No. Roblox is P2W and Minecraft's EULA prohibits P2W aspects. No support.
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Jul 13, 2015Over9000Guy posted a message on Anvils: Disenchanting & Dissembling - Crystallized Lapis Lazuli & Bottles o' EnchantingPosted in: Suggestions
I think this is a great idea! There needs to be something like this, so support.
Jul 13, 2015Over9000Guy posted a message on [1.9 is out!] Get ready for 1.9! [Updates and Information from Mojang AB!]Posted in: Recent Updates and Snapshots
When I watched the video done by SwimmingBird about 1.9 Minecon it made me want this update. End Cities, Shell Lurker mob, Chorus Plant, Chorus Fruit, Endstone Brick, Chorus Brick, Levitation potion effect, new Enderdragon fight, new Boat types, new Arrow types for every potion effect plus Spectral Arrows, etc. So many new things that it almost seems like an overhaul. I love it.
Huzzah for the snapshots on the way!
Jan 13, 2015Over9000Guy posted a message on Deeper caves: caves going more than 2 kilometers underground! Less lag! [400+ Supporters]This would go amazingly with Cubic Chunks, Colored Light and Improved Dungeons! A world below the void?! Crazy, but thought of in a way that makes you nostalgic every time you think of it! I give my signature OVER 9000 support! Great job!Posted in: Suggestions
BTW, also love the new ores and their mechanics
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Oct 29, 2020z3nth10n posted a message on I'm looking for Minecraft modders that can help us to bringing up a project.Posted in: Requests / Ideas For Mods
Hi, I'm Álvaro, I'm 22, and I'm developer that has experience in several topics, like Unity3D and Minecraft modding. I would like to find people that can contribute to our project. The project is for the 1.12 version.
Those are the details of our project:
Project Name: Road2Ruin
Description: We are looking for modders that have time and want to contribute to Road2Ruin. We'd like to setup a server with Cubic Chunks + Terra121 with lots of features. We need people to assist us if we don't have enough time. There are several tasks to accomplish:
- If a beta-tester gives us feedback on some bug/compatibility problem with any of our mods we need people capable of modifying it and solve the problem.
- If we introduce a new mod on our server that is incompatible with our current environment we need people that can contribute to an open-source project that ports this mod to a stable version
Notes: I have already experience porting 4 mods and we have the Cubic Chunks community behind us to help us. But we don't have enough time to do this at all.
Benefits of being part of us: You will be part of a great idea, our main purpose is that we will port mods to work with Cubic Chunks. We will fork the original git repositories, in order to present new PRs (only for the 1.12 version) and by doing this we will try to make mod devs actively maintain this Cubic Chunks port/branch. We'd like to see a world where Cubic Chunks compatible mods community is bigger!
Required knowledge: Java, Git, profiling with Spark or other profiling tools, betatesting.
Payment: We don't have the main way to pay possible contributors as we are just starting. But we are just looking up to Patreon or some kind of crowdfunding method for this, also if somebody wants to contribute expecting a remuneration (maybe from the server) we just can talk about it.
Contact: Discord (@z3nth10n#0775) or send me a private message here (but I prefer Discord).
So as you can see on the project details, we are looking for 1.12 devs (I know not too many people is interested in contributing to this version and prefers newer versions) that contribute to our cause to bring mods to be compatible with Cubic Chunks to be used on our server. But this has two approaches in mind, one is to make a server which people can enjoy and another one is to make some Minecraft mods compatible with Cubic Chunks so more people can enjoy Cubic Chunks on modpacks, something I think could be great.
As I said and to be honest, I don't promise there will be a remuneration method for it at the moment. So I'd like to say that if you're looking for a project for the money this isn't your project for now. We need people that have experience (we don't care how much) with modding or at least Java coding and obviously have a little time to keep this up.
So, If you're busy with other projects I'll recommend not to join this project too, but well, it would be great, as I have little time (I'm currently maintaining several Unity3D projects, two websites, this project, studies, and maybe I'll be working soon) and I'd like to see people joining this project.
Thanks for your attention!
I expect you to join our project.
