Ok looks like the 'power sources' being preserved are shaft power generating engines, not batteries or induction motors/generators.
I suppose in theory you could have more than 50GW on a single machine if you spammed auroral batteries (tested 64), or combined multiple lines with bedrock shaft junctions somehow. Some machines don't max out at 1 operation per tick and can go to multiple operations per tick, but I doubt the boring machine and bedrock breaker are included in this. There should still be a hard limit of about 1 Grad/s which is the maximum speed of bedrock gearboxes.
Is it an exploit that power source information is lost when power is converted from electric -> shaft and vice versa? I'm currently using this behavior to regenerate excess power emitted by a battery. I also intend to use this consolidate power sources (from reactorcraft turbines) so that I can run a base electrical grid without running afoul of the 4 source limit. I've tested this on modpacks with v9b and v11b.
Example:
I get that you could use this behaviour to combine the power of large numbers of low tier engines, but if it didn't work like this, centralized power grids would be limited to 4 maxed out HP ammonia turbines (~50GW), using pure electricraft transmission, or else reliant on conversion to 3rd party power systems such as RF, and using consumables like liquid nitrogen or lubricant.
Export buses on subnetworks don't seem to work consistently. The export bus on the chest in the middle exports, but the other two don't, no matter which drive the items are in. Terminals on the subnetworks seem perfectly capable of accessing the stored items though.
EDIT: Nevermind. Its apparently because of the security terminal.
I've got a bug report. I'm using the latest 1.7.10v2
Induction generators don't update their output when a micro-turbine directly attached is disabled by redstone, thus generating free power. The generators update on reload, and when the micro-turbines are activated. I haven't tested this behaviour with other engines, or when induction motors are supplied by shafts or gearboxes.
The intent of the setup is to bypass syncing issues when trying to combine micro-turbine output with shaft junctions. Even when the turbines are activated with the same redstone signal, there may be differences in speed causing power loss and even greater differences in speed. The engines are being controlled by EnderIO's poiwer monitor's engine control logic so the engines only activate when the main capacitor banks run low, so the engines are supposed to startup and shutdown repeatedly, rather than always running. I assumed that the additional fuel cost during spin up phase would be compensated by the residual energy released during the spin down phase. I suppose I get more free energy now.
I currently plan to work around the bug by using a timer to briefly activate the engines every couple of minutes or so.
I finally succeed in making a Bukkit port. It was much much harder than I thought it would be. Unfortunately I didn't succeed in keeping the island removal feature.
Rant:
It turns out that my first estimation of the difficulty of the problem is pretty much on the mark. Basically I have to clone part of Minecraft's default world generator in Bukkit to make it work. Luckily there's this 100generator that is a port of the 1.0.0 generator and I took some pointers from there.
In order to get custom biomes and island removal, I'll probably have to make a much more comprehensive copy. And it probably isn't worth it anyway, since it will probably break in every version. In addition, in the next version, biomes will be stored in the saves. This will hopefully mean that biome colors/weather will actually transfer to unmodded clients properly. This will hopefully also mean some actual support for custom biomes by Bukkit in the future, without having to resort to creating a custom world generator.
Please be careful. It is currently guaranteed to affect your existing worlds no matter what you put in the bukkit.yml There is also the usual problem with unmodded clients seeing mismatched grass/foilage color/weather.
As it stands, it doesn't look very easy to implement extra biomes in bukkit. Does anyone know of a bukkit plugin that actually adds biomes? Hopefully with open source. If not, I will neglect developing the bukkit plugin for now, and make a modloader compliant version somewhen next week.
I just realized how fantastic would customization be if there will be a "compatibility" patch for this mod
However, if you're too busy, don't know how or just don't want to do it, I think I can figure a way. Though I've not learnt yet how to make .config files :/
It would probably be easier if the author of the other mod added in reading maps as a feature. The method is actually pretty simple. I'm surprised no one thought of it before.
More complete graphics design suite: I must have missed the part where I needed a detailed program to make these little pixel-y maps.
So, yeah, I'd appreciate it if anyone could give me a reason as to why the map I've posted does not create a world correctly.
You're right. You shouldn't need a complicated graphics program to make these maps. The reason why the map you posted doesn't create a correct world is simply because the colors are off in your map. If you check the colors carefully, you will see that in your map, the color of the ocean is 92,0,255, while it should be 4,0,255.
