- Registered Member
Member for 10 years, 4 months, and 13 days
Last active Sat, Jun, 16 2018 15:26:48
- 0 Followers
- 292 Total Posts
- 12 Thanks
Sep 8, 2013Villages are a mix of static and "dynamic" objects. The static objects are the houses, the wells, crop fields, etc. These have a set shape that, in order to generate properly, cannot conform to the shape of the land. The only way they adjust is by picking a point in the land and "attaching to it (note this is the structure for the implementation, but terrain generates so randomly and the hierarchy is so poorly designed that sometimes houses will break). In this regard, the structure itself cannot change, only slide up or down to fit the land, roughly. This limits the houses in that they cannot be too big because one side may line up with the terrain, but the opposite side may not. Houses also have no way of detecting what "proper/suitable" terrain is. It doesn't know if there's a sheer cliff drop/wall one block in front of the door, so long as the house is mostly okay. Detecting this could be possible, but it would probably increase chunk generation times and lead to less houses placed (since there's usually not much "perfect land".Posted in: Suggestions
As for the dynamic stuff, that's the roads. Essentially it's the same thing as houses, but it replaces to topmost layer of grass with gravel (gravel will always fall to accommodate the landscape, hence why it's used).
What we have is a very modular system designed to fit in as many places as possible. This means that it'll never truly fit in one area (except superflat), but it'll do "well enough" in many areas. You could generate entire villages with terrain as part of the village, or prefabbed villages, but then you lose the variety, the conforming to the shape of the land, and you'll probably have more visible seams where the "village land" ends.
So while it'd be nice to have this, I doubt it can be easily improved.
Sep 7, 2013Mistahtokyo posted a message on Has the Far render distance been scaled back yet again?Instead of posting comparisons between normal and far, why don't you guys set up a test? Stand in the same spot in a map generated in an early jar, say 1.8. Take a screenshot, then repeat from the same spot in subsequent jars.Posted in: Recent Updates and Snapshots
Now the thing that stands out to me is that you guys are highly likely using Optifine. It seems like it because of the way the fog is pushed back, but no additional chunks are rendered. that's a feature from Optifine.
Another thing to note is the comparison screens are taken from poor angles. Fly up and get a large overhead shot where you can clearly see if more CHUNKS are being loaded. That'll be the telling factor.
Jul 9, 2013Posted in: Redstone Discussion and MechanismsQuote from FinalFouad
The exact amount of blocks in between the two doors in 63, just like his video and world map show it to be. Unless I counted it wrong.
I downloaded his world map just for that part and counted how many blocks are in between. The first door on the secondary structure lands on the 64th block away from the south-east corner door.
Just going off of Ghost's statement. I'll measure myself, then, and check. Also remember to have all of your hopper clocks reset and the RS-NOR Latches in their proper states before attempting a full manual reset.
Jul 9, 2013Posted in: Redstone Discussion and MechanismsQuote from FinalFouad
Overcomplicate in which way?
Making the satellite (second building) farther than it should be. Ideally, you should attempt to make an exact replica, then make sure that works. If it does, you can then edit it in stages and check as you go (in case something goes wrong, you'll know exactly what you did to break it).
Jun 27, 2013Mistahtokyo posted a message on Command Block dectection for square shaped regions Help!Your best best is figuring out a proper spread pattern of varying size circle radii to cover the square. refer to this page for more info: http://mathworld.wolfram.com/CirclePacking.htmlPosted in: Redstone Discussion and Mechanisms
It's not too hard, find the length/width of the square, set a center circle with the radius set to that. Then add smaller and smaller circles (overlap would be fine in this case) until eventually reaching radius 1 circles at the corner. Still a lot of command blocks, but a helluva lot less than one for each block.
Jun 8, 2013Mistahtokyo posted a message on Activating a vertical field of pistons (big lava trap floor of pistons)Copy this pattern as many times as you need it.Posted in: Redstone Discussion and Mechanisms
Apr 24, 2013Posted in: Redstone Discussion and MechanismsQuote from Malacodor
Using sand generators is bug using, which is a kind of cheating. If you cheat anyway you can also use the /give-command and save a lot of work.
Cheating would imply that Minecraft has rules. Being a sandbox game, I find that unlikely.
