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  • Nanakisan
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  • Member for 10 years, 8 months, and 3 days
    Last active Fri, Oct, 26 2018 18:11:13
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  • View Nanakisan's Profile

    1

    Aug 31, 2015
    Nanakisan posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Wow Mithion I am sorry to hear that happened. But at the same time I am glad to see you finally going in the right direction. Doing this will most likely extend the longevity of AM for a really long time.

    Posted in: Minecraft Mods
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    1

    Aug 25, 2015
    Nanakisan posted a message on Metallurgy 5

    Then let the celebrations begin!

    Posted in: WIP Mods
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    2

    Jul 13, 2015
    Nanakisan posted a message on Elite Armageddon - The Ultimate Mod For Destruction
    Quote from 64M3_4DD1C7»

    I know of a lot of good mods in 1.8. I don't feel that mod authors should be kept from updating to 1.8 because other aren't.


    It's not the community that is keeping mod authors tied down. It's actually a good portion of the modders themselves wanting to stay on 1.7.10. 99% of all features Mojang keeps adding to future updates. Can easily be backported to 1.7.10 by a mod. So a lot of people have been adamantly staying 1.7.10 because of this reason.


    Prismarine temples: Easily added

    Ender Dragon changes in 1.9: Hardcore Ender Expansion inspired that

    New Dungeon in the end? A mod can do that easily and so much more.

    New Enchanting Mechanic? Oh so the table uses Lapis now, big whoop

    Andesite, Diorite etc etc blocks? Chisel2 already backported those.

    Posted in: Minecraft Mods
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    1

    May 13, 2015
    Nanakisan posted a message on Infinitely Tweakable Armor - 0.1.1

    No pics, no clicks

    Posted in: WIP Mods
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    1

    Feb 8, 2015
    Nanakisan posted a message on Integrated Circuits Alpha (ICs for Minecraft)
    As I am a nut job for redstone. I greatly approve of this!
    Posted in: WIP Mods
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    1

    Jan 15, 2015
    Nanakisan posted a message on RouletteOres - It's like Lucky Blocks and Troll Ores in one!
    Soooo it wasn't enough you had to go and break our sanity with Enviromine...now you give us this lovely toy? >_> excuse me i think a grand amount of trolling on my part is in order.
    Posted in: Minecraft Mods
  • View Nanakisan's Profile

    1

    Dec 9, 2014
    Nanakisan posted a message on Buildcraft Additions 2.1.0 for MC 1.7.10
    This mod amuses the living hell out of me. You literally added the tier of progression and simple tech that fits BC so freaking well. I must commend you! Also the basic duster....is it wrong i have more fun jumping up and down to double my ores than using a machine? This is almost as funny as sewers from MFR gathering poop from players crouched over them.
    Posted in: Minecraft Mods
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    1

    Nov 18, 2014
    Nanakisan posted a message on Spawn fix mod
    I think this is what you're looking for. http://minecraft.curseforge.com/mc-mods/221418-perfect-spawn
    Posted in: Requests / Ideas For Mods
  • View Nanakisan's Profile

    1

    Nov 17, 2014
    Nanakisan posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Well in my opinion instead of having a GUI like you do for the table and the saw. Perhaps something like with Tinkers Construct and it's drying rack. Just have a nice looking model you can right click with a piece of beef or zombie flesh. Then add a item called tanning knife which could look like this



    Then have the player right click it a number of times. Then boop it becomes leather over time. Produces a by product called Senew which can be converted to make string.
    Posted in: Minecraft Mods
  • View Nanakisan's Profile

    1

    Nov 7, 2014
    Nanakisan posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    With YeGamolChattels and all your other mods discovery by NotEnoughMods. You might start seeing an increase in downloads. Funny enough i'm actually planning on implementing a custom recipe set that enforces the use of your saw system and planks. I'm with the other guy above. I can see a interesting progression come about from it. I even intend to merge a lot of your oiled up planks recipes for Bibliocraft.
    Posted in: Minecraft Mods
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  • View JTE's Profile

    65

    Jun 17, 2014
    JTE posted a message on The secret history of Minecraft. (with proof)

    I'm JTE. I joined Minecraft around nearly the beginning, way back in the Summer of 2009, when Glass Blocks and Sponges were newly implemented and the only server mods for Minecraft were simple Batch file wrappers which would read the server's text output and input bans. It's been five years since then, so please forgive me if the details of this document are a little off, or missing.

