out screams and suffering of those who pursued me as they were slowly enjoyed by my benefactor.
But not all was woe and suffering in that other world. There were sites many a man would gladly sell their souls to see, experiences and flavors they'd happily betray their most beloved for. And treasure, yes, treasures a king would sacrifice all his legions and harems to possess. Even paradise. I found one such paradise amongst all the gloom. I would be there yet if I hadn't become the very seed of its destruction. For ages untold the inhabitants had lived free of the evils surrounding them, ensconced in a geographic anomaly that both provided for their needs as well as shielded them from the rest of the worlds deprivations. Sadly luck is capricious, she guided me in my travels to tunnel through just the one spot bordering this paradise that wasn't shielded. The natives were wide eyed with wonder and acceptance at my arrival. They treated me like a king, though they had no conception of nor need of such a thing. I was so happy there after all these years of being alone that I was ready to end my quest there, to forsake all my questions and the quest for their answers and let that little domain be the extant of my universe forever more.
That lucky tunnel I had made which gave me access to heaven, it became the crack in heavens gate through which barbarians invaded. The long winding and desperate path that had eventually led me to this fulfillment of all my dreams also ended up being the path that led to its destruction. I don't know if I just made unfortunate connections through various domains that allowed chance to bring the horde in, or if it was the odor of my alien spore and sweat that led them to me, but in the end it was I who led them there.. The natives of paradise, my people, had no conception of fear in them. The slaughter and feasting was unnaturally silent on their part, no screams, they just sat or stood there watching as their executioners descended upon them. Even the twisted and hideous barbarians took some pause at this reception, but it did not stop them.
I was above it all when it happened, my friends had made for me a palatial home directly above the hole I had crawled through to their realm. I had been sitting on the balcony drinking a tea with exquisite flavor and rejuvenation qualities that cannot be found in surface lands when the horde rushed forth beneath me. After the silence of the end I remember nothing, until I awoke in the dark of some damp and mushy floored cave vomiting and crying. I can only guess that some combination of fear exhaustion desperation and instinct took over control of my body and mind and made me flee the attack.
It has been in this empty state of loss and guilt that I have been wandering upwards ever since. In a delirium that has made me question any memories of the surface as mere fantasy and delusion. But now I smell and hear it, and it is so different from what has been before that I know it is real. I will keep following the odor and sound of the salty ocean through these caves and tunnels, with no plan in mind, no hope. It's just what I must do. Only now it isn't monsters I flee, it's what I have done that I flee."
Copyright 2014 by MineCrak (and owner of the name MineCrak)
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.
Recollections of the Minecraftian Under-Dark (The Journals of MineCrak)
"I can hear and smell the briny swell of the tide, so close and loud after so very long. So unlike the still flat cold waters of the dark seas that move for no man down below.
After years of wandering, of searching for an answer above the ground and under the sky, I finally grew despondent to the point of taking my chances beneath the soil, shrouded from the safety and warmth that even the moon offered in some measure compared to where I descended..
It took every bit of courage and experience I had previously gained to survive my time in the under-dark, and more. I had thought the monsters and perversions of nature upon the surface, and in the caves which merely pretend at being underground, were horrid enough to test ones resolve, but no. What lies below cannot be prepared for, cannot be accepted or rationalized even in ones nightmares.
It was not skill alone that has preserved me through this foolish lost stumbling into the unknown, it was the goddess luck shining on me by any means she could, through the glistening wet glowing mushrooms and wall lichens and even the dead glow in the eyes of the undead clawing their way through the darkness as lost as I.
