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    posted a message on Modify method of a class, not the whole class
    In a precedent topic I was asking help for ways to stop chunk generation after a certain limit and thanks to Mazetar, it worked! Yay!

    My problem now is that I am modifying ChunkProvideGenerate, an important class that may be prone to changes later on.

    So I am wondering how I can make my mod so it only modifies the METHOD provideChunk and nothing else.
    I am adding this at the beginning of the method, and possibly other things later on.

    if(Math.sqrt(Math.pow(par1,2) + Math.pow(par2,2))>=64)
    {
           Chunk chunk = new Chunk(this.worldObj, par1, par2);
           return chunk;
    }
    //Remaining as normal


    Is it possible?
    Will it become a different kind of mod because I'm affecting a world generating class?

    I'm still a bit new to Java but I understand more or less the oriented object approach but yeah, I'm hitting a bedrock.
    Posted in: Modification Development
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    posted a message on Finite world generation - Solved
    I am erecting a temple for you Mazetar! I just figured it out! What is explored by the way?

    With your websites and insight, I finally figured out the chunk issue, but it made weird quadratic-like emptiness in the positive quadrant.
    So I realized my stupidest error. The formula was wrong all along.

    ChunkProvideGenerate, method: provideChunk
    if(Math.sqrt(Math.pow(par1,2) + Math.pow(par2,2))>=64)
    	 {
    		    Chunk chunk = new Chunk(this.worldObj, par1, par2);
    		    return chunk;
    	 }
    //Remaining as normal


    I guess I will be able to add moons and asteroids in a similar way. Cool. And I don't know why but this chunk is apparently empty. I won't try to understand lol.

    This is a pizza-map of the result.



    So the two details about the generations that can be harassing are small and in fact interesting.

    The edge is chunky, squarey and stops right at whatever the biome was trying to make. I guess it's a style.
    Also, mineshaft are sometimes fluffing out of caves and go haywire in the unknown. Let's keep it that way I think.



    I guess my last question on that subject is this:

    Where should I put this bit so I don't modify the class' file but only the whole method in a separate file?

    Thanks a lot for your help Mazetar :)

    Small notice, your present level in the forum is void walker...
    Posted in: Modification Development
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    posted a message on Finite world generation - Solved
    I haven't read Pratchett's version of the myth, I just like the myth itself :)
    In fact it just makes for a smaller sandbox to play in and a more or less compacted area if somebody uses it for multiplayers.
    I may - and this is only may in the cloudiest and farthest of ways cause I don't believe in other dimensions - make a dimension for the turtle's back with elephants and stuff. But I am not sure of the use for it.

    I am doing this mod as a go-together with a Town mod I will be making when I can wrap my head around random generation. But not yet.

    Agreed with programming languages. Choice of one over an other is less about capacity than about preference and public accessibility. How about spoken languages on your side? My first tongue is French.

    Cool! thanks for the link, I thought you meant the one in your signature, I'm going through it and it seems interesting. Give you (y'all?) more news on that matter when I have the time to learn and try :P
    Posted in: Modification Development
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    posted a message on Finite world generation - Solved
    What's great about programming languages is that they follow the same general principles and they are - let's admit it - more static than we see them, as opposed to living languages. I'm currently learning the chinese language and boy she's demanding.

    Thank you very much for your I will look at the Standford courses as well as your tutorial, but for the moment I'd like to see magic happen before my eyes :P

    I will look through the different classes and let you (y'all?) know about what I discovered, or discovered not.

    Everyone will soon know that the Minecraft worlds are not only flat but disc shaped! And possibly later with moons and diamond asteroids ^^
    Posted in: Modification Development
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    posted a message on Finite world generation - Solved
    In fact, I am not a java programmer and I am not used with event handling, like, at all. I am more of a PHP programmer but I think I can "get it".

    The EmptyChunk class is existing in the program at net.minecraft.world.chunk but it seems like I should not use another object than from a Chunk class. When I use a Chunk class though, it does not crash, but it does not make any change.

    The thing is, I am just unaware on how to return a regular Chunk with no blocks.
    Posted in: Modification Development
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    posted a message on Finite world generation - Solved
    Quote from Mazetar

    Look at the world Chunk manager?
    If the chunk it wants to create is to far away from the center chunk, then just don't generate it? ;)

    Look at the ChunkProvider, the generate terrain and provide chunk methods should be the place to start looking :)


    Hi, thank you Mazetar for your answer!

