New thread has been put on hold til further notice, however this might be enjoyable.
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Last active Tue, Apr, 2 2024 08:28:27
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bf0x1 posted a message on Welcome to MCSAO! Sword Art Online mod - Anime inside Minecraft! [Aincrad Dimension][Swords and items]Posted in: WIP Mods -
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bf0x1 posted a message on Welcome to MCSAO! Sword Art Online mod - Anime inside Minecraft! [Aincrad Dimension][Swords and items]Posted in: WIP ModsExpect new Thread by the end of weekend <3
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Ronin_Knox posted a message on Apocalypse Shader V1Posted in: WIP ModsRonin Knox Apocalypse ShaderV1
Download link possibly coming soonMade an account just for this sheesh.
I was looking through all the different shaders and I didn't notice any apocalyptic/Fallout inspired ones, so I decided to make one for myself. Feedback of any kind would be great. If you feel like this is worth a download link let me know!
Obviously this will require an optifine version with shader integration, there are other threads for how to install that.
Screenshots: V1 -
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Sharkgrin posted a message on Road Stuff – 1.0.0 released for 1.7.10 - New thread in mod sectionPosted in: WIP ModsLooking good!
Ever thought of implementing a gradual slope road system similar to the one in Flenix Roads?
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Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Overview
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Gallery
Supporting this suggestion
Special thanks
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
Overview:
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
The disadvantages:
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
The problems:
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
[spoiler]Terrain:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
Biomes:
By default, nothing will change.
Ore generation:
By default, nothing will change.
Structures:
By default, nothing will change.
The Void:
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Superflat settings:
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
[spoiler]Settings:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Chunk occlusion/exclusion:
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
A: No.
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
Gallery:
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
[url=http://www.minecraftforum.net/topic/1707097-cubic-chunks-infinite-height-elimination-of-x-ray-and-more-60-supporters/page__st__0][img]http://img833.imageshack.us/img833/443/hov.png[/img][/url]
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Special thanks:
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
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BluShell posted a message on [1.6.4][WIP] EvoCorePosted in: WIP ModsEvoCore is still being developed this mod will include a GTA star system along with a crime rating and crime log.
EvoCity is mostly a decoration mod. Adding new blocks and Items to your server.
Blocks:
Vending Machine(preset to FlenixCities Economy, but can be changed in config) Right click with money get water.
Fire HydrantRight Click with bucket get a pail back.
Gas Pump(preset to FlenixCities Economy, but can be changed in config) Right click with money get fuel.
City Sign
KFC Signs
Speed Bump
Speaker Box
Cash Register
More to come... Suggest new ideas or changes
Items:
PurepleHaze Seeds Bag
O.G Kush Seeds Bag
RedCap Shrooms Seeds Bag
BluCap Seeds Bag(each seed bag contains 6 seeds)
PurpleHaze Seeds
O.G Kush Seeds
RedCap Shroom Seeds
BluCap Shroom Seeds
Blocks:
Grow Lamp
Grow Pot
Weed Dryer(Coming Soon..For now just a Furnace)
DOWNLOAD MAY COME DEPENDING ON FEED BACK OF THESE MODS -
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Doffen1234 posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok updateI misses the pictures of creations people makes with Rails of War. We are able to make all kinds of cool stuf with the rails. I thought I could show of some if mine if people are interested. I like to watch other peoples creations for inspiration, so I guess i could share mine to if others want to se work that other people have done.Posted in: WIP Mods
A little Western town. The railway down in the town is the end of the line, with a train ready to go. If you look over the town, you can see the entranse to a tunnel. There is a railway going past the city up there, and in to the tunnel. Further down the two railways connect ant one track keeps on going to four new towns and some industri areas.
A bridge crossing the river. Personaly, I like to make small details to the suroundings. Not just the railway. So here I made a small river under the bridge, and a little dishinghut next to it.
The railroad goes trough all kinds of biomes. Here is from the village in the snow. Personaly I like to have the trains run trough snowy areas. To bad the snowbiome in Minecraft is so poorly made...
Again, here are some details alon the railway. A smal wheat farm with two farmers working, and a smal sawmill on the right. Thanks to the Custom NPCs mod I can make people to decorate my map, and even trade with them. That way I can make it so I can transport goods from one city to another, and from one factory to another. It gives the game more feeling, and a reason to drive the trains between the towns.