    With all this eula drama blowing my way, I don't know, I guess I feel the need to write my story down so I can let go of it. I don't expect to get much attention, I'm just here to get my thoughts out.

    So let me tell you about Minecraft.

    Vanilla pre-Classic

    Hosting a vanilla server for Minecraft was some form of Hell. There was a giant list of all public servers which anyone could use to join, absolutely no form of hack detection/prevention, no automatic map backups, and all free accounts could join and grief the extremely limited area of your map to death at any time. The most basic of gameplay building blocks were there, but that was it.

    In order to manage it properly, I had to build a convoluted player trap out of bedrock I called the "frying pan" just so I could keep people from wandering off to destroy things before I got the chance to fly over and keep an eye on them. This was actually common practice at the time, and served essentially the same function as whitelisted servers.

    Frying pan

    One of the flaws of Minecraft at this point was that if a player were to walk one block away, place two blocks down where they spawned, and then hit the respawn button, it would spawn them on top of wherever they were, allowing them to break out and escape. So I had a hive of one-block-wide spaces built on top of the 'frying pan' where players who tried to break out without asking nicely would wind up trapped, essentially putting them out of the frying pan and into the fire.

    The dawn of mods

    Being the tinkerer I am, and knowing that indie games like to keep things nice and simple, I soon created an intermediary server Perl script, to act as a proxy between my client and my server, and set to work figuring out all of the messages passed back and forth between them. My proxy server was quickly able to perform simple modifications, such as reading slash commands (including /me), spawning idle player dummies all around the map, or allowing the placement of coal and gold ores, and even liquids.

    Zombies!

    So now we could not only build with blocks, but we could build little blockmobiles on our roads and then sit actual player characters inside them. Neat. But there was more to be done!

    Using the proxy server, and with help from another early modder's research, I eventually compiled documentation of the complete networking protocol now publicly available for Minecraft Classic servers. Armed with this private research, and over the course of 26 sleepless hours, I turned my Perl script into a fully fledged Minecraft server, which could generate maps, accept any number of clients, automatically detect hackers, allow the in-place painting of blocks (and other creative tools), build trees by placing a single block (before saplings had function), and even produce custom water and lava block 'physics'. I was even able to, astonishingly enough, trick clients into re-downloading the map from the server, and therefore could host multiple maps on a single server or reload maps from the last backup on the fly. (Now we could play Spleef without having to rebuild!)

    All without looking at, modifying, or compromosing any of Notch's code. Notch agreed that my server software is entirely my own creation, and I am free to do with it anything that I please.

    On the forums, these very forums before they were handed over to Curse, I was heralded as the "Minecraft Hacking God" for a day or two. All of my changes were big improvements to the core function and gameplay of Minecraft itself. Even the fact that I built in a safety switch to prevent the flood of lava covering the entire server from making the server eventually freeze over near-indefinitely from the exponential growth of 'thinking' blocks was a big thing. Notch himself came to my server from IRC and flooded it with lava just to ascertain exactly how well it handles. (Answer: Not particularly well, but at least it didn't die completely and admins were still able to simply reload the map without disconnecting anyone, right?)

