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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    Yes, I'm sure that any attempt to make general-case script-run world generation would run into performance issues pretty quickly. You can't make any assumptions about shortcuts, and so are forced into a brute-force or worst-case approach too often.


    See, I think about it completely backwards from your point of view. I would gladly give up TC and BB generation. I'm not trying to achieve block-for-block fidelity. I just want to capture the essence of the terrain character. In my view what would be needed is for RTG to make their terrains externally available so that a biome config could specify generator=rolling_hills or generator=snowy_mountain or whatever names you use internally. Then the surface/filler/mix blocks and decoration objects create the variety over that basic terrain shape. Essentially, instead of team-RTG choosing the realisitc biome, the config would tell RTG which generic realistic terrain algorithm to use for a given biome. How do-able that is depends a lot also on how much has to be hard-coded for a given terrain algorithm to work with smoothing, transitions, beaches, etc. It's certainly a lot of work either way, and I don't know if that sounds like where you guys want to take RTG. I think it fits within the scope, but may not be the right direction. Certainly performance would suffer, and might make it all unworkable regardless.


    Really I started investigating BiomeBundle looking for an alternative to BOP biomes, which I have begun to find tiresome over the course of their development. It seems like the unique ones were dropped or their generation parameters were changed to the point that they feel interchangeable rather than distinct. Dunno. Maybe it's just color choices. I can't really put my finger on it. They do seem a little preoccupied with dead stuff.


    Anyway, I'd much prefer to use RTG terrains than TC if I could somehow get TC's biomes into RTG. But I'd need realistic versions of the biomes somehow, and I don't even know if TC puts them into the vanilla biome array at all. I'm not clear on how it handles biomes <256, but not vanilla. Obviously it has to convert biomes >256 to something <256 for saving to the files, but it's not clear if something like 125 is accessible to a mod like Geographicraft if TC isn't generating the terrain. The number is valid, of course, but a TC terrain doesn't really have any generation parameters outside of TC worlds, so I'm not sure how vanilla would generate 125 if it existed in the normal biome array. Maybe it just adds it to the biome array, but not the generation groups, so it would never be generated in the world except by TC.


    So, after all that, just want to say that i LOVE Geographicraft and Underground BIomes. They are an indispensable addition to any sort of worldgen. Maybe somebody will find a way to make my dream happen. It could even be me. :-)

    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    I think MJo's request represents a naive or incomplete understanding of how Geographicraft and/or the Biome Bundle work. As you pointed out, TC uses its own biome layout system - with 1024 biomes. TC saves the biomes in the map files as one of the 0-255 biomes after generation as its method of integrating with the vanilla system. So, either your Geographicraft config has external biomes with the correct id's, up to 1023 - can it even handle that? - or you'll have 38 external biomes with the same id as vanilla Jungle, for example. Once again, can it even handle that?


    It would be great if it did handle it somehow, but it looks to me like the odds of Geographicraft interpreting the Biome Bundle biomes correctly are pretty low. Unless it's pretty easy to make it handle 1024 biomes for TC worlds - and GC can get access to the actual TC biome id (I don't know if id's above 255 are ever exposed external to TC code) - then you'll have to rely on TC's translated-to-vanilla id's. That would work fine and still give you decently fine control for general TC worlds, but notice that most of the biomes of the Biome Bundle specifically would have to be rewritten. Only 14 of the 430 biomes were chosen in the 0-255 vanilla range.


    Also, the Biome Bundle itself packages the latest Forge version of TC, rather than the Spigot version.


    Did you just hard-code operation in TC worlds in the 0.8.6 version? I don't see any additional config options related to that.

    Posted in: Minecraft Mods
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    posted a message on LittleTiles v1.3.0 #BuildItYourself - Finally Updated to 1.11.2 and 1.10.2
    Quote from CreativeMD»

    I have been thinking of something like this, but not implemented yet, because i was not sure if somebody will ever us it. 16x16x16 is more than enough for most cases, changing it to 32x32x32 makes things a lot more difficult (but it does not hurt the performance at all). Performance is only affected by the number of tiles not by the size or the resolution of the grid.
    I had an idea of changing the grid to 32x32x32, but still make the player think it's 16x16x16 and allow him to build in 32x32x32 if he wants to (maybe via a special key). That way I could offer more possibilities and still keep it simple, but I'm not really sure if something like this is needed.


    Absolutely!!!!! I've wished for this for a long while, but didn't know if it was possible, performance-wise. Mostly this is good for higher-resolution texture packs. At that point though you have to wonder how much is enough. I prefer 32x as the sweet spot between realism and abstraction for Minecraft, though 64x is better for some isolated tiles (glass leading, plants, etc.). So I would support up to a 64x grid if you wanted to go that high, but I DEFINITELY vote absolutely yes for 32x!


    Providing it as an option with the special key is probably best, because, as you said, 16x is enough for most cases.

    Posted in: Minecraft Mods
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    posted a message on In-Game NBTEdit! Edit Mob Spawners & Attributes in game! FINALLY UPDATED!