Now I don't really know why every single color in your map is slightly off, but they are. People suggested using GIMP because they trust it to produce the correct colors, but if you are careful, there's no reason why MSPaint can't be used. Please check your RGBs very carefully and use the color picker.
Mhh, for some reason it turned out more snowy than it should, although the color for planes in my map.png does not seem to be off. (it is the same that I posted here).
[picture]
It turns out that your green is slightly off. It is supposed to be 6,255,0 not 7,255,0. How did that happen? Maybe I should post a table of RGB values rather than a sample palette, if everyone's color pickers are acting up.
This looks like a pretty cool mod, but I have no use for it personally because I like the random generation as it is.
If the problem now is the lack of biomes, maybe you could make your mod compatible with the Extra Biomes mod. Then you would not have to do all the work of making biomes yourself.
The only thing this mod affects is biome placement. On the ground, the terrain is pretty much indistinguishable from regular minecraft.
The biggest problem is compatibility. This mod doesn't really have much reason to exist as a standalone mod after all. I've got some ideas for Bukkit compatibility that I have a good feeling about. I'll probably try to make it for Modloader or Minecraft Forge as well. I'll see if it works next weekend.
Basically the idea is to import the normal minecraft world gen classes and make modified subclasses to supply the bukkit chunk generator. That way I don't have to figure out a way to clone the whole minecraft default world generator. I really should have thought of that at first.
Also, I've heard that for SMP, the weather and grass colors are controlled by the clients, even if the blocks are generated serverside. Is that still true?
Has anyone got a download link for the EXACT colours?
It seems the ones on the first page are slightly off, because whatever I draw results in an endless tundra being generated.
The colors on the first page are completely correct. You should check the color mode of the image you are editing. The one I got from wikipedia was originally in indexed mode instead of RGB. You should also ensure that the colors are fully opaque.
Here's a short excerpt of the code with the color definitions, just so you can see for yourself.
oceancolor = new Color(4,0,255).getRGB();
plainscolor = new Color(6,255,0).getRGB();
desertcolor = new Color(252,255,0).getRGB();
hillscolor = new Color(146,157,142).getRGB();
forestcolor = new Color(32,121,5).getRGB();
taigacolor = new Color(15,213,159).getRGB();
swampcolor = new Color(14,61,0).getRGB();
mushroomcolor = new Color(240,0,255).getRGB();
iceoceancolor = new Color(149,191,231).getRGB();
iceplainscolor = new Color(207,255,219).getRGB();
icemountaincolor = new Color(237,232,255).getRGB();
I've been thinking about biomes. There's clearly plenty of possible variation over the basic themes of height range, temperature, rainfall, block types (top and filler), and various kinds of decorations (trees, swamp trees, big trees, mushrooms, flowers, grass, etc.)
I've prepared a preliminary list, based on typical real life biomes, and some interesting fantasy types.
shallow sea
undersea mountains
abyssal plains
lake
small islands
sandy reefs
(possibly even more based on messing with water color)
active lava fields (obsidian on lava)
big tree forest
fairy fields (mushrooms and flowers)
shattered lands (extra high height variation, mixed with deep water)
mossy stone
corruption (netherrack with mobs)
user defined custom biomes (one or two at most)
Ordinarily you would have to keep the number of biomes within reasonable limits, because biomes have to be randomly picked from a list, so if you have too many the chance any particular one become pretty low. But in this case, since biome placement is user defined, there's no need to worry about reasonable limits! :biggrin.gif:
I updated the mod so that it accepts a configuration file. You can set a few options in it like the pixel scaling factor, the pixel offsets, and whether you want islands in your options or not. I added some help to the first post.
edit2: Tectonicus crashed twice now while being half finished with the render. Looks like a 2GB map (with probably only the earth explored once) is too big for it. Rendering "cheap" with pigmap now. :>
edit3: pigmap rendered a 90% completely black map. :sad.gif:
I used cartograph G, but I suspect that mcexplore might not be working perfectly, because I see some weird glitches in the ice regions that don't show up if you actually go there. I think pigmap is out of date.
edit: I know it is not your fault but I'm kind of disappointed that there are trees on my southpole. :wink.gif:
Adding custom biomes like glaciers or rock mountains is a big long term bloat goal for this mod.
Custard: You should use the f3 window to see your coordinates. You can calculate the coordinates of your destination by measuring the x and y (z in minecraft) distance of the pixel from the top left of the map, and multiplying by the scale factor, and navigating to it.