Here we can see a part from the biggest town on the map. On the trainstation, two trains meet up to pass.
The smeltingworks. This factory requirs iron ore from the mining town. The only way to get it there is by train. And a factory this importiant does ofcourse not shut down by night.
Everything in the pictures is selfmade. I hope this could give you some inspiration, make some great builds and share them with us to give some insporation back!
Quote from Florian3277
Make LZB Rails
Make ICE 3 with the funktion of Train Simulator 2014
and much more this Mod is cool and i like cool mods
You can't just order him to make what you want in this mod. It takes hard work and mutch time. Naiten makes what HE wants to make. Stop asking for other trains and stuff. Let he do what he wants. Its his mod and his time. Make your own if you think it is so easy. -
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Naiten posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok updatePosted in: WIP Mods
Indeed.Quote from Saint_The_Stig
Take that kid who sat behind me in high school calculus! This is when you use "this crap" in everyday life!
Read The Fffuuu...llowing Manuals.Quote from CodyOfMinecraft
Quote from Spiritualwolves
i have a issue atm im missing the prybar in 1.6.4 does any one else have this issue
I dont have it either.
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Freddsche posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok updatePosted in: WIP ModsQuote from Flenix
Will content packs be user-creatable in the future? I'd love to create some sort of electric train addon.
Also, what is your stance on private server modpacks?
EDIT: If it is possible for users to make packs, I may also contact you in the future about adding RoW support for my FlenixCities mod. It will add city worldgeneration and I'd love to have RoW rails generate in the cities, it's something my other users have requested before but it's supposed to be a modern mod
The right people are going to get together. Something very awesome will be created soon. Eagerly looking forward to all of that -
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100chilly posted a message on Looking for a great host/server sponsorshipHey guys,Posted in: Hosting Requests
I'm looking for a minecraft server host and web hosting. I plan to host one to maybe two minecraft servers. Maybe even some sort of build server for my applications I develop. All my applications are open-source and are over on Github. I only have one application up at the time of writing this that needs to be redone but i shall hopefully have more up soon.
The core things i would need are FTP, SSH access. A control panel would be nice if possible.
My friend agreed to pay the bills as long as we get donations from the players or just random people. So that means we're pretty tight on cash so the main thing in a real world scenario is to get a server sponsor or some sort of discount but we hope for a server sponsorship.
______________________________________________________________________________
If you decide to consider me for a sponsorship, Here we go! - If not skip down a few paragraphs.
I’m 100chilly, I’m 17 years old, I’m an amateur/beginner programmer with three years experience in running Minecraft servers on Microsoft Windows and almost one year with Linux so I know about server management quite a bit. I use to host from home but I recently moved about one year ago and my current internet service provider has limits on their bandwidth so I can't afford to run big servers anymore. I currently manage Iron Frost Gaming as their Head-Tech and Head-Coder.
I’m looking for a 2gb to a 3gb server for a possible transfer of Iron Frost Gaming. We have a rather medium-sized community so its ideal to have 45 or more slots available. We run Bukkit with a decent amount of plugins so its also a good idea to have 2gb to 3gb of ram available. This server is currently factions pvp with griefing allowed to factions only.
The second server would be for mods (after i get permissions) running under bukkitforge or mcpc. So I would more than just 1gb of ram. After i obtain permissions, people would be able to download the mods via some sort of launcher and be able to login. I’m still debating if it would be a creative server or not. it would most likely be a creative server then once the map gets finished it would swap over to survival.
The reason i want a server is because I’m currently unemployed and still in school and it gives me something to look forward to when I come home from school. Servers are my getaway from stress and anxiety. If we don't get enough donations i can most likely stretch a few payments but a sponsorship would work the best.
Both servers would be advertised here on the forums, on PMC, and few different minecraft server lists.
If anyone is interested in sponsoring Iron Frost Gaming or Binary Gaming, I obviously don't expect something for nothing. I’m currently learning html in my free time and soon to be learning java and c++. I could most likely code a basic website for someone if they request it, if you have a advertisement banner, I’ll add it to all my websites of course. I’ll try to promote the hosting company in anyway possible! This includes in-game and outside of the game (Ex: Possible banner on my Twitch.tv/YouTube accounts).
Here are some statistics from the old Aim2Game server, we just migrated to a new host so it’ll be a few days before its like this again. Note: This is a direct image on Flickr due to the fact that Aim2Game seems to only create temporary images.