    Lava leak
    ( thread )

    Back then, Notch arbitrarily had a golden name hanging over his head, being a VIP and all. I was jealous, so I invented colored names for different tiers of server moderators / administrators, the server owner (me) being colored Red (my favorite color), just so I can feel special. (The reality was that admins of my server could set their name to literally anything, at any time, on the fly, color code spam and all.) If you were ever on a Minecraft server and the server admins have red names -- I started that. Notch even went and specifically made the skin-grabbing code strip colorcodes out so that it would still show the correct skin despite having a colorful nametag in the next version.

    Leaving the forum

    And then I announced that I planned to add fancy new game modes to my server, so you could play a giant boardgame of Battleship with Minecraft blocks for pieces, or Zombie Tag versus like mods of other games do, and so on. The moderator Zuriki didn't like that idea, and immediately did a 180, revoking my custom forum title, and even threatening to ban me from the forums entirely should my server software ever be released there (for free and open-source or otherwise). After a lengthy and childish argument, wherein Zuriki claimed I would be "stealing money from Notch", and when finding my server software was 'production ready', I simply packed up my topic and left, dropping only my email address for anyone to contact me if they want it.

    Here's where my story gets muddled, people thinking that I was fighting with Notch directly despite Notch previously stating outright that I am free to do anything I like with my server software in the first place. So I made use of that and started privately selling my server software to individual buyers for around $10 each, entirely by email, advertised solely by word of mouth. I only made around 14 sales out of that, before my server started spreading like wildfire, as each server admin shared the source code with their friends to try and program new features into it together, and those people freely shared it with more people, and so on until the market was entirely saturated. I did of course use the first bit of money to pay for my Minecraft account (which at the time, offered no benefits other than a custom skin) and the rest went to a couple Steam games and buying three more Minecraft accounts for my friends. This was the first and only time I've ever been paid for anything I programmed.

    Anyway, among all of this open source server sharing (after all, it would be difficult and pointless to make a Perl script closed-source), all sorts of new game modes and life cropped up. Lava survival servers, floating water stairway challenges, I was quickly changing the very community itself by allowing the first real modding to take place. JTE servers were the best. And soon it was being replicated in other languages like Python, the same tools I pioneered becoming further expanded on with spout blocks, finite water systems, and the ability for players to cross between the server's maps individually. Now everyone could have their own sandbox to play in, and challenge packs could contain multiple "levels"...

    Survival Test, indev, infdev, and Alpha

    Meanwhile, Minecraft had been progressing seperately, having destroyed its basic multiplayer (and probably most of its engine) to introduce NPC creatures, zombies, pigs, and so on. With the account that I purchased, I was able to follow it all, every step of the way, from the beginning, and just sort of watch how it progressed. Since there was no networking in these versions, I didn't have much work to do, and just sort of kept my silence. Seeing Notch struggle with some of this, I offered to let me help him with programming, but he turned me down, saying he needed Minecraft to "get his name out there" first. He said that maybe he'll let me work with him on his next game, after Minecraft. (Then he went and hired someone else to be a 3D model artist, and then finally established the entire company Mojang around the success and continued development of Minecraft..)

    When crafting was introduced, I made the first full recipe list graphical crafting page on my website at the time, EchidnaTribe.org
    By using in-game sprites and GUI elements entirely ripped from screenshots with basic image editing software, I was able to show not only how to build every tool, but even which mobs drop what resources and how to smelt for iron. At the very bottom of the list, as a sort of in-joke, since Notch had recently removed the test Apple item from existance, I put that you need to kill Notch in order to get apples. Then right next to it, since apples still needed a use, I put that if you surround an apple with gold ingots (not blocks) you would get a golden apple.

    I invented the Golden Apple, guys. (Proof, scroll down to the bottom of the page under the ??? section.)

    When Secret Friday Updates rolled around, Notch loved randomly implimenting "community rumors" as actual features of the game to tease and delight everyone, based on what he heard secondhand. This is how pig saddles came to be, among other things, and to this day if you look in the source code you can see that any player named Notch will have a random chance of dropping apples, even if he had none in his inventory.