If you are playing survival, you might want to find a utility to move the coordinates of your character.
The chances are pretty low. I looked a bit into it, and it seems to make a world gen bukkit plugin, I would have to specify the entire world generation sequence, rather than inserting a slight modification. I'm not too sure about this though.
Anyway I doubt I'm sufficiently skilled to reverse engineer and clone the minecraft world generation algorithm.
I've also discovered some unusual behavior in the 1:64 version where rivers become a lot more abundant. I'll be uploading a fix soon.
I also tested the no islands fix and it is working perfectly.
0
Ok looks like the 'power sources' being preserved are shaft power generating engines, not batteries or induction motors/generators.
I suppose in theory you could have more than 50GW on a single machine if you spammed auroral batteries (tested 64), or combined multiple lines with bedrock shaft junctions somehow. Some machines don't max out at 1 operation per tick and can go to multiple operations per tick, but I doubt the boring machine and bedrock breaker are included in this. There should still be a hard limit of about 1 Grad/s which is the maximum speed of bedrock gearboxes.
0
Is it an exploit that power source information is lost when power is converted from electric -> shaft and vice versa? I'm currently using this behavior to regenerate excess power emitted by a battery. I also intend to use this consolidate power sources (from reactorcraft turbines) so that I can run a base electrical grid without running afoul of the 4 source limit. I've tested this on modpacks with v9b and v11b.
Example:
I get that you could use this behaviour to combine the power of large numbers of low tier engines, but if it didn't work like this, centralized power grids would be limited to 4 maxed out HP ammonia turbines (~50GW), using pure electricraft transmission, or else reliant on conversion to 3rd party power systems such as RF, and using consumables like liquid nitrogen or lubricant.
0
Export buses on subnetworks don't seem to work consistently. The export bus on the chest in the middle exports, but the other two don't, no matter which drive the items are in. Terminals on the subnetworks seem perfectly capable of accessing the stored items though.
EDIT: Nevermind. Its apparently because of the security terminal.
0
Induction generators don't update their output when a micro-turbine directly attached is disabled by redstone, thus generating free power. The generators update on reload, and when the micro-turbines are activated. I haven't tested this behaviour with other engines, or when induction motors are supplied by shafts or gearboxes.
The intent of the setup is to bypass syncing issues when trying to combine micro-turbine output with shaft junctions. Even when the turbines are activated with the same redstone signal, there may be differences in speed causing power loss and even greater differences in speed. The engines are being controlled by EnderIO's poiwer monitor's engine control logic so the engines only activate when the main capacitor banks run low, so the engines are supposed to startup and shutdown repeatedly, rather than always running. I assumed that the additional fuel cost during spin up phase would be compensated by the residual energy released during the spin down phase. I suppose I get more free energy now.
I currently plan to work around the bug by using a timer to briefly activate the engines every couple of minutes or so.
0
Rant:
In order to get custom biomes and island removal, I'll probably have to make a much more comprehensive copy. And it probably isn't worth it anyway, since it will probably break in every version. In addition, in the next version, biomes will be stored in the saves. This will hopefully mean that biome colors/weather will actually transfer to unmodded clients properly. This will hopefully also mean some actual support for custom biomes by Bukkit in the future, without having to resort to creating a custom world generator.
[Bukkit Plugin]
EDIT: Compatible only with craftbukkit.
Please be careful. It is currently guaranteed to affect your existing worlds no matter what you put in the bukkit.yml There is also the usual problem with unmodded clients seeing mismatched grass/foilage color/weather.
As it stands, it doesn't look very easy to implement extra biomes in bukkit. Does anyone know of a bukkit plugin that actually adds biomes? Hopefully with open source. If not, I will neglect developing the bukkit plugin for now, and make a modloader compliant version somewhen next week.
0
Yes.
I mentioned that all the colors of your map were wrong, not just the ocean.
You are probably in the wrong quadrant of the map. Use negative number offsets or keep in the positive number coordinates (from the f3 screen)
Err.. the colors look okay.
It would probably be easier if the author of the other mod added in reading maps as a feature. The method is actually pretty simple. I'm surprised no one thought of it before.
0
You're right. You shouldn't need a complicated graphics program to make these maps. The reason why the map you posted doesn't create a correct world is simply because the colors are off in your map. If you check the colors carefully, you will see that in your map, the color of the ocean is 92,0,255, while it should be 4,0,255.
