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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    When I tried growing a rainbow tree from a single sapling, it did not grow for me.


    What did you do that let you grow from one?

    Posted in: Minecraft Mods
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    posted a message on Keybounce's Overkill Crafting Dilemma: Reika's Dev Server with magic mods

    So I forgot to publish episode 10 from the (now restarted) dev server.



    Watch on YouTube


    This starts with showing off the Last Millennium nexus. Or, since it was restarted a few days after this, the last Last Millennium nexus. You could even say the final last Last Millennium nexus :-). Having died, and found holes, I try to see how safe it is now. Safe enough, as long as you don't go crazy with Parkour games.


    Next, a look at the glowing trees, and a bit of song tribute. Someone said that they simulate the wind blowing. From that, to "Anyway the wind blows", to people singing a pair of songs.


    Since I'm still learning how rope ladders work, or don't work, I show off some ways to fall.


    I show off the Moonworm Queen, and hopefully show you why I consider it one of the most powerful items from the twilight forest. (And he thought 2000+ shots would be enough for the whole game ... silly).


    At the end, I show off an area that has been partially mined out, to show the areas that are potentially available for rooms. The intention was to get feedback as to where I should set up my underground base; now that that map has been reset, it's no longer relevant.

    Posted in: Let's Plays
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    So I forgot to publish episode 10 from the (now restarted) dev server.



    Watch on YouTube


    This starts with showing off the Last Millennium nexus. Or, since it was restarted a few days after this, the last Last Millennium nexus. You could even say the final last Last Millennium nexus :-). Having died, and found holes, I try to see how safe it is now. Safe enough, as long as you don't go crazy with Parkour games.


    Next, a look at the glowing trees, and a bit of song tribute. Someone said that they simulate the wind blowing. From that, to "Anyway the wind blows", to people singing a pair of songs.


    Since I'm still learning how rope ladders work, or don't work, I show off some ways to fall.


    I show off the Moonworm Queen, and hopefully show you why I consider it one of the most powerful items from the twilight forest. (And he thought 2000+ shots would be enough for the whole game ... silly).


    At the end, I show off an area that has been partially mined out, to show the areas that are potentially available for rooms. The intention was to get feedback as to where I should set up my underground base; now that that map has been reset, it's no longer relevant.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Kobra331»

    Place a rainbowtree sapling and wait some time


    I believe it requires a 2x2 of them.
    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival

    Could gravel ores be written as a placeholder motherlode, with a large number of child nodes, each of which is a small cluster that checks for a block of gravel to replace?


    The thinking/intent: You place lots of gravel ores in/next to naturally occurring gravel blocks. When you find such a pocket, it's large.


    But because the motherlodes are sparse, you won't find lots of them in general, unless you're someplace like the bottom of the ocean, or a gravel beach (aka stone beach biome).

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    My "Think Canada" comment was entirely due to the idea that the sun is south at noon in Canada, plus Reika is in Canada.


    While I am in the USA, I am far enough south that in the summer, the sun can be to the north, and generally "overhead" is a better concept than "south".

    Posted in: Minecraft Mods
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    posted a message on Streams - Real Flowing Rivers!

    How goes the rewrite with "through the mountains" support?

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Zsashas»

    What exactly do Shimmering Trees do? I found one in a chest, and now have a small grove of them growing. The logs don't seem to be used for anything, although the leaves do look really nice for just about everything. Are the leaf particles pointing to something, or just random?



    As far as I know:
    1. The particles are a clock. They point east at sunrise, west at sunset, and south at noon. Think "Canada" :-).
    2. The wood can be burned. (Can't make planks or charcoal, yet. I hope charcoal will be possible in v11.)
    3. You can plant them underground, and the leafs will act as light (and clock) if you leave one block of wood there. (Or sheers).

    Posted in: Minecraft Mods
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    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's
    Quote from Draco18s»

    If you specify just the item itself (like you would an apple or a stick) then it will show up as a blank artifact, which when observed turn into a random one.



    That's quantum mechanics for you :-)

    Posted in: Minecraft Mods
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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]

    Yea ... all the liquids do.


    Issue: If you look at a vanilla water flow, it will look like it flows diagonally.

    But the "dumb" way to make sure water/lava does not flow diagonally through cracks also prevents it from flowing diagonally where it should (partially blocked, like the edges of a diagonal river.)

    Posted in: WIP Mods
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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]

    My rainfall code is pretty simple. If the base biome height is 0 or less (rivers, oceans, swamps, I think beaches, etc), then if the water level is below the vanilla base level, more is added. How much depends on the humidity value of the biome -- so swamps will recover faster.


