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Sep 16, 2014This is an utter outrage. I've been here since the absolute beginning of Minecraft, and Notch was always there saying he was never going to sell out. Now everything over the past few months has completely tarnished the "Indie" image, and reputation of the entire community. Way to be a hypocrite Notch.Posted in: Discussion
Oct 2, 2011Koitenshin posted a message on [32x](1.5+) ~Steelfeathers' Enchanted Pack~ [Updated 3/16]Why not just make a box of early matches?Posted in: Resource Packs
According to Wikipedia (highly unorthodox I know)
"The first "friction match" was invented by English chemist John Walker in 1826"
Sep 28, 2011Koitenshin posted a message on [32x][October 14: v1.4 released!][Minecraft 1.3.2] DMpack (Celebrating one year with CTM!)(New pillar CTM previews on last page)The glass doesn't look too good IMO. It almost looks like they're overlaid on top of each other. I do like that bedrock texture, and the solid ore blocks as well.Posted in: Resource Packs
Sep 18, 2011Koitenshin posted a message on [32x32] [1.3.2 & pre12w37a] SummerFields R29.a is out ! Ready for the latest snapshot ! [14/09/2012] [+950K Download]Well crap, thanks people. I was looking forward to the completion of this pack.Posted in: Resource Packs
Dec 20, 2010I miss Creative Mode but I'm not sure how I'd feel about "Infinite Maps" in that mode. The great thing about the original creative was if your computer was powerful enough you could host pretty much any complexity of maps.Posted in: Beta - Creative Mode Archived
If anyone remembers my old server (/v/'s Dorf Server), I always used World Machine to make EPIC 512x512x256 height maps. As it stands right now Beta is only 128 tall, which doesn't allow for very realistic landscapes, not to mention the ugliness of the biomes.
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Nov 7, 2011techbrew posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explorePosted in: Minecraft ModsJourneyMap for Minecraftwith support for the JourneyMap API
How to Install:
NO TECHNICAL SUPPORT WILL BE PROVIDED ON THIS THREAD.DON'T POST LOGS OR BUGS HERE.
See http://journeymap.info/ for information about how to install and use this mod, complete release notes, rules about inclusion in modpacks, translation, technical support, etc.
Dec 25, 2012Posted in: Minecraft ModsSubaraki's Paintings ++
Paintings ++ information and downloads moved to the offcial wiki !
You can still post ideas, help and crashlogs here, and I will answer them.
I moved host because the minecraft forum's Editor is far from what it should be.
(the wiki is also part of the site where i host my mod code.)
Creative Person ?
The templates can be found inside the .jar file, at assets/subaraki/art !Have you made your own version ? post it here, and I'll see too it that your creation is available for other players
great compatibility with
Feb 26, 2013Calacbolg 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:
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!
Supporting this suggestion
[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]
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.
•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.
•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:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
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.
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:
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.
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?
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!
[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!
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).
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.
Sep 16, 2014Microsoft and EA alone couldn't be capable of making good games. Least EA did make some good games back in the 8-Bit/16-Bit days but since then they've gone ridiculous. Microsoft? Only able to make Flight Simulator and those demo games you've seen when they're on Windows 95/98 discs? lol.There's a difference being that you have the capabilities within yourself to make something good. To acquiring others with those capabilities to make something you're incapable of and taking the credit for. Don't give EA/Microsoft too much credits because you think that every game released by them are good. They're only good via acquisitions of other people from other studios to do things they're incapable of pulling out by themselves anymore.Posted in: Discussion
Credit the leftover staff from previous studios instead. Like I'll know anything from 1.8 and on made to Minecraft, I'll credit the ACTUAL team who are still with Minecraft from Mojang. Not Microsoft themselves.
May 15, 2014Posted in: Minecraft ToolsQuote from Koitenshin
Upping the limit would certainly help, unless you'd like to just convert my list for me? I still have some
14.5k13.8k names to go.
Give it a try now, It says the limit is 20 but I changed it to 500, hopefully the server can handle that. What's all the names for anyway? xD
Apr 27, 2014QuestionMrk99 posted a message on [14w17a] Custom World Generation Presets! (Post your Best ones here)Posted in: Customised WorldsQuote from TheDiamondKing
Mine is called Chaotic Madness
LOL. Nice attempt at posting a picture. Literally dying from laughter.
Apr 28, 2011I'm lazy, so i stopped.Posted in: Resource Packs
Feel free to use any texture any way you want.
I know, i know... Out of the water... Damn lurkers!
Anyway, here's WATCraft, ANOTHER texture pack. Just what you needed, huh? It's a Low Fantasy, almost Modern texture. Judge for yourself:
"THE BEST TEXTURE PACK RELEASED IN THE LAST 5 MINUTES!" - Paid reviewer
THE FOREVER ALONE UPDATE
Added even more items just to have an excuse to bump my texture pack. And yes, my sugar is brown. Yeah baby!