Mar 29, 2013Wait, so your issue is with the pistons that control some sort of light mechanism (which in turn turn the setup on/off) aren't working? Why not place some redstone lamps on the top, hook up a simple dust line over them, and hook that up to a lever? I'm not seeing why pistons would be better in this case.Posted in: Redstone Discussion and Mechanisms
Jan 22, 2013You can move the item via water stream to a point surrounded by blocks on all sides. then use a piston to push a block into the item. The item will shoot up through the solid blocks until it lands on an air space.Posted in: Redstone Discussion and Mechanisms
- To post a comment, please login.
Mar 4, 2011Vechs posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)Posted in: Maps..
Hi guys, Vechs here! I started making custom stuff for Minecraft back in 2010, and the Super Hostile series is my best-known contribution to Minecraft fans everywhere!
The main objective of my maps (aka custom Minecraft worlds) is to find and complete the Victory Monument. This is a structure with slots on it for blocks. To win a Super Hostile map, you must place each of the requested blocks in the appropriate slot on the Victory Monument. There are 16 colors of wool blocks to find, and also in older maps, the 3 material blocks, of iron, gold, and diamond.
CTM stands for Complete the Monument, which is the genre my Super Hostile series created. Unlike Adventure maps, which typically have very rigid rules and restrictions, CTM maps are about playing Minecraft in a mostly normal fashion, but with a goal to work towards.
For the most part, Super Hostile is like playing Minecraft normally, but it's more difficult and you have a long-term goal to work towards. Also you may find yourself in some unusual terrain. Oh, and the map is designed to kill you, so keep that in mind.
Going forward, Super Hostile maps made after 2020 now also require a custom modpack, which can be found here:
Currently Under Construction:
Super Hostile: Vexelvania (working title)
Super Hostile: Spellbound Caves II
The new official home of Super Hostile is here! Download the maps at:
And lastly, here is a bunch of legal stuff. The short version is: feel free to make videos about my maps, watching people play helps me make better maps; please don't rip-off my work and claim it as your own; and please don't upload my work to other websites.
Users are free (and encouraged) to create videos of the MAPS and share the videos online, using websites such as YouTube. Users are also free to include advertisements and monetize their videos of my maps. Watching people play my maps is by far the best way for me to learn how to make better maps. If you have made video's or LP's (Let's Play series) of my maps, then thank you very much!
TERMS AND CONDITIONS
MAP (MAPS, plural) - Data that interfaces with the Minecraft client to extend, add, change or remove game content.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MAP. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MAP despite use of MOJANG code.
USER - End user of the map, person installing the map.
THESE MAPS ARE PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THESE MAPS TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THESE MAPS. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THESE MAPS FALL ON THE USER.
Use of these MAPS to be installed, manually or automatically, is given to the USER without restriction.
These MAPS may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of these MAPS must have advance written permission from the OWNER. ANY attempts to make money off of these MAPS (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
These MAPS are provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of these MAPS require advance written permission of the OWNER and may be subject to certain terms.
"Super Hostile", "Victory Monument", "Super Docile", "Hostile Trails", the "Vechs'" brand and "Race for Wool" are Trademarked ™(2011) by the author. The MAPS herein and the character "Vechs" are Copyright ?(2011) and are the intellectual property of the author (Vechs)
Sep 11, 2013JohnOptegrove posted a message on Has the Far render distance been scaled back yet again?You're hitting a point where the internal server doesn't load any more chunks.Posted in: Recent Updates and Snapshots
Jun 16, 2013Entity posted a message on What happens if you build a redstone computer with more processing power than your real computer?necro a 2 year old thread. gj.Posted in: Redstone Discussion and Mechanisms
Feb 8, 2013Misa posted a message on Misa's Realistic Texture Pack - 1.17 UPDATED 1 OCT 2021! More SHADER MAPS!Posted in: Resource Packs
Technically you can play the latest snapshots with my pack. You just need to grab the latest version of my pack and the latest BETA version of MCPatcher. Then you use the "Convert Texture Pack" tool on MCPatcher to convert my texture pack to use the new format. There should be no missing textures--they'll just use the defaults combined with my current textures.Quote from VashTS240
Unfortunately, the server I play on has gone to using the snapshots...
This means I'm stuck with the drab vanilla textures for now...