    SMP

    Finally, when the multiplayer mode of Alpha came out, long after scrapping nearly everything of the engine and remaking it for infinitely large worlds (a move I always felt was tremendously unnecessary and poorly implimented), it was full of bugs and problems, and split the entire community in half at the price-point, now allowing paid accounts for full servers that free accounts could no longer access. Time once again for JTE to come out and introduce things like persistent inventories and time of day locks and alternate map generators and whatnot, right? Well, not quite...

    At this point, Notch kept changing up the network protocol faster than I could descipher it on my own, and this time I didn't have a random stranger leap out at me and hand me a half-finished document I could just fill in the blanks for or anything. With every new version, the client would just start crashing blatantly from the messages my server sent, and eventually I just gave up trying. Nowadays there's even full-on SSL-like encryption going on in Minecraft's networking, not just the hassle of HTTP logins to deal with.

    I still have it sitting on my harddrive -- the half-finished OmniServer meant to bridge the gap between all Minecraft versions, be they Classic, Alpha SMP, or a new custom client written from scratch, with its finitely sized Classic-mode maps and day-lock in Alpha and infinitely-large segmented maps implimented in Classic, made to host all kinds of creative new arcade-like NPC-driven minigames I have a design document of, sitting forever in stasis now... It's a shame that never came to pass.

    Present

    I'm sure you all know what happened next. Modders started de-obfuscating the client and server's source code and making amazing new add-on packages of blocks and game mechanics, directly implimented into the server and/or client, basically all hell broke loose and the community stance on modding had shifted entirely from where it was when I introduced my little server way back when. Even before Alpha SMP was out, people were modding the Survival Test client to connect to Classic servers and spawn client-side zombies anyway.

    So now we have an army of deobfuscaters, coders, and inter-dependant modders all keeping up with an endless update treadmill, because Notch never made a proper modding system for Minecraft and continued to re-obfuscate every single build because it's not a free open-source software and never has been. The community has long outgrown me, as well as the morality that drives me. In fact, the community outgrew Notch, and now it's threatening to try and overthrow Mojang as well.

    Such is the modding momentum we have built from that point long ago. It all started with one awesome wandering programmer's tiny server script.

    Resources:
    The original JTE server distribution files, untouched since 2009 (and probably no longer functional)
    The proxy tool I wrote and used to figure out the network protocol, including the original output logs.
    more pre-alpha screenshots

    Additional reading:
    "How Blocktopia Started", history of TheOne's JTE server.
    The original "JTE's 100% Custom from-scratch Minecraft Server" thread. Ancient drama, immature mannerisms, and all.
    JTE's Custom Spleef Server thread, the dumbed-down and closed-source release of the server software set up for a specific limited purpose.

    Posted in: Discussion
  • View Calacbolg's Profile

    3883

    Feb 26, 2013
    Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    This system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.


    Table of Contents:

    Overview
    The benefits
    The features
    The disadvantages
    The problems
    Changes in how things work
    Data storage
    Changes to world features
    Coping with sunlight
    Changes to servers
    Render/Load distance alterations
    Frequently Asked Questions
    [WIP] The Cubic Chunks Mod!
    Gallery
    Supporting this suggestion
    Special thanks

    [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]



    Overview:

    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.

    The disadvantages:
    •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.

    The problems:
    •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:
    [spoiler]Terrain:
    By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.

    Biomes:
    By default, nothing will change.

    Ore generation:
    By default, nothing will change.

    Structures:
    By default, nothing will change.

    The Void:
    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.

    Superflat settings:
    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:
    [spoiler]Settings:
    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.

    Chunk occlusion/exclusion:
    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?
    A: No.

    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!


    Gallery:

    [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!
     [url=http://www.minecraftforum.net/topic/1707097-cubic-chunks-infinite-height-elimination-of-x-ray-and-more-60-supporters/page__st__0][img]http://img833.imageshack.us/img833/443/hov.png[/img][/url]


    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).