“What are your requirements if you (100chilly) are doing all the technical work and your friend is paying for it?”
Well, like i said, I would definitely need ftp and ssh access, and the control panel would be nice but its not a dealbreaker. Port 25565 would be great as well but still, not a dealbreaker. 20 TPS is what keeps me going so thats ideal as well.
I asked Flenix if I could borrow his template, he said I could borrow it:
If you're going to offer me a server, Can you please include this information?
Total RAM available to me:
Total HDD space available to me:
HDD or SSD?
Total CPU power/core count available to me:
Total amount of IPs I can use:
Any bandwidth restrictions?:
Avg. Upload and Download speeds:
Geographical location:
Price:
Any restrictions?:
If you wish to know anything else please reply here with your question(s) or pm me
Thanks,
~100chilly - To post a comment, please login.
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Hello Spirit_Tracks,
Not sure if I'm missing something, but I don't seem to have any trains available, and I also can't place the stilts to a maintenance track?
A lot of people seem to be talking about trains as if they are using them, is there a secret new version I don't know about?
I'm on 0.8
Thanks
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That's pretty useful to know.
If you're any good with Java and Smart Moving is open source, you could make a small addon mod which detects when you're in a vehicle and disables it automatically
just check if the mounted entity class equals any of the MCHeli vehicle classes (There's seperate each for plane/heli/tank/turret) and when true, toggle the option in smart moving.
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Unfortunately due to how they both work Smart Moving and MCHeli are incompatible with one another. In fact I'm amazed you managed to get in-game at all...
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Always love seeing my mod in action, can't wait to see more!
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Hello all, and welcome to my new mod; Advanced Armoury!
This mod is designed to let you build a new gun - any gun you like (eventually).
I take inspiration from other mods like Tinkers Construct and Flans, as well as existing games (Especially Borderlands)
This is the FIRST ALPHA. It's certainly not even vaguely close to complete - in fact currently there's only a default Assault Rifle system implemented using M4A1 parts, with "perfect" hard coded shooting specs.
The mod is designed so you can create cheap flimsy guns that break easily right up to superpowered guns with high specs. The parts you use to build your gun will effect all sorts of different aspects, from durability to accuracy, power, fire rate and even how it looks.
Anyway, enough waffling. I've created a guide for alpha testers so you know how to build and use a gun. The download is included in said guide.
BEFORE YOU DOWNLOAD, Note this is an ALPHA mod. Do NOT put it on existing worlds or servers, it 99.9% will break your world in the future. If you ignore this you only have yourself to blame when you're favourite world is corrupt, be patient
Feedback and bug reports hugely help too, so any suggestions etc are welcome!
https://goo.gl/Wt3azx
So why is Advanced Armoury different from the 500 other gun mods?
It's simple; I'm trying to focus on realism and customization as much as possible. Instead of just saying "Here's an M4 carbine", I give you the parts to build it the way YOU want it. You could go super-stubby, making a lightweight one-handed assault rifle that packs a punch at close quarters but isn't great outside or you could stick a 20" barrel on it and turn it into a DMR effective over long ranges. Of course, you can clone existing weapons using the parts - and some pre-built examples are included.
My mechanics focus on realism too. In other gun mods you just craft a magazine that's automatically full and hit a key to reload. With Advanced Armoury, you craft a magzine, craft the rounds, fill the magazine and then insert the mag to the gun via GUI (Can be hotkeyed when you've got the right gear in the future). This means you can reuse the magazines, saving on long-term costs, and you can also mix and match rounds in the mags (utilizing advanced rounds like incendiary and poison without wasting them on every shot.)
On top of that, I've focused on visuals. The default included parts are all rendered as low poly .obj models - which means they don't take much resources but still look surprisingly realistic. Every visual part of a gun is rendered depending on the material you used for the part. Of course if you prefer them to be blocky and square to suit Minecraft, you can just add new asset packs with blocky square parts.
Finally, my firing system is very different to most of the gun mods. They all work like a Bow - you press fire and it spawns an entity into the world, sets that entity to go as fast as it possibly can forwards, and if it hits another entity it damages it. That's great for a bow, but when you've got a gun firing 10 times a second, that generates a lot of strain on the server. Instead, my system traces an invisible line from the player, and applies calculations to the direction of that line for range, accuracy etc. If it finds a target, it will directly damage said target. No entities, no lag, no problem.