Oct 3, 2018DoubleABuilder posted a message on Harken Scythe: Reap -What- You Sow *Biomass Blocks and Adjustments*[V2.1.6 UPD: MAY 14]Posted in: Minecraft Mods
Ah, one of those "I hope this would be updated to 1710" mods. I remember playing with this in Hexxit and loved it. Always fun. Maybe someday, maybe.....
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.
Jul 15, 2015LordPriford posted a message on Is it more or does 1.9 seems like a little too much...Posted in: Recent Updates and Snapshots
Okay... This is really peeving me to read all these negative comments! I have been with Minecraft since 2010 and every update this happens.
"This is going to be Minecraft's downfall!"
"Minecraft is going to suck now"
"It seems to modded"
"Ugg... its to much of a change!"
Really??? Just stop it. Please. Minecraft STILL growing bigger and bigger, and every update has turned out not being bad at all. People love Minecraft and always will. You just need to keep being creative with the things the developers keep giving you! Every update gives you an opportunity to be more creative and learn new applications to knew additions. The point of Minecraft is to be creative.
Next, for you who say "RIP Minecraft 1.8 Pvp.", I say So be it! And Welcome Minecraft Pvp 1.9!! Its going to be a whole new style... something new to learn and master. If things always stay the same they get boring. Quickly.
And Finally, think about the developers. They spend so much time and effort trying to bring the best content to the game possible. They are not like most game developers, they love to game and do not JUST do it for money. They do it so people will enjoy it. Imagine what you would feel like if you made a Masterful painting and it took you hours and hours of work. Then someone came up to you and told you it was bad. What would you feel like.
I'm sorry for this rant but It just had to be said.
Feb 24, 2015LoganCK posted a message on Developer - Web Programming, Plugin Development, Server Development, etc.Hello reader, my name is Logan, AKA "AceMinister", or LoganCK. If you're wondering about what this thread is about, I am not looking for a programmer, I am a programmer.Posted in: Server Recruitment
Yes; I am looking for work! I used to have an account on this website long ago when I actually used to play Minecraft, however I have completely forgotten the login credentials. Furthermore, I've made this NEW account and now I plan on being more active in helping people with server issues/plugin or even website-based issues that have to do with their server and/or Minecraft.
What can I do?
> Server Configuration (Setting up already-made plugins, configuring them to your liking, etc)
> Server Development (Creating new plugins, modifying already-made ones, etc)
> Web Development (Creating static & dynamic websites for your Minecraft server, - includes dynamic data displayed on your site from your server.)
> API Development (Server/Web/Client communication systems)
> System Administration (OS/Kernal Development, Management, and other things related to the actual system that runs your server)
> Full Server Creation (I'll create an entire Minecraft server however you want.)
What are my programming skills?
What are the ones I like lol?
C++, Java, HTML, PHP, Ajax, CSS
How old am I?
What college do I attend?
Purdue University | Studying Computer Science 12 year degree + PhD. (Going into my 4th year.)
Any more questions and answers?
I do charge for my work, however I can flex. I enjoy my work so sometimes I'll do it for free if I feel like it.
Highest regard, Logan.
Feb 24, 2015Posted in: Discussion
Just unplug it.
OT: To be honest I doubt Minecraft will ever make it to Wii U, despite how much we want it. I just can't see it happening.
Aug 18, 2014Shock3600 posted a message on Mob Abilities, Diversity and Subspecies! (We now have more Zombies and Slimes! Check them out!)full supportPosted in: Suggestions
Aug 17, 2014Enderman967392 posted a message on Mob Abilities, Diversity and Subspecies! (We now have more Zombies and Slimes! Check them out!)Support! Adds more challenge and variety into the gamePosted in: Suggestions
Aug 17, 2014UndeadGaming606 posted a message on Mob Abilities, Diversity and Subspecies! (We now have more Zombies and Slimes! Check them out!)Zombies can spawn with iron axes and iron pickaxes? If a zombie has an axe, it can break down wooden doors faster. If a zombie has a pickaxe, it can break down iron doors.Posted in: Suggestions
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