    Special thanks:
    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.
    Posted in: Suggestions
  • View CoolSquid's Profile

    331

    Dec 29, 2014
    CoolSquid posted a message on List of sites stealing Minecraft content. StopModReposts!

    #StopModReposts on Twitter! Want the last info? Follow @StopModReposts! We also have a website!


    The list may be found at GitHub.

    If you are a mod author trying to get your mods removed from those sites, look at this. If your videos are being reposted at YouTube, look at this.


    StopModReposts is a movement against illegal redistribution of
    Minecraft content, mainly focused on mods. The movement consists of a website, a Twitter campaign, a list of illegal mod mirrors, and several browser plugins. We also have an IRC channel and a Twitter profile.


    To report a site that might be illegally redistributing mods, please open an issue in our issue tracker.
    We do currently target reposts of the following content types: mods,
    resource packs, maps, and modpacks. In addition, we target websites
    providing malicious Minecraft content.

    Why is mod theft a problem?

    The feeling of finding your work on those websites. Just the feeling of finding your mods on those websites is extremely discouraging for many people. Lets say that you wrote a book. The day after, you see the book in a shop, with a big "9books" logo on the front page. You haven't even been notified. How would you feel? You then read the books ToS, and see that "9books" is claiming to own your book! This is extremely discouraging.

    Outdated versions. When users find a bug, they then go to the mod author to report it. The problem is, that the bug was fixed 2 months ago! This is very annoying for both the author and the user.

    Wrong Minecraft versions. Those websites are marking the mods as working with wrong Minecraft version. They do this to get more downloads. The user will then go to the mod author and complain.

    Possible malware. Mods from those sites are untrustable, and may contain malware.

    Making money of other peoples work. Those sites are placing other peoples mods behind AdFly links, and other ads, and are directly earning money on other peoples work!

    Stealing money. When many people download from those sites instead of the official sites, the author loses revenue. Modders don't earn much from their mods, but small amounts of money can be a big motivation.

    Stealing downloads. Maybe one of the most encouraging things about making mods, is seeing your mods getting lots of downloads. When many users download from those sites instead of the official sites, the author loses many of downloads from his/her server. This is extremely discouraging for the modder.



    PSA: If you come across a site that you believe to be illegally re/distributing minecraft mods, you can PM me, and I'll check it out as soon as possible.

    If you want to block those sites automatically, take a look at this Firefox addon, this Chrome addon or this Opera addon!


    Equip this signature banner, and help spread the word!



    BBCode:

    [url=http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2314237-list-of-sites-stealing-minecraft-mods/][img]http://i.imgur.com/J4rrGt6.png[/img][/url]

    Posted in: Mods Discussion
  • View Nephatrine's Profile

    1

    Mar 8, 2015
    Nephatrine posted a message on Mad Science - Machines, items, and mobs to create your own laboratory! Science has no limits… and no bounds…
    Quote from DiamondDude634»
    Umm.... yah... I've been waiting... for like.... ever. I'm glad he's making games on steam. Checked both out, there awesome. But I expect this mod to be updated by May 25th. If it's not in 1.7 by then.... I give up on this mod. Sorry. Hey! I'm giving him 2 months and 17 days. Or 1 month and 17 days. Terrible at math....

    Good thing no one cares whether you use this mod or not. A mod author is doing you a favor by making his or her work available to you. You don't get to set deadlines for their charity.
    Posted in: Minecraft Mods
  • View amadornes's Profile

    4

    Feb 8, 2015
    amadornes posted a message on Integrated Circuits Alpha (ICs for Minecraft)
    /me likes :D
    Posted in: WIP Mods
  • View wildex999's Profile

    8

    Jan 30, 2015
    wildex999 posted a message on Tick Dynamic - Keep your server running at 20 TPS

    Tick Dynamic



    Tick Dynamic is a Minecraft Forge CoreMod, which will attempt to maintain a server Ticks Per Second at 20. It does this by individually controlling how many Entities and TileEntities update each tick. As the server TPS goes down, the number of Entities and TileEntities that update each tick also goes down, to maintain a high server TPS.