Basically, my system will allow every player to create a gun perfect and unique to them, with heavily fine-tuned stats allowing you to build something for every situation.
What's included in the alpha:
- Basic shooting mechanics (assault rifle only), with things such as preliminary accuracy and recoil calculations
- The gun building system (assault rifle only), which even in the alpha allows you to create over a million "different" guns.
- The asset system, allowing you to create your own external parts, letting you create any gun you can possibly desire with a little patience
- Various tweaks and improvements; health and damage are overhauled (and should be compatible with all mods still), there's a dynamic crosshair for guns which represent your target, and also a damage direction indicator
- A loot system, which lets server admins (or soon world gen) create lootable blocks that every player can loot once.
- A couple of example pre-built assault rifles. Just fill a magazine with rounds, stick it in (press I when holding gun) and you're good to go!
Pictures etc!
These are just brought up from the thread so you can easily see them.
The first released picture of a gun. This uses the asset system to add my logo to the side of the gun, and uses the render system to display that the gun is using a gold barrel, flash hider, bolt, charging handle, trigger and fire selector. Whatever material you use for those parts will be visually shown on the gun, making them aesthetically pleasing too.
Early picture of the first-person view. The arm is a little better now, with an "elbow" to look more realistic. You can also aim down your sights with right-click, focusing the gun into the centre of the screen and zooming in just slightly.
A GIF showing locational damage. Depending on where you're attacked from, the indicator will show a different section in red, so you always know what direction you're being killed from. And yes, it was recorded on my phone, I'm lazy.
Also, the increased health was in-progress here, hence the hearts. They are now rendered as a health bar where your hearts would be instead - and of course it supports HUD enhancement mods like HUDWidgets.
These are the first examples of Loot Crates - the Tiny Loot Crate. On the left, it's locked, and requires a key to open. The middle is unlocked, but the player hasn't opened it yet, and on the right, it's been opened by the player. Another right click would then take the item from it, giving it to that player and hiding it from their view. The visuals here are entirely clientside and networked as such - because a crate can be looted by more than one player, only players who have opened it will see it as open and so on.
The lights also glow at night, which is pretty.
RPG System
Following the poll from above, it's pretty clear ya'll want an RPG system for this mod, letting you level up to unlock stuff, get bonuses, and perform cool new skills to help in and out of combat. So, I've started on that!
I'm splitting the RPG side into a separate mod, to keep everyone happy. On top of that, it's a really simple API, so other mods can very easily use it for just about any sort of skills they want. (Maybe I'll add a Cooking level to FlenixCitiesFood...)
It's still quite early in progress as I don't have the skill equipping system yet - so all loaded skills are equipped to everyone. But, if you want to toy around with it, here's the downloads and githubs (developers will want the source!)
RPGCore: [Download] - [GitHub]
ExampleSkills: [Download] - [GitHub]
ExampleSkills is a demo of sorts - it shows developers how to make skills and register them with RPGCore. You will earn experience every time you jump for the Jump skill, and every time you punch a mob for the Punch skill.
Once I start weapon skills, AdvancedArmoury will have depend on RPGCore - if you don't have RPGCore the game won't run. The skills themselves are optional, but I'll be using a lot of core functions from RPGCore and it'll have a very hard integration in how guns work.
(Basically, "disabling" skills just sets everyones skill in all guns to 100,000, meaning they've perfected it and unlocked everything)
Thanks for visiting, and please make sure to leave feedback and comments! I love to hear your ideas, what you think I should prioritise for the next release and so on!
You can also chat with me directly on IRC (esper.net) in either #flenix or #silvania - there's a link in the help doc if you don't know how to IRC.
Also, if you're interested, PLANS FOR NEXT RELEASE!
Alpha 0.1.0:
- Switched to a Generated Component system. You tell the game "I have X material!", the game will create a full set of components based on that material and the stats you provide. It also creates textures for you.
- RPGCore Integration with a few example skills. Cannot be disabled yet.
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Hello all, and welcome to MC Helicopter!
First, a note - this is not my mod. The developer, EMB4, is Japanese and doesn't speak English. As such, he gave me permission quite a while ago to share the mod on his behalf on PMC, Minecraft Forums and also Curse. You may notice that this is a new thread - the original one on MC Forums was not posted by me and I believe was not a legit post at all, and as such was taken down.