Such ungodly horrors I witnessed and ran from that I found compassion even for a zombie pigman who was trapped and being toyed with in ways that even tormented its damned soul. Against all caution and reason I conspired in that dark time to release it from its misery, despite what would surely happen to me. I succeeded, but eventually I grew to hate that zombie pigman for the mercy I had shown it, as its jailors and tormentors came for me. Weeks of darkness and weariness without relief became my existence with the sounds of scratching and slithering following behind me. Again, only the goddess luck saved me as the hounds on my scent were gobbled up by something even more heinous then they, something that apparently had no taste for my flesh or so I presume as it spit or expelled me out of itself in some way. I just laid there engulfed in odorous mucous hearing without trying the long drawn out screams and suffering of those who pursued me as they were slowly enjoyed by my benefactor.
But not all was woe and suffering in that other world. There were sites many a man would gladly sell their souls to see, experiences and flavors they'd happily betray their most beloved for. And treasure, yes, treasures a king would sacrifice all his legions and harems to possess. Even paradise. I found one such paradise amongst all the gloom. I would be there yet if I hadn't become the very seed of its destruction. For ages untold the inhabitants had lived free of the evils surrounding them, ensconced in a geographic anomaly that both provided for their needs as well as shielded them from the rest of the worlds deprivations. Sadly luck is capricious, she guided me in my travels to tunnel through just the one spot bordering this paradise that wasn't shielded. The natives were wide eyed with wonder and acceptance at my arrival. They treated me like a king, though they had no conception of nor need of such a thing. I was so happy there after all these years of being alone that I was ready to end my quest there, to forsake all my questions and the quest for their answers and let that little domain be the extant of my universe forever more.
That lucky tunnel I had made which gave me access to heaven, it became the crack in heavens gate through which barbarians invaded. The long winding and desperate path that had eventually led me to this fulfillment of all my dreams also ended up being the path that led to its destruction. I don't know if I just made unfortunate connections through various domains that allowed chance to bring the horde in, or if it was the odor of my alien spore and sweat that led them to me, but in the end it was I who led them there.. The natives of paradise, my people, had no conception of fear in them. The slaughter and feasting was unnaturally silent on their part, no screams, they just sat or stood there watching as their executioners descended upon them. Even the twisted and hideous barbarians took some pause at this reception, but it did not stop them.
I was above it all when it happened, my friends had made for me a palatial home directly above the hole I had crawled through to their realm. I had been sitting on the balcony drinking a tea with exquisite flavor and rejuvenation qualities that cannot be found in surface lands when the horde rushed forth beneath me. After the silence of the end I remember nothing, until I awoke in the dark of some damp and mushy floored cave vomiting and crying. I can only guess that some combination of fear exhaustion desperation and instinct took over control of my body and mind and made me flee the attack.
It has been in this empty state of loss and guilt that I have been wandering upwards ever since. In a delirium that has made me question any memories of the surface as mere fantasy and delusion. But now I smell and hear it, and it is so different from what has been before that I know it is real. I will keep following the odor and sound of the salty ocean through these caves and tunnels, with no plan in mind, no hope. It's just what I must do. Only now it isn't monsters I flee, it's what I have done that I flee."
Copyright 2014 by MineCrak (and owner of the name MineCrak)
Bravo! very colorful descriptions very nice story indeed.
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White coats to bind me, out of control
I live alone inside my mind
World of confusion, air filled with noise
Who says that my life's such a crime?
Trapped in this nightmare
I wish I'd wake
As my whole life begins to shake
four walls surround me
an empty gaze
I can't find my way out of this maze
'Cause I don't care
Fall in, fall out
Gone without a doubt, help me
I can't take the blame
They don't feel the shame
It's a madhouse
Or so they claim
It's a madhouse
Oh, am I insane?
My fears behind me, what can I do
My dreams haunt my sleep at night
Oh no, won't learn their lesson, white fills my eyes
And only then they see the light
The Meaning of Life, the Universe, and Everything.
Join Date:
9/22/2011
Posts:
108
Minecraft:
keylan118
Member Details
Could you please add updates to the main post?
And, because you are awesome...
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Paper is there for words to be written on it. Rules are there to be broken. Laws are there to be followed....to the letter of course! Please help my dragons!