IT'S 32X, SO YOU NEED TO USE THE HD PATCHER. NO EXCUSES.
Or, in the immortal words of Doku: "Use the for... patch, noob!"
PATCHER LINK: http://www.minecraftforum.net/viewtopic.php?f=1021&t=252531
If you don't use the patcher, the CORRECT patcher, you shall not complain about bugs. Compreende?
Since i believe your mom told you to not talk to strangers or to download their texture packs (she's wise), here are some screenshots to convince you:
BLOCKS! BLOCKS EVERYWHERE!
Looks better in motion, i promise.
Here's the inside of the Test Hut, my resting place in these troubled texture making times.
Well, it was COLD outside...
And sometimes, dark. Oh, do you see something weird here? One word: Woodkins. Is this a word?
More than 1000 layers in the making of this texture pack. It was NETHER! NETHER I TELL THEE!
Sometimes i just wanted to crawl into a hole and forget about it.
Good dog. Don't let the creepers touch mah riches!
- :grass::Diamond: Terrain
- :Water::Diamond: Water
- :Lava::Diamond: Lava
- :VV::Diamond: Particles/Clouds - Modified from Painterly Pack http://painterlypack.net/
- Items (75% DONE)
- WildGrass Support
Currently using the Faithful 32X Pack as placeholder.
Brotip: Gerudoku's Pumpkin and WildGrass blends well with this pack.
BTW: My respect to all original texture makers here. Tough job...
Sep 22, 2012Badprenup posted a message on Worldgen Sliders - Get the map you want! [Partially Implemented!]Posted in: SuggestionsImportant Notice!
Just saw this: Link
It's only a prototype, but hopefully it will make it into the game at some point.
One of the developers for Minecraft has actually been working on something like this on Mojang's Prototype Fridays. It is actually a lot more in depth than what we are asking here but the important thing is we aren't the only ones thinking it. Thanks to WyrdOne for beating me to the punch on adding this info.
This idea was originally done by TheBeadle, but he has agreed to pass on the idea to me because he is not as active as he used to be. You can view an image of our PM where he gave permission for me to take over the thread HERE. You can also view the original thread which is located HERE.
Now that the boring crap is out of the way, let's talk about Minecraft world generation. A lot of people have different opinions on this. Some liked the way it was before 1.8, some like it after. But why argue about which is better when both parties, and anyone else, can be satisfied? That is why I present to you...
-- World Gen Sliders --
Get the map you want!
Do you have a biome that you just can't stand? Do you like Temples, but think Villages are annoying? Or are you just plain tired of dealing with a specific mob? How would you like to be able to control all of these things and more?
With this suggestion, you would have nearly total control over the creation of your world. You could (potentially) be able to set a vast number of individual settings, each unique to your individual world. These settings would be stored with the world data, so you can make your custom adventure and survival maps and share them with friends.
Toggle Individual Mob Spawning
Toggle Which Biomes Generate (and how often)
Get the ability to turn any mob in the game on or off. Hate Creepers? Kiss them goodbye. Find Snow Golems annoying? Turn them off. Keep in mind though, if a mob drops an item and you turn it off, you can't get that item or any items that are made from it (No Blaze means no Brewing).
You can make the game easier by turning off mobs you don't like, but you can also make it harder. Turn off passive mobs to force you to farm and fish to survive. Turn off Blazes and Cows to make Enchanting only possible after you find a Village or Stronghold, and removing the ability to make Potions. Turn off Villagers to prevent trading and make Villages into ghost towns.
Toggle Structures (and land features) Individually
Everyone has a favorite and least favorite biome. I personally love Deserts (I find the sound Sand makes soothing) and I hate Extreme Hills. Aren't there times you wish you could just turn that pesky Swamp off and make it go away? With this you can.
The easiest implementation of this is to just turn them on or off depending on your needs. But why just be able to do that? Make Jungles spawn more than Deserts, and make Taigas appear less than Plains. Weight each biome's generation amount to your exact needs.
Better Spawning (suggested by Wircea and 7rafe7)
Tired of seeing endless Abandoned Mineshafts whenever you go into a cave? Tired of too many caves in general (I know a lot of people are)? Why not make them less common? Heck, why not disable some things all together? Even control what kind of dungeons you want to generate individually. Make an Enderman dungeon, or a Ghast dungeon. Make a world that is how you want it, for better or for worse.