This is sorta apples and oranges. He technically probably could include backwards compatibility with the old format, but at several costs. Things like performance could go down for the coding required to adapt the old method to the new form of stitching--which could potentially defeat the purpose of the render engine optimizations. You could also have a situation where packs have to be physically converted and backed up which could double the size of any texture pack. Considering that none of the new features will be present in pre-1.5 versions of Minecraft, it simply makes more practical sense for artists to just host a final pre-1.5 version alongside their post-1.5 version and for MCPatcher to do the same.Quote from Deepblue686
It's just too bad Kahr can't make a compatibility function like he did with the zombie and pigzombie textures.
...or can he?
No seriously, can he?
Two textures is one thing but a whole bunch of files with images in them?...
Again, the actual formatting of texture packs is not at all an issue here. It may be arguably a worse format to work with, but Kahr has already created a conversion tool which should at least make updating fairly painless for most artists. And given that Mojang will be working with the new format for any newly-added textures, the problem of sticking to things like terrain.png becomes pretty apparent. If Kahr did design the patcher to use the old format, where on terrain.png do the new blocks go? It's better to just stick with the new format as a uniform standard than have a messy Frankenstein pack that can work with all versions but is full of organizational inconsistencies. When it comes to pretty much any form of design, the KISS principle is always your friend.
Check my last few posts. The pack is already pretty much fully up to date for 1.5 on my end. I'm just working out some kinks and throwing in extra features between now and 1.5's official release.Quote from ordinaryman
Thank you for continuing to provide a top-notch (pun is happy accident) texture pack. from what I've seen, you'll be able to do a simple conversion for 1.5.... but simple hardly ever turns out to be truly simple.
Here's to hope!!
Hello crafters. Look at your snapshot version--now back to my thread title's snapshot version--now back to your snapshot--now back to my pack's. Sadly, your snapshot version isn't my pack's. But if you stopped using the latest snapshots and switched to the version this pack is made for, your Minecraft could look like mine.Quote from OrbitTheMage
I downloaded the packlre for the snapshot and it doesn't seem to be compatible
Look down--back up--where are you? You're on a thread with the pack you could be using on an older snapshot. What's in your download history?--back at my thread. I host it. It's a texture pack which improves the general appearance of Minecraft--look again. The texture pack is only supporting [1.4.7]+[13w01b] and earlier. Anything makes sense when you're reading the contents of a thread before downloading. I'm on a computer.
Feb 1, 2013OK, what is the largest practical ALU size? And can we make instant computers, now that we have instant gates, or will that not work?Posted in: Redstone Discussion and Mechanisms
Can only some components be instant? Can we make an instant RS-NOR? Full memory? ALU? Buses? What is the limit to instant computing?
Jan 16, 2013Zicamox posted a message on John Smith: Legacy [JSTR - Mod support (FTB, Tekkit, AT .etc.)][Community GitHub Project]Posted in: Resource PacksQuote from Mistahtokyo
You need to tick the "Better Skies" box before patching, refer to the McPatcher thread's first post more more information if you need it. Otherwise, update both your McPatcher and your copy of the texture pack.
As for the "devs" here... I notice none of you use McPatcher, or encourage its users to switch to Optifine. I'd rather not go into a rant about why McPatcher is better (regarding FEATURES, not PERFORMANCE (and sometimes even that)), so I'd like to ask if one of you could either give McPatcher a try or instead of recommending Optifine, wait McPatcher users to chime in and help.
I use optifine because of its compatibility with Minecraft forge. I realize that for ease of use, MCPatcher is better, but that compatibility makes or breaks it for me. We recommend optifine because we know it works, and there's no problems with it.
Dec 12, 2012Posted in: Redstone Discussion and MechanismsQuote from Mistahtokyo
This is obviously meant for a server where protection plugins like Factions are present, making those points of yours invalid. Being a smart-ass isn't nice.
If you had protection plugins, you wouldn't need a regenerating wall.
Dec 10, 2012Misa posted a message on Misa's Realistic Texture Pack - 1.17 UPDATED 1 OCT 2021! More SHADER MAPS!Texture pack's been updated for the last time of this year.Posted in: Resource Packs
I'll be answering my PM's shortly after I update my listing on Planet Minecraft, so you've a limited time from the time this post is posted to get in any last minute permission requests or general private messages. After today, I'll be gone until the end of the first week of January.
Also I shall troll my way through the end of the
worldMayan calendar with 666 posts. Have a spoOooOOoky Giftmasween and a happy Boo Year.
See y'all next year.
- To post a comment, please login.