If there was anything to say in the way of updates, I'd post something. But there isn't. It would be SO NICE if I had more time to work on Minecraft modding. Until then, I hope everyone can put up with my glacial pace of progress.
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
Minecraft worlds are not infinite horizontally
CLICK FOR BEST SUPPORT WEBSITE EVER!
Make sure to click the reply or quote button on my post if you are replying to me, otherwise it is unlikely that I will see your post.
These forums are dumb and break my links. I'm bubbleawsome on steam too.
Actually, the 16M blocks thing is because 16,777,216 (224) happens to be the cube of 256 (28), which is what the height limit is currently. It was originally going to be 65,536 (216 = 2562) blocks but he decided it wouldn't be too difficult to increase it by another factor of 256.
Powers of 2 are very easy to work with in computers.
also you should check out Link Removed
As a side note, it could be feasible to use the full integer (or long!) data-type for each axis, allowing for ~2 billion blocks in each direction, but the game would glitch out from floating point errors before you got near that point. Dealing with the errors would require a hefty overhaul of the internals of the engine to use fixed point for almost everything and convert that to floating point relative to the player/camera for rendering.
Thanks for taking my explanation and stomping all over it
(It's okay though I'm not angry or anything, I like it when people who are more informed correct me)
also you should check out Link Removed
Technical limitations aside, the practicalities of so many blocks is that there will now be so many that there will be enough, perhaps at 62k there may have been a debate about it, as unlikely as that may have been, the limitations in terms of game play based on world side with this mod are in effect gone.
As a pure example the diameter of the earth ~12 750 km you could essentially build a scale model of the planet. And lets get real, if somebody wanted to try an simulate something more than a planet, there a plenty of ingenious ways simulate the absolute vastness of space without actually trying to measure it out 1 square meter at a time.
The reality of the kinds of worlds we be able to create in contrast what we can do at present is what makes this so very exciting.
Anyways more to the point as to why I am quoting here, the current short term goal is I presume with regards to the beta is to stick with 2D biomes, but I presume going forward in later releases to introduce 3D biomes? Or is that a task you would rather leave to other mod writers.
Further I have a question regarding in-game gravity. Is it possible to assign gravity to either biomes or chunks? Given that the next logical step in world creation once we have a reasonable world height to work with is to vary the biomes based on altitude. Having extreme biomes would be rather intersting: space; mantle; thin atmosphere, thin air, etc... some of which it would really nice to have a range of no gravity to extreme gravity that damages and crushes the player. Not to mention a multitude of fantasy based biomes.
The fact of having such biomes (mantle and stuff) would mean taht we could never be able to reach them.
The deepest hole that we have dug through the crust is actually 12 262 m deep (sg3 drilling in Russia), and they took 19 years to dig that deep. Moreover, there were plenty of technical limits for them: the axis faced enormous torsion forces, the temperature was 180°C,...
And on Continents, if I recall well, the crust is about 70 km deep. So they achieved around 1/7 of the crust. They did not even reach the upper part of the mantle..
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
Having the ability to vary gravity on a 3D Biome (Domain) or at least altitude basis is something I was working with Robinton and Ivorius on a long time ago before CC stopped being developed. Robinton even made a tiny experimental add-on mod for an early version of CC that greatly reduced gravity for everything above a certain y level. It worked great! But it was incredibly simple compared to dealing with more localized changes. I have wanted this for a loooong time and, like you, hope to see it come about in the future! I would love to have Moonlets at high altitudes with low gravity and no gravity at all a certain distance away from them etc. Even anomalous zones under ground and such could be great fun!
If you would like to have the experience of Low-Gravity in Minecraft, then you are in the right place!
The following patch, when added to your minecraft.jar file after the Cubic Chunks mod v 1.31 or higher, will cause gravity to be very low for all levels at y=250 or higher. - Enjoy!
v 1.0 CC SpaceMod patch - For Cubic Chunks Mod 1.31 or Higher [ 2011-07-28 ] * I don't know the highest version it will work for.