    So here is what I have at the moment and however I try to put it, I can't find out how to make it work. This is in the ChunkProviderGenerate class:
    public Chunk provideChunk(int par1, int par2)
        {
    	 if(Math.sqrt(par1-8) + Math.sqrt(par2-8) > Math.sqrt(32))
    	 {
    	  EmptyChunk chunk = new EmptyChunk(this.worldObj, par1, par2);
    	  return chunk;
    	 }
    	   //I only added the if statement at the beginning, here how the method ends:
    	    Chunk chunk = new Chunk(this.worldObj, abyte, par1, par2);
    	    byte[] abyte1 = chunk.getBiomeArray();
    	    for (int k = 0; k < abyte1.length; ++k)
    	    {
    		    abyte1[k] = (byte)this.biomesForGeneration[k].biomeID;
    	    }
    	    chunk.generateSkylightMap();
    	    return chunk;
        }


    32 is a small chunk radius so to see if this works. Unfortunately it does not, as I am trying to generate a with an EmptyChunk what should be generated with a chunk, so the program quits unexpectedly.

    Do you have an idea of what I should do?
    Posted in: Modification Development
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    posted a message on Finite world generation - Solved
    Hi there!

    I am trying to make a mod stopping world generation about the size of one greatest map, in the form of a disc.

    I have the impression that this should be easy, but I don't know where to put

    if(Math.sqrt(par1) + Math.sqrt(par2) < Math.sqrt(radius)){
    //Generate
    }


    par1 being X, par2 being Y, radius being either 2048 for blocks or 256 for chunk.

    I succeeded to make everything disappear beyond this limit, but there is still a nagging bedrock and mineshaft, so I am not sure where exactly to put it. I would like to have only one placed modified, but if it needs more, then it's fine.

    If you wonder why I want to do this, here is the Mod Request I made while back.

    Also, since doing will change an existing class, how can I make it so I only modify one method of the class?

    Thanks a lot for your help!


    EDIT: SOLVED
    Thank you Mazetar, as with your help I was able to see my flaws in programming
    ChunkProvideGenerate, method: provideChunk
    if(Math.sqrt(Math.pow(par1,2) + Math.pow(par2,2))>=64)
     {
          Chunk chunk = new Chunk(this.worldObj, par1, par2);
          return chunk;
     }
    //Remaining as normal
    Posted in: Modification Development
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    posted a message on Better Blocks/ more stairs, half slabs and bricks
    Torches, whether glowstone redstone or normal, cannot stay underwater because they get washed away,

    I like the idea of glowstone dust on the ground though, that'd be cool looking! Would you have it glow only when activated, or always? Cause it would be great to have the possibility to turn it on and off like the glowstone lamp.
    I don't know if it is possible, but as redstone dust is red [obviously], maybe we can use the same texture and have the colour's hue changed to bright yellow, and increase the light effect.

    For horizontal fences of all kind, this is really interesting, because there is no need to make a new texture, only a new model for a new block, and voila, all texture packs have it working. Un less we add the capacity for them to be placed similarly as pillars, like, attaching them to the side of a block instead of its top would make it side ways.

    Similarly for slabs and stairs, they are a variant of the skin. Do you think there should be stairs and slabs for everything? I am sure there is a way to have two new blocks, generic stairs and slabs, which will have their secondary information the block type (ground, coloured clay, etc.).

    artume8beltz, ¿hablas español?
    Posted in: Requests / Ideas For Mods
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    posted a message on Better Blocks/ more stairs, half slabs and bricks
    I am not sure about coral and sponges, but I want all the rest. You may want to recall the topic so it's clear you want more pillars, slabs and stairs.

    What do you mean by horizontal fences though?
    Posted in: Requests / Ideas For Mods
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    posted a message on [Mod] Established Farm Mod
    Hi there,

    So what would be the goal of that mod? What do you want it to give more to the game?

    Because for example, the animal shelters and production machines are things that a player can make themselves, and the end products, like muffins, pies and pizza and sushis are similar to existing products and would be more or less unnecessary.
    Edit: I missed the part with the structure builder. I would certainly hope to see that created for ANY structures a person would like to create.

    Unless you talk bacon. We need bacon.

    So do you want this mod to create farms in prairies, like villages are generated?

    Do you want some foods created to have properties, like potions would do?
    I can very well see a pizza slice filling the hunger bar completely but then slightly slowing down the player.

    Keep in mind that creating a lot of food products means having a lot of dishes to do, because every new image will not necessarily fit well with the textures other people would use.

    As for legal issues, if you look at 2.1 of their license agreement policy, they state to have ownership over titles, themes, objects, concepts, artwork, etc. but I didn't see anything about right to reuse. The real worse case scenario is a ceise and desist, but yah, very unlikely. As long as no images are used, that the name is different and you state the the concept is based off it with a link so they get advertisement, there is no way to have a problem. Otherwise Zelda and other games based mods would have been stopped a long time ago.
    Posted in: Requests / Ideas For Mods
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    posted a message on More/Better Villages (And not the same structure things, either)
    Quote from Dezitron

    As for Floating Villages, they could be done, but the case would be much like that of the Jungle Villages [...] The Disco Village idea made me laugh a bit, perhaps they could be a super rare village type?