    Detailed description:
    On a Minecraft server the world will update 20 times a second. This means that the server has 50 milliseconds to go through every active world and update the Entities, TileEntities and other tings like lighting and terrain generation.
    Once your server has a lot of players, and large active bases, the server might start having problems updating everything within the given time.
    This is especially true on modded server with Chunk loaders, large bases with a lot of TileEntities, and many new Monsters and other Entities.



    With Tick Dynamic on your server, you will be able to define how much time each world is allowed to use, and within each world, how much time Entities and TileEntities are allowed to use.
    Whenever these limits are hit, Tick Dynamic will limit the number of Entities and/or TileEntities that updates each tick for the given groups.
    You essentially have a separate TPS for Entities and TileEntities in each world.



    So what do you gain by maintaining a server TPS of 20, by allowing Entities and TileEntitie to update slower?
    - Little to no Block lag
    - Interact with TileEntities(Chests, Machines etc.) without delays
    - Chunk loading and teleporting without long pauses
    - No player lag when moving around
    - No disconnects due to long ticks
    - Generally lower ping and a more responsive server




    Note however, that Tick Dynamic will not help for every case, certain events will still cause the TPS to drop, or cause noticeable lag.
    Some examples for this is:
    - World Generation taking a significant amount of time of a tick.
    - Rapid change in time usage for a world
    - One mod, or a combination of mobs, using a large amount of time on a single operation during a tick.
    - World backup
    However, Tick Dynamic should be able to smooth out the spikes by quite a bit.



    Tick Dynamic allows a lot of control in how it will maintain that 20 TPS.
    If you would have Entities run at a full 20 TPS, but you don't care about TileEntities, you can provide a larger slice of time for Entities.
    If you want to give Overworld more time, you can also give it a larger slice of time than the other worlds.
    Check out the Help section for full overview of the configuration options, commands and installation instructions.


    Example use cases:

    Default config

    Just dropping Tick Dynamic into a server that is struggling with TPS due to a large amount of Entities and/or TileEntities, will in most cases help the server TPS get up to a constant 20TPS.
    By default Tick Dynamic will allocate the time evenly. So if you have Overworld, The End and Nether, each world will be given ~16,66 ms.
    Then within each world, Entities and TileEntities will be given ~8,33 ms to run their updates.
    If either Entities or TileEntities use more than their given time, it will limit the number of updates to fit within the given time automatically.

    Please note however, that if any group is not using all the time provided to it, that time will be available for other groups.
    So if a world is heavy on Entities, but have few TileEntities, then more time will automatically be given to Entities.
    Same for worlds, If a world uses a lot of time, and two others do not, then the active world will be given more time.



    Mining/Spawner World

    On many modded servers you have assigned worlds/dimensions for running machines like Quarries, as they make the world look "ugly" with a lot of holes around.
    Using Tick Dynamic you have an additional reason to use specific worlds for things.
    For a mining world, you can specify that the world is to be given a lower slice of time, thus at peak times when a lot of players are on, the Machines and Entities in this world will start running at a lower tickrate, before worlds like the Overworld.
    Likewise, you can assign a world for Mob Spawners and Mob Farms, and give Entities a lower slice of time, without affecting the mobs in the Overworld or The End.


    Planned further development:

      • Per Chunk timing and limit
      • Instead of slowing down TileEntities or Entities globally in world, locally slow down the Entities and/or TileEntities that are using a lot of time in a chunk.
      • Per user timing and limit
      • You know that user that seems to just live on your server, and builds large, complex and CPU intensive builds.
        With this feature you will be able to set a limit on just that players Entities and TileEntities.
        This feature is a bit into the future tho, as some changes are required for it to work.