Nah. This is Minecraft and with Minecraft physics and scales. Mantle could be at any depth desired. And you would be surprised at how driven some people can be. At least one player of the original CC mod DID dig all the way down to the lava ocean at the bottom, 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
Actually, a Japanese coder has done a mod adding that for 1.6.4.
It's called space mod.
Here's a link:
http://forum.minecraftuser.jp/viewtopic.php?t=17975
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
Sweet! There is another one on this forum somewhere too, can't recall the name atm though. The important thing will be having such a capability compatible with TW mod for the full range of possibilities.
EDIT: Here is a link to that Japanese mod webpage as translated to English by Google-Translate:
https://translate.google.com/translate?sl=auto&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fforum.minecraftuser.jp%2Fviewtopic.php%3Ft%3D17975&edit-text=&act=url
- 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 know somebody who is taking over the Rocket Science addon for IC2. Maybe I could get in touch with him for a support? Who knows? He might be interested.
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
Amazing good sir! I've been waiting for a while to reply to this, but now I have a question: can a world generator mod interact with this. What I'm saying is: will Tall Worlds have a worldgen API (not for ores but for worldtypes.) Because the best way, in my opinion, to fully utilize this mod, would be to make Deep Worlds. If you could make the building support negative y heights too, or perhaps just spawn the player really high (option 2 would be the worldgen mod maker's job) we could have exceptionally deep worlds. Imagine: huge, 20,000 block tall mountains, deep caverns, dangerous mineshafts with rare ores from other mods that only spawn in the dark abyss. Perhaps even a teleportation system, for example, when you touch bedrock, you go "down one dimension" (though this would be a separate mod I hope) to the nether (through simple vanilla teleportation methods of course.) Anyway, sorry if I'm getting carried away, but would this be possible with how you designed the mod, for other modders to implement?
I am fairly certain that with the M3L mod loader another modder would have everything he needs to affect world generation.
Deep worlds will definitely be a thing. Negative y values are completely supported. =)
An API for world generation should be on the list of planned features. If a modder wants to create custom level type for Tall Worlds, he'll need Tall Worlds as a dependency at the very least, so it would probably be simpler for those modders if we provide an API that allows them to create their own world generator and register it in Tall Worlds.
Negative Y is already featured in Tall Worlds. Tall Worlds defines sea level as Y = 0, with positive Y above sea level and negative Y below sea level. There are pictures of this early in the thread, posted by Cuchaz. (EDIT - ninja'd!)
With the current maximum view distance in 1.8 (32 chunks -> 512 blocks), you wouldn't be able to see much of that 20,000 block mountain. One of our goals is to implement a far view system, but that won't be happening for a while yet.
Recollections of the Minecraftian Under-Dark (The Journals of MineCrak)
After years of wandering, of searching for an answer above the ground and under the sky, I finally grew despondent to the point of taking my chances beneath the soil, shrouded from the safety and warmth that even the moon offered in some measure compared to where I descended..
It took every bit of courage and experience I had previously gained to survive my time in the under-dark, and more. I had thought the monsters and perversions of nature upon the surface, and in the caves which merely pretend at being underground, were horrid enough to test ones resolve, but no. What lies below cannot be prepared for, cannot be accepted or rationalized even in ones nightmares.
It was not skill alone that has preserved me through this foolish lost stumbling into the unknown, it was the goddess luck shining on me by any means she could, through the glistening wet glowing mushrooms and wall lichens and even the dead glow in the eyes of the undead clawing their way through the darkness as lost as I.