Possible Presets and Other Tweaks
Hate that you can never find a Village or Stronghold? Miss the house from Indev? Or simply want to start in a specific biome? Go ahead and do it. Obviously, the list of available spawns would be limited to only things that you kept on in other menus. But this would let you start anywhere (within reason and limitations set by you) you choose. Choose from any of the following areas, and check back often for new areas:
- Any Overworld Biome (that you left enabled)
- Any Structure (that you left enabled)
- The Indev House
Lots of people miss the old world generation. Heck some people miss Indev generation. Why not give people a preset that toggles all the settings to get as close to older generation as possible? And while we are at it, let's give them more control. Make an Adventure map limited to a specific size. Change the Sea level to re-enact the movie Water World (Kevin Costner not included). Raise the Nether's Lava Sea level to make the Nether more dangerous. Make mountains that stretch to the height of the world, and valleys that stretch to bedrock. Shape the world however you please. While you're at it, want to change Gamerules but don't want Cheats to be on? Change them when you make a new world and keep them that way.
Now I'm not going to lie, this would not be an easy thing to add. Some of the ways things are coded would need to be rewritten entirely to make this idea happen. But isn't the coding worth it if it gives players even more control over a sandbox game? Not to mention if the code is changed, it would make adding new biomes, structures, and mobs even easier. This would also be fully compatible with Large Biomes and Superflat would use the current preset options it has, so this would not interfere there.
1.6.4 Pre-alpha mod out!
I have a surprise. Got 1.6.4? Take a look:
My modding friend is taking another look at this and released a WIP version. Take a look, download it and try it, and have some fun.
Keep in mind it is a very early pre-alpha build so not all features are in amd working properly. So be sure to post as much as you cam what works and what does not so it can be improved.
If you want to show your support for this idea, I encourage you to add this banner to your signature.
Dec 5, 2012Posted in: WIP ModsQuote from Regular Hexahedron
People love exploring Minecraft. Discovering amazing mountains, caves, and valleys procedurally generated by the infinite world generator.
What if there was another world, also procedurally generated, but with randomly created buildings, corridors, streets, bridges, towers, stairways, and canals? A world of man made structures rather than natural terrain. But one where the random generator can create all kinds of mind boggling things that no human would have the time to create.
Original suggestion here:
Mazeworld, a largely popular suggestion in the suggestion forum, is now being worked on as a mod. It is an infinite dimension of structures and dungeons, representing both chaos and order. The dimension is divided into various districts (analogous to biomes in the overworld).
At the moment this thread has become more of a discussion on how to better accomplish the structure generation, not only to introduce more variety but also so we have some open source code that can be used for other mods involving structure generation.
I'll try to update the OP for major changes.
Some suggested features include:
Garden District: An overgrown, lush district full of life. While garden districts represent nature in Mazeword, they should still be very orderly in some sense.
Temple District: A district of ornate buildings resembling places of worship. I'm picturing it as having a somewhat ancient Greek style, with columns everywhere, as well as perhaps having some repeated symbols etched into the architecture (for example, the symbol on the banner in my signature).
Foundry District: A fiery district representing industry. The foundry district should contain lava flows, minecart tracks, furnaces and anvils. Most of the structures should have kind of a burnt-earth color to them.
Venice/Atlantis District: A district that has been flooded with water. The surface should have plenty of canals and bridges (creating a Venice-like feel). Below, flooded hallways and hidden grottoes make exploration a challenge.
Tower District: A district that's basically a maze of towers and walkways going everywhere. Navigation in this dense city center should be difficult.
Libraries: One popular feature that has been suggested quite a bit is giant libraries. I'm not sure if an entire district could be designed around libraries, so I'm hesitant to describe this as a district in of itself, but libraries should definitely play a part somewhere.
Towers: Mazeworld's skyline should be broken up by crazy, twisting towers everywhere you look. Walkways should connect these towers in a very irregular and random fashion. These towers could have very different looks stylistically, though I think European castle styled towers should be fairly common.
Aqueduct System: Another striking feature of Mazeworld should be the enormous aqueduct system spanning across the map. This will be basically the most efficient way to travel long distances in Mazeworld, though the aqueducts themselves should form a maze on an epic scale.
Epic Structures: Every once in a while while exploring, players should come across vast, epic structures on the surface that seemingly defy all explanation. These would likely take up an entire district's worth of space.
Help would be appreciated, as fleshing out an entire dimension is a tall order for a busy college student with little modding experience .
Sep 18, 2013Skidoodle posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]Alright, since I'm trying to release faster, here's 3.3-alpha-1. I even made a change log this time!Posted in: Minecraft Tools
- Increased performance for filling in image data.
- Slightly reduce memory usage for structure generation.
- Added official support for 13w37b.
- Reduced memory usage from grid layer.
- Increased performance for drawing biome layer.
- Added FPS counter.
- Improved detection of multiplayer maps.
- Major performance improvements for zoomed out maps.
- Added spawn location icon.
- Added option to toggle framerate panel in the menus.
Download ( Exe | App | Jar | Debug )
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