Now I don't really know why every single color in your map is slightly off, but they are. People suggested using GIMP because they trust it to produce the correct colors, but if you are careful, there's no reason why MSPaint can't be used. Please check your RGBs very carefully and use the color picker.
It turns out that your green is slightly off. It is supposed to be 6,255,0 not 7,255,0. How did that happen? Maybe I should post a table of RGB values rather than a sample palette, if everyone's color pickers are acting up.
1
The only thing this mod affects is biome placement. On the ground, the terrain is pretty much indistinguishable from regular minecraft.
The biggest problem is compatibility. This mod doesn't really have much reason to exist as a standalone mod after all. I've got some ideas for Bukkit compatibility that I have a good feeling about. I'll probably try to make it for Modloader or Minecraft Forge as well. I'll see if it works next weekend.
Basically the idea is to import the normal minecraft world gen classes and make modified subclasses to supply the bukkit chunk generator. That way I don't have to figure out a way to clone the whole minecraft default world generator. I really should have thought of that at first.
Also, I've heard that for SMP, the weather and grass colors are controlled by the clients, even if the blocks are generated serverside. Is that still true?
0
The colors on the first page are completely correct. You should check the color mode of the image you are editing. The one I got from wikipedia was originally in indexed mode instead of RGB. You should also ensure that the colors are fully opaque.
Here's a short excerpt of the code with the color definitions, just so you can see for yourself.
0
I've been thinking about biomes. There's clearly plenty of possible variation over the basic themes of height range, temperature, rainfall, block types (top and filler), and various kinds of decorations (trees, swamp trees, big trees, mushrooms, flowers, grass, etc.)
I've prepared a preliminary list, based on typical real life biomes, and some interesting fantasy types.
savannah (scattered trees)
dry shrubland (no trees)
steppes (extra flat)
rock mountains
snow mountains
gravel desert
sandstone desert
bogs (treeless swamp)
forested hills
hilly taiga
desert hills
jungle hills
rainforest hills
plateaus (high extra flat plains)
desert plateau
mesas (sandstone plateau)
snowy plateau
ice sheets (ice plateau)
temperate conifer forest
jungles
rainforests
shallow sea
undersea mountains
abyssal plains
lake
small islands
sandy reefs
(possibly even more based on messing with water color)
active lava fields (obsidian on lava)
big tree forest
fairy fields (mushrooms and flowers)
shattered lands (extra high height variation, mixed with deep water)
mossy stone
corruption (netherrack with mobs)
user defined custom biomes (one or two at most)
Ordinarily you would have to keep the number of biomes within reasonable limits, because biomes have to be randomly picked from a list, so if you have too many the chance any particular one become pretty low. But in this case, since biome placement is user defined, there's no need to worry about reasonable limits! :biggrin.gif:
0
I used cartograph G, but I suspect that mcexplore might not be working perfectly, because I see some weird glitches in the ice regions that don't show up if you actually go there. I think pigmap is out of date.
0
Adding custom biomes like glaciers or rock mountains is a big long term bloat goal for this mod.
Custard: You should use the f3 window to see your coordinates. You can calculate the coordinates of your destination by measuring the x and y (z in minecraft) distance of the pixel from the top left of the map, and multiplying by the scale factor, and navigating to it.
If you are playing survival, you might want to find a utility to move the coordinates of your character.
0
EDIT: The stronghold thing is pretty normal
EDIT2: OH CRAP I just realized I mixed the links up!!
So sorry you probably have to restore your server.jar
0
EDIT: Oh you mean should you start again? Yeah you should, I tested it out on another map of GB and it looks kind of like a plate of spaghetti.
[Full version]
EDIT2: For reference the source map is
EDIT3: It might please some people to note that beaches appear a lot smaller in the 1:64 version.
1
The chances are pretty low. I looked a bit into it, and it seems to make a world gen bukkit plugin, I would have to specify the entire world generation sequence, rather than inserting a slight modification. I'm not too sure about this though.
Anyway I doubt I'm sufficiently skilled to reverse engineer and clone the minecraft world generation algorithm.
I've also discovered some unusual behavior in the 1:64 version where rivers become a lot more abundant. I'll be uploading a fix soon.
I also tested the no islands fix and it is working perfectly.