    No. Check here for a 1.7.10-compiled version.

    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from look4death

    i cant combine bioms o' plenty and rpg-inventory together i need help as soon as possible. plz answer :wub: :rolleyes:


    Well, you haven't given us much to work with, but ok, I'll answer. Anybody will need a lot more information than that to be able to help you at all. Start with: what version of BoP are you running, what version of Minecraft, what version of Forge, and what version of RPG Inventory. Then tell us exactly what it's doing - how do you know you can't combine them? - or, even more importantly, what it's saying. Post a crash report inside spoiler tags if you're getting one. If not, look through the logs for any messages that look like they might be related and post those sections, also in spoiler tags.

    Somebody will at least be able to tell you if the problem is fixable at all.
    Posted in: Minecraft Mods
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    All the discussion of lighting problems seems to stem from the already unrealistic Minecraft internal conceit of infinite lighting. I don't think there's any need to uphold infinite ambient occlusion in game terms. We already live without cloud shadows and nobody complains. Minecraft lights can only cast light 16 blocks; therefore, they can only cast shadows 16 blocks as well. The only "infinite" light is the sky light, but in practice I would say that it just doesn't happen that way. Either the object is so distant, regardless of size, that the shadow is reduced to nothing at the local level, or alternatively the hole is so deep relative to it's size that sunlight doesn't penetrate to the bottom. Either one of those are your edge cases, and I would submit that you can dispense with either of them outside of 'far' view distance, which becomes your recursion limit. Does anybody really want to see shadows from all the terrain that's not visible anyway? Half the time Minecraft's own ambient occlusion looks dorky, and that's only under tree canopies! Certainly large objects just beyond view distance would still shadow the game area, just as cloud shadows should show, but is it really important to the feel of the game to take that into account? You should be able to light the terrain you can see with the info you have for rendering, and that seems to remove the lighting problem altogether. Any ideas on this, or something glaring I'm overlooking?

    I definitely support this idea. I'm still not sure why Mojang didn't adopt it when it first came out and integrating it into the codebase would have been much simpler.
    Posted in: Suggestions
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    From the changelog:
    Build 1.7.2-2.0.0.750:
    Catcwe316: Disabled the Candyland world type completely.

    That's all well and good, except it's still generating in release 751. It still has id 179 in ids.cfg, and it's still generating null as a biome name. It can't be that hard.. In WorldTypeBOP in the constructor, remove the create call to 'new WorldTypeBOPA'. That's how I fixed it on my end by hacking the bytecode. BOPA doesn't seem to be used currently for anything except Candyland, so commenting out the line works fine if you still need it for future functionality. If I can figure it out, why is it such a struggle for you?

    I hate to be harsh, especially for somebody that's trying, but like most programmers my tolerance is low. :-) It's easy for me to be judgemental, since I have 20 years of coding (not java) behind me. But I would encourage you to strive to UNDERSTAND the code you're trying to maintain, and not just hack away at it piecemeal, as your recent changes seem to indicate you're doing.

    Edit:
    On a related note, if you're not already using something similar, I highly recommend InfoRapid Search and Replace. It lets you do pattern-matching search and replacement across an entire set of files, including subfolders (it is Windows-only though, I think). It's much easier and faster than looking at a class outline in Eclipse and trying to figure out where all the references to a particular thing are (though I'm certain Eclipse can do something similar.) For instance, I just searched your entire source tree for 'candyland' and sifted through the results to figure out where to make my change. It's free for con-commercial use, and I find it enormously helpful for lots of different tasks (no, I'm not affiliated).
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from FearMaster

    Can somebody pls help me, i cant activate the nether horse's skill he doesnt consume redstone .
    And the Whip doesnt work too i dont know if it is normal or some problem i got :/


    Try taking out all your mods except Forge, CMS, and Moc, and see if it works then. If so, it's a mod conflict with another mod, probably an item ID conflict. Add your other mods back in one at a time until it fails, and that will tell you which mod is conflicting. Check your logs for any messages that might give you a clue as to what the problem is - do that first, actually; it could save you a lot of unloading/reloading. :)

    Edit: Actually if you're running Optifine to get a decent framerate you can leave that in as well, as it shouldn't be conflicting with these. Unless it doesn't work with the stripped-down configuration either, in which case I'd say Optifine is your problem...
    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs
    While you're digging in the internals, I just noticed in my logs that you're generating the following Forge warnings/errors. Probably not related to any bugs you're fixing now, but might want to take a look:

    [13:48:47] [Client thread/INFO] [FML/Forge]: Unknown recipe class! exterminatorJeff.undergroundBiomes.constructs.block.UBStairsGroup$StairsRecipe Modder please refer to net.minecraftforge.oredict.RecipeSorter
    [13:48:47] [Client thread/INFO] [FML/Forge]: Unknown recipe class! exterminatorJeff.undergroundBiomes.constructs.block.UBWallGroup$WallRecipe Modder please refer to net.minecraftforge.oredict.RecipeSorter

    Thanks! Great work on the mod, by the way.
    Posted in: Minecraft Mods
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