    Floating towns can be done by having a disc of white glass on which it would spawn as normally, but later ^^'

    As for Funky Town, why not. But I'm not making the houses so somebody's gotta do it :P Please make use of redstone circuit, lamps and game discs, whoever will do ^^

    Dezitron, do you mind adding links to the map and schematics on the topic?

    Quote from arkume8beltz

    I think in forests the houses can be maked with wood,the plains with stone,dessert with sandstone,the others the idea stay well..

    Maybe can add's ocean villages with glass around..villages in a rabines..underground villages..vilages of pigmen(not zombie pigmen..)in the nether..(quarz villages like greeks..)

    I like the idea..


    Hi arkume8beltz, if you want you can download the map to see the different town types already being created.

    For ocean village I'm not sure what you mean, if you mean a village underwater we explained how it would be impossible - or simply anaesthetic to have glass at water level. and if you mean a village overwater, I am not sure how to do so while still be pretty and somehow realistic. But if you have an idea let us know!

    As for the ravines, I'd really like to do that but unfortunately we cannot tell from the code where a ravine will be created, so there is no way - that I know of - to find out where they are to make towns down there.

    For underground towns, it's similar to underwater since doors need open air above their out side. BUT there could be a way to have it happened by having an air tube reaching ground level with glass at each endings over all the doors. Not sure how that will look but I'll work on that. Later ^^'

    Pigmen village seems legit, but they are not yet implemented and I do not wish to change any mob or block. This way, everything is town generation, and people who go on a server having this mod on, or who download a map in which the mod was used, will not need the town mod to be installed. If pigmen do get added to vanilla (minecraft without mods), then I'll be happy to make a pigmen town.

    I'd like to see your version of a greek village, if you're interested, download the map and/or Schematic and send back pictures!

    Edit: Updated map with fireworks in the castle working, beginning of tundra houses, descriptions.
    Posted in: Requests / Ideas For Mods
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    posted a message on Minecraft 2 (The future of minecraft)
    Hi there!
    Maybe it should be posted in the work in progress section if you already in development.


    How many is you? Seems interesting even though it is quite a lot to make. Will wait for more info.

    Specifically storyline. As people play the game, they are not given a plot, which are usually given by custom maps. How do you plan to make a storyline that won't go in the way of custom ones? Or will it be made more easily?

    For the 12 worlds, how is it so different for example Divine RPG that you prefer to create so many other worlds?

    If I may, I posted a request about a Shadow Realm, which would in fact be the same world but with different spawning and physics as if the worlds of ghosts and stuff.

    In game npc, mob and skin creator. This seems like a lot of work! So you're basically making small customization easy and integrated.
    Will created mobs/npc/skins be available for all maps or just the one they were created in? How will they be "saved" on the player side from the server side?

    What's your priorities so there could be an earlier release?
    Posted in: Requests / Ideas For Mods
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    posted a message on [Texturers and Modelers Needed] The Legend of Minecraft
    I was thinking about the 5 Chinese elements, which are Fire, Earth, Water, Wood and Metal :)

    Air temple could, so we can access it without having players building sometimes horrible skyways, be spawning in mountains, so it is high and still somehow hard to reach.
    Posted in: Requests / Ideas For Mods
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    posted a message on [Texturers and Modelers Needed] The Legend of Minecraft
    For the ice temple, I would see the ground as being very sliding, and there should be ice peaks on which if the character falls, it hurts him (like, off the main floors, peaks a bit below). Iron boots, or other, would cancel that effect.

    Fire temple, Solidified magma could be an idea, and I don't know if it is possible but a block which starts to burn if you stand in place too long in place.
    Armour that protects from heat.

    Earth or Air: I'm sure there is room for a hookshoot in there.

    Is there room for a metal/wood temple to replace air?
    Posted in: Requests / Ideas For Mods
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    posted a message on More/Better Villages (And not the same structure things, either)
    Hi Tropicreeper, I would really like if we don't change anything block wise and physic wise yet. Although it would be fun to have underwater towns and water breathing villager creatures!

    Changing the villagers' clothing per biome seems interesting! But I don't want to touch that yet. It would have to be small changes so people with other textures are not dulled out.

    Disco town, I am not sure I like the idea but if others are in, I don't mind at all. There is a total of 14 different towns with one variant each to make, so why not! We're up to 7 at the moment.

    Floating towns IS a good and feasible idea, if one can work on a town model to make a sort of paradise version it would be fun :)
    Posted in: Requests / Ideas For Mods
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