    The mod is currently a Minecraft Forge CoreMod, and is built for Minecraft 1.7.10, Cauldron 1.7.10 and Minecraft 1.8. soon.
    Download & Documentation: Tick Dynamic Project Page

    If you have any questions or problems, you can post them here, or on our GitHub Repository, and I will try to answer them =)
    Posted in: WIP Mods
  • View Davidee's Profile

    288

    Nov 10, 2012
    Davidee posted a message on In-Game NBTEdit! Edit Mob Spawners & Attributes in game! FINALLY UPDATED!
    In-Game NBTEdit
    Coded by: Davidee
    Textures by: Pyro1997


    NOTE: In order to use it on Multiplayer, the server MUST have the mod installed.


    This mod allows opped users to edit nbt tags in game - modify both regular entities and tile entities without even closing your game!


    It works in both SinglePlayer and MultiPlayer, although you need to be Op to use the command (/nbtedit)




    Edit yourself with the command "/nbtedit me"!

    Keyboard/Mouse Shortcuts:
    Shift Focus: Up/Down Arrow Key
    Scroll: Scroll Wheel
    Edit Tag/Toggle Children: ENTER
    Copy: CTRL + C
    Paste: CTRL + V
    Cut: CTRL + X
    Save(while editing value): ENTER



    It is heavily based off copygirl's external tool NBTedit, with a
    similar interface.




    Images [/media]






    Download
    • Download Forge (Installer)
    • v1.7.2.2 for Minecraft 1.7.2 (SSP+SMP)
    • v1.6.4.0 for Minecraft 1.6.4 (SSP+SMP)
    • v1.6.2.0 for Minecraft 1.6.2 (SSP+SMP)
    Older versions

    • v1.6.1.0 for Minecraft 1.6.1 (SSP+SMP)
    • v1.5.2.0 for Minecraft 1.5.2 (SSP+SMP)
    • Reobg_srg (mod version 1.5.2.0)
    • Reobf_srg compiled with Minecraft 1.5.1
    • v1.5.1.4 for Minecraft 1.5.1 (SSP+SMP)
    • v1.5.1.2 for Minecraft 1.5.1 (SSP+SMP)
    • v1.5.1.0 for Minecraft 1.5.1 (SSP+SMP)
    • v1.5.0.0 for Minecraft 1.5.0 (SSP+SMP)
    • v1.4.6.1 for Minecraft 1.4.6 and 1.4.7 (SSP+SMP)
    • v1.4.4.2 for Minecraft 1.4.4 and 1.4.5 (SSP+SMP)
    • v1.4.2.3 for Minecraft 1.4.2 (SSP+SMP)




    Installation
    For windows, POST 1.6 :
    1. Download the Forge installer
    2. If desired, backup your saves.
    3. Run the Forge installer
    4. Paste the NBTEdit zip file into your mods folder.
    5. In order to play the Forge version, you need to change your profile on the new minecraft launcher to the "Forge" one

    For windows, PRE 1.6 :
    1. Go to your minecraft .jar (Go to run -> (type in) %appdata% -> .minecraft -> bin -> minecraft.jar
    2. If desired, backup your saves.
    3. Open the minecraft.jar and extract the Forge ModLoader files into there if you don't have them already
    4. Paste the NBTEdit zip file into your mods folder. You're good to go!
    NBT Help
    • ​Entity Format (all entities have these tags)
    • Mob Format (mob specific tags)
    • Tile Entity Format (i.e. Mob Spawner)
    • Item Format (Items, Books, Enchantments)
    • Projectile Format (i.e. Arrows)
    • Item Entity Format (i.e. XPOrb)
    • Vehicle Format (i.e. Minecarts)
    • Dynamic Tile Format(i.e. Falling Sand)
    • Other Format (Painting/ItemFrame)