Such ungodly horrors I witnessed and ran from that I found compassion even for a zombie pigman who was trapped and being toyed with in ways that even tormented its damned soul. Against all caution and reason I conspired in that dark time to release it from its misery, despite what would surely happen to me. I succeeded, but eventually I grew to hate that zombie pigman for the mercy I had shown it, as its jailors and tormentors came for me. Weeks of darkness and weariness without relief became my existence with the sounds of scratching and slithering following behind me. Again, only the goddess luck saved me as the hounds on my scent were gobbled up by something even more heinous then they, something that apparently had no taste for my flesh or so I presume as it spit or expelled me out of itself in some way. I just laid there engulfed in odorous mucous hearing without trying the long drawn out screams and suffering of those who pursued me as they were slowly enjoyed by my benefactor.
But not all was woe and suffering in that other world. There were sites many a man would gladly sell their souls to see, experiences and flavors they'd happily betray their most beloved for. And treasure, yes, treasures a king would sacrifice all his legions and harems to possess. Even paradise. I found one such paradise amongst all the gloom. I would be there yet if I hadn't become the very seed of its destruction. For ages untold the inhabitants had lived free of the evils surrounding them, ensconced in a geographic anomaly that both provided for their needs as well as shielded them from the rest of the worlds deprivations. Sadly luck is capricious, she guided me in my travels to tunnel through just the one spot bordering this paradise that wasn't shielded. The natives were wide eyed with wonder and acceptance at my arrival. They treated me like a king, though they had no conception of nor need of such a thing. I was so happy there after all these years of being alone that I was ready to end my quest there, to forsake all my questions and the quest for their answers and let that little domain be the extant of my universe forever more.
That lucky tunnel I had made which gave me access to heaven, it became the crack in heavens gate through which barbarians invaded. The long winding and desperate path that had eventually led me to this fulfillment of all my dreams also ended up being the path that led to its destruction. I don't know if I just made unfortunate connections through various domains that allowed chance to bring the horde in, or if it was the odor of my alien spore and sweat that led them to me, but in the end it was I who led them there.. The natives of paradise, my people, had no conception of fear in them. The slaughter and feasting was unnaturally silent on their part, no screams, they just sat or stood there watching as their executioners descended upon them. Even the twisted and hideous barbarians took some pause at this reception, but it did not stop them.
I was above it all when it happened, my friends had made for me a palatial home directly above the hole I had crawled through to their realm. I had been sitting on the balcony drinking a tea with exquisite flavor and rejuvenation qualities that cannot be found in surface lands when the horde rushed forth beneath me. After the silence of the end I remember nothing, until I awoke in the dark of some damp and mushy floored cave vomiting and crying. I can only guess that some combination of fear exhaustion desperation and instinct took over control of my body and mind and made me flee the attack.
It has been in this empty state of loss and guilt that I have been wandering upwards ever since. In a delirium that has made me question any memories of the surface as mere fantasy and delusion. But now I smell and hear it, and it is so different from what has been before that I know it is real. I will keep following the odor and sound of the salty ocean through these caves and tunnels, with no plan in mind, no hope. It's just what I must do. Only now it isn't monsters I flee, it's what I have done that I flee."
Copyright 2014 by MineCrak (and owner of the name MineCrak)
- 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
Bravo! very colorful descriptions very nice story indeed.
White coats to bind me, out of control
I live alone inside my mind
World of confusion, air filled with noise
Who says that my life's such a crime?
Trapped in this nightmare
I wish I'd wake
As my whole life begins to shake
four walls surround me
an empty gaze
I can't find my way out of this maze
'Cause I don't care
Fall in, fall out
Gone without a doubt, help me
I can't take the blame
They don't feel the shame
It's a madhouse
Or so they claim
It's a madhouse
Oh, am I insane?
My fears behind me, what can I do
My dreams haunt my sleep at night
Oh no, won't learn their lesson, white fills my eyes
And only then they see the light
-Joey Belladonna, Anthrax
And, because you are awesome...
Please help my dragons!
Lol!
If there was anything to say in the way of updates, I'd post something. But there isn't. It would be SO NICE if I had more time to work on Minecraft modding. Until then, I hope everyone can put up with my glacial pace of progress.