    It works really well in the overworld. Twilight forest, not so well. Mystcraft island world ages ... probably not so well.


    It relies on a function "getAverageGroundLevel()". This is badly named -- it's actually minimum spawn height. Vanilla makes sure your spawn point is at least this high. It returns 64 in the overworld, but sea level is 62.


    In almost every other dimension I know of, gAGL() returns sea level +1. Only in the overworld does it return sea level +2.


    In twilight forest, things are a little less simple. Most of TF has (this is from memory) a sea level of 31, a gAGL() and "ground" of 32, so it is again +1. But in the swamps, sea level can be 30 in places. In either case, TF winds up filling noticeably lower than the proper sea level height.


    I *really* need to give Eclipse another round of battle, and see if I can get my latest version out of the dev environment into something that can ship. My code should be up on bitbucket (goes to double check ...) ok, almost. All the code is there, but a tag at commit 531ef should be marked as the base for alpha 5. Maybe you'll have better luck than I did. Heck, maybe a month and a half later (now), I'll have better luck.


    Biggest known issue: All of the fine tuning / warning messages are based on what my machine can handle. And, I've found that my machine is a lot better than most of the machines that try to run minecraft (seriously, when I saw what the 50 percentile server machine was ...)


    For A5, if you get it to work, set NEAR to *0*. FAR will control what distance gets updated (no longer limited to 2 or 3), and it will update effectively round-robin. If you are trying to update too many chunks, each chunk will get updated a little less often (so the water runs in partial updates).

    Posted in: WIP Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Ha. Here is where I ended up on a medium continent = 40 map. I am directly above the "spawn" point.


    Note that I am about 15K away from zero in both directions. The large island map shows a lot of land in the central 20K, but I missed all of it.


    http://puu.sh/mZENZ/63bd6a3289.txt -- central map

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more
    Quote from Zeno410»

    Text map: This may be the most popular feature of the update. I had to write some text mapping routines for debugging, and I'm leaving them available for users. I even added in a few features like observed landmass percentage. On a Mac, if "TestingMode" is on, the code will create two maps in the Minecraft directory: "largeIslands.txt" showing a 20Kx20K area of map after the Large Island stage, and "mediumIslands.txt" showing a 10Kx10K area after the Medium Island stage. A dot is ocean and a number is the climate (1=snowy, 2=cool, 3=warm, 4=hot). If climates haven't been defined at that stage, then all land areas are "1".





    So, I just tested a medium continent = 20, everything else 0, world. The text maps are all dots.

    My "spawn" was at 41186, -44175. Did you only generate that around 0,0, or around the relocated spawn?


    EDIT: I'm getting all 4 numbers, not just "1". I have random biomes (no climate zones). Is this expected, or am I doing something wrong?


    EDIT 2: Ha! Spawn salvage just landed me on a mushroom island! No trees.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    For inter-mod gating purposes, for RotaryCraft:


    1. Is there something that takes 4 steam engines to make?

    2. Is there something that can be made at the next tier of engine but not at the steam engine stage?


    For 2, consider storing steam engines in an industrial coil and discharging.

    I am thinking of the friction heater, but if there's something else that could work, that would be nice as well.


    (The goal: If I cannot restrict RF power multiplication, I can at least put gating materials in the recipes for the troublesome RF blocks.)

    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    Hmm...


    So if I have separate land masses true, then I have to have the seed frequencies low enough to avoid conflicts, yet large enough to avoid massive ocean crossings. That sounds too difficult.


    What is the behavior if separate land masses is false?


    Intended goal: land masses in the 4k+ by 4k+, but under 12K by 12K, that are primarily land -- not strips of land with lots of water. Target goal is that the inside of the continent should be at least 90% land (these seem like 50% ocean). Ocean crossings are ok on the 4K to 8K range (10K is barely acceptable; 20K is not). We'd like smaller ocean crossings, but if I understand CC's behavior correctly, it's impossible. Note that a 15K by 15K reach of "tendrils", with a 4K by 4K core, is acceptable.


    Multiple 4K x 4K landmasses that touch/merge are ok; but where they merge, I'm assuming that the beach/ocean zones go poof and only land is left.


    (NB: To me, a 4K continent is huge. To Reika, it's about as small of a single-person territory as desired -- apparently, you not only need at least one pylon of each color in your zone, you have to cannibalize a minimum of 2 of each color for the end-game, plus you really need 3 of each color for the end. So that's five of each color, 16 colors, and a maximum generation of once per 3x3 land chunks with "not terribly high" success. Zero generation in oceans.)

    Posted in: Minecraft Mods
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