    Examples
    • Video Tutorials by BoonVids



    TERMS AND CONDITIONS

    Quote from Davidee »
    0. USED TERMS[[[;/size];/size];/size]
    MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.MOJANG - Mojang ABOWNER - Davidee, Original author of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft...pyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.USER - End user of the mod, person installing the mod.1. LIABILITY THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.2. USEUse of this MOD to be installed, manually or automatically, is given to the USER without restriction.3. REDISTRIBUTIONThis MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.4. DERIVATIVE WORKS/MODIFICATIONThis mod is 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 this MOD require advance written permission of the OWNER and may be subject to certain terms.5. MODPACKSThis MOD can be freely put into a modpack (collection of minecraft mods) without the need for explicit permission by the OWNER if the given modpack is freely provided to the public OR private group. If the modpack creator does indeed profit from the modpack, explicit permission is required to place this MOD into the modpack.

    [represent]
    Posted in: Minecraft Mods
  • View legobear154's Profile

    2

    Apr 28, 2014
    legobear154 posted a message on Legobear154's Mods - MyTown, aPerf, and ForgePerms
    I have a compromise to propose to everyone. How about claiming town blocks be done using chunks, then plots can be defined like griefprevention allowing for more control over how you break up your town. There would be an easy way to do a plot as an entire chunk if that is desired, so the complexity of region claiming can be ignored for the normal behavior.

    What does everyone think of that? :)
    Posted in: Minecraft Mods
  • View legobear154's Profile

    2

    Feb 19, 2014
    legobear154 posted a message on Legobear154's Mods - MyTown, aPerf, and ForgePerms
    Nanakism: You can give the doners different mytown.mayor.blocks.(2|4|8|16|32) and mytown.resident.blocksmulti.(2|4|8|10) or you can set mytown.res.blocks (which is an option/meta node).

    Glaciatexiii: Make sure you include the MyTownLib in the mods folder. http://mytown.mineyo...d/MyTownLib.jar

    Also: For anyone wanting to beta test the next version of MyTown, ForgePerms, and the Bridge.
    Please backup your server, some things have changed and may break!
    MyTown Beta 6
    ForgePerms Beta
    ForgePerms WithoutPex Beta
    ForgePermsCBBridge Beta
    aPerf Beta

    Changes:
    Re-wrote the commands
    Fixed lots of protection classes
    Added Flan's Mod, Dubstep Gun, Xeno's Reliquary, and Lycanites Mobs support
    Added /nick
    Removed ee nodes when using MCPC+! :D
    Probably other things, but just forgot :)
    Posted in: Minecraft Mods
  • View Mumfrey's Profile

    1

    Nov 24, 2013
    Mumfrey posted a message on LiteLoader
    Quote from Nanakisan

    Mumfrey if i may pick at your gigantic brain for some help here.

    MultiMC5 has a working and incredibly stable alpha-dev release i have been using just fine. I got the launcher to load and everything however....It keeps passionately ignoring Lite Loader and defaulting to Forge. I've even tried using the version.json for a chained forge version in the regular MC client. Works and loads fine just liteloader keeps getting ignored. Are you aware of any work around to make it work in MultiMC?

    Here is the contents of the json file.
    http://pastebin.com/2ASaB16k

    You're using the wrong entry point, when using launchwrapper (legacylauncher) you have to use launchwrapper as the mainClass.

    Quote from Killjoy1221

    Just wondering... Why does LiteLoader reload the resources after each mod is loaded? This increases the startup time significantly depending on how many mods are installed. Wouldn't it make more sense to reload the resources after all the mods are loaded instead? Or is this some workaround for the sound bug we had in 1.6?

    That's what it does, you can check the source code if you don't believe me. When a pack is registered it sets the flag pendingResourceReload and when init is completed it checks that flag and reloads the resource manager. If it's reloading more often than that then it's being triggered by something else. Macros reloads the resource manager once upon startup in order to do the fancy shiz with the user face textures and also handle PLAYSOUND, but that's it.
    Posted in: Minecraft Mods
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