Permission to repost this directly from EMB4 can be seen here:link.
Now, onwards to the post! I'll keep it short here. Full details can be read on Curse.
Original (Japanese) thread: http://forum.minecraftuser.jp/viewtopic.php?t=14837
Curse thread: http://minecraft.curseforge.com/projects/mcheli-minecraft-helicopter-mod
PMC thread: http://www.planetminecraft.com/mod/forge152-172-mcheli---minecraft-helicopter-amp-plane-mod/
Please read the installation instructions at the bottom before downloading - it's slightly different to normal Forge mods!
MC Helicopter, as the name suggests, is about helicopters! It's also got planes, cars, high-powered turbo goats, huge turrets and cannons and just about anything else you could possibly want. Everything is rendered with high-def object models, and there's a huge focus on realism and handling leading to very interesting dogfights.
Most vehicles are military, but there are some civilian ones included too.
Also, it's got an asset system, so you can (relatively) easily add your own custom vehicles!
A picture speaks a thousand words, so here's 5,000 words:
There's tonnes more vehicles than that, these are just examples!
If you have any feedback, suggestions or comments, leave them below and I'll do my best to pass them onto EMB4. Please note he doesn't accept vehicle requests - only features and ideas! The point is we're supposed to make new vehicles ourselves
Installation
Installation is NOT like normal Forge mods, but is still very easy!
You will download a .zip file. All you need to do is UNZIP it, and place the "mcheli" folder directly in your mods folder. If it's zipped up, the game can't read the model files, so you won't get any vehicles loaded.
Modpack Usage
Modpack usage is fine, but please make sure you link back to either this or his thread. I suggest linking here, so other users can access the English stuff (and I link to his anyway.) Obviously you can't make money off the modpack though
Alternate Minecraft Versions
There are versions dating back as far as 1.5. If you want them, you'll have to visit the Japanese site - I only post the latest ones. If demand is high, I will happily backport the latest release for old versions of Minecraft for you, but I can't imagine them being used much.
As for 1.8 and 1.9 - Minecraft changed a lot of stuff in how things render which requires a HUGE rewrite in mods like MCHeli. The Japanese modding community is much like the western one - many of them decided to stick with 1.7.10 for now. If EMB4 releases 1.8+ versions I'll be sure to let you know, but a poll on his thread suggested 1.7.10 is vastly more popular to release for.
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Are the pictures still missing now?
Update
1.0.2 uploaded to Curse, should be on here very shortly
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Thanks for the report, I'll take a look
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On the off-chance this mod is rebooted or something else decides to make a SAO mod, I've been working on a few things that are vaguely based around the universe - the main thing being a skill system. I even based my GUI roughly around the SAO one (Skill Icons are placeholders):
It's only loosely based off SAO (eg 7 skills instead of 12) but it's an open source API. Anyone with even the most basic modding experience can very easily make new skills using it - the only java limitations are what you make your skill do
It's actually built to tie-in with my gun mod Advanced Armoury - so if anything I'm closer to making a GGO-style setup. Only a small jump from there though, if someone wants to help me rebuild the Cardinal system to get AI mobs/items generated randomly then we'll be set.
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why thank you
Awesome! There's a few bugs I've had that I've backburner'd for now because they were bugging me (ha, pun), feel free to take a look at those if you have any insight?
- Dropped guns need to be custom EntityItems (EntityItem should prevent gun breaking in lava etc, not rotate (lie flat on the ground) and not despawn). Bug is that when using a custom EntityItem, it crashes the game on creating it, or if not the item just instantly despawns. Probably doing it wrong.
- Components aren’t being damaged on firing (possibly something to do with custom item container code - been meaning to chase coolAlias about it as I followed his guide creating it). Each time the gun fires all internal parts should have a 50% chance of taking damage. If the gun doesn't have a round in (dry fire) the firing pin should get 5 damage points.
- The round doesn’t visibly appear in the GUI if it’s extracted from the mag with the GUI open. closing and reopening shows the round properly (the round IS there, just can’t be seen until you reload the GUI. Almost certainly a container bug, not sure what though.)
- Rounds don’t render correctly when dropped/in hand. Might switch to using a 3D render for the rounds (tessellated), it's just a pain to do. Problem is due to a custom renderer that renders the casing and bullet separately and stitches them as a single texture, so I only need about 25 textures instead of hundreds.