I'd like to report a bit of a conflict between this and Tinker's Construct. When attempting to run the 1.7.2 versions of both it seems that the blood blocks from either mod use the same identifier, that being BlockBlood. Would it at all be possible to change that for compatibilty? I wasn't even aware that 1.7.2 could still have block ID conflicts.
Noticed that someone on this very page had the same problem and fixed it by forcing Necromancy to load last in the mod order... I feel silly now. Time to finally try the mod on for size!
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May 1, 2014Rummbottom posted a message on [1.7.10] Necromancy - sew your own unholy Minions togetherPosted in: Minecraft Mods
1Rummbottom posted a message on Better Than Wolves Compatibility TutorialPeople are getting mad at FlowerChild for not making Better Than Wolves Forge-compatible... The truth is that it was, at one point, dependent upon Forge to function. The reason for its forced incompatibility has a story behind it, though for those people that are either too lazy or too busy to research it, this is the story in three sentences.Posted in: Tutorials
FlowerChild contributed a lot of time to helping with the Forge development process while working on Better Than Wolves, but one of the major authors of Forge had grown to become selfish and sluggish.
After some time attempting to work with this person, it became apparent to FlowerChild that continuing to rely on Forge while it was effectively monopolized by this person would ultimately ruin Better Than Wolves.
After one final attempt at speaking some sense into this person ended in a bitter argument, FlowerChild resigned to withdrawing entirely from the Forge project after it became impossible or largely difficult to effectively manage and update her mod; This decision was supported by most fans of the mod.
That is why Better Than Wolves is incompatible with Forge, and that is why it will always remain incompatible. As I see it, the only way Better Than Wolves will regain compatibility with mods is if Minecraft's Official Modding API allows that level of creative control OR if Forge falls into new hands.
1Rummbottom posted a message on [1.6.2] Vanilla with Sprinkles - Mods built to fit closely with the vanilla game (Last updated: 9/8)I am not entirely sure if this has been asked before, but as I am in a little bit of a rush to go see the new Hobbit movie I don't have a whole lot of time to scan through these 46 pages. Are these mods, at least the Fancy Fences mod, server compatible? And if not are there any plans for it? Mojangs walls are... Well, to put it nicely, disappointing.Posted in: Minecraft Mods
1Rummbottom posted a message on JohnSmith Texture Pack V9.7 (32x) [1.4.2]Only with Johnsmith can you get a scene as beautiful as this.Posted in: Resource Packs
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795ThesaurusRex84 posted a message on Boats Evolved; bigger, modular boatsPosted in: Suggestions
Alright, so there's this idea I've been working on for the past few weeks. You heard me, weeks. Basically, it's boats. Boats than you can make bigger, slap a name on, armor, choose what propulsion system it has, and carry stuff in.
Full idea in spoiler:Boats Evolved; bigger, modular boats (Watch out --- huge!)
Okay guys. Just a slight disclaimer, the explanation for this idea is going to be *HUGE*. The idea itself may be simpler, but the description will take a long time to explain. In a nutshell, it's bigger boats that are also modular.
So we'll start with a slight modification of a game mechanic. Otherwise, the idea won't work very well. So just keep in mind that in this idea, you can't push a boat around by standing on top of it. At least just for the higher-level classes, which we'll get to in a minute.
Also, upon entering a boat, a GUI will appear somewhere around the bottom-right or so that displays the ships 'health', and speed.
Before we go overboard (no pun intended), let's begin with some basic principles that can be applied to the current boat. Let's call it the Dinghy. You can't do too terribly much with the Dinghy, but you CAN do some things.
Dinghies can be crafted just like they normally are. However to modify a boat, a new tool will have to be brought into the game. Let's say it's a Hammer. Right-clicking on a boat with a hammer, granted you're the one that built it will open up a GUI.
Like I said before the abilities with the Dinghy are limited, so you have limited things that pop up in the GUI. All that displays for now is the hull, propulsion system, and their respective health bars. You can also give your boat its own custom name that appears on its hull (But this probably won't be for the Dinghy). You will also notice two numbers at the top. On the left (12/12), is the boat's hitpoints. I doubled their damage resistance because I thought it was kind of silly to kill a boat with one arrow. To the right (1) is the ship's base speed attribute. That is to say, the speed capability of a boat, excluding the propulsion system. Boat stats will vary upon each construction. Therefore someone can be proud of themselves if they have made a fast/strong ship.
Normally, you have your standard, nonreinforced plank hull. However, you could change that. Let's start with a Reinforced Wood Hull. In the crafting table, put in 9 pieces of log together to form a piece of Reinforced Wood Plating. Dinghies will probably only need one plate to reinforce themselves. Plating will probably not be stackable for gameplay purposes.
Reinforced wood will provide a higher defense for the dinghy. Two more types of hull include Steel and Gold. Steel Plating requires 4 Iron blocks in the crafting table, and Gold likewise. With a steel-plated hull, the boat can take considerably more damage than Plank or Wood. Steel hulls can possibly withstand lava. Gold plating is only slightly stronger than Reinforced Wood and is not feasible as battle armor. However, just in case you were thinking these hulls are easy to reinforce, keep in mind higher levels will need more plating as they get bigger.
When a boat is damaged, simply right-click with the Hammer to open up the GUI. There should be a slot for extra plating to go in should the ship need repair. To ensure fair fights, the repair will be timed, like a furnace. Each repair uses up the Hammer some. It would also be nice to see some sort of visual cue for an almost-destroyed ship, like fire or a broken, damaged texture.
And now, the propulsion systems.
With the default dinghy, you have your Hands. Hands for a dinghy are basically neutral, however they will be slower than in previous versions of the game.
An alternative solution, is craftable Oars. Oars are very maneuverable and faster than hands, however they do not grant a steady speed and require you to hold down the forward button whenever you want to move. They may even 'tire' you out more (using up more Hunger).
The last one for the Dinghy, is the sail. Sails can provide very fast speeds, however they have low thrust and are not easy to slow down and speed up easily. A steady speed is required for traversing around land-covered areas. Sails can also possibly be made with different colored wool, to help a boat stand out. Sails grant a steady speed as you can leave them unattended with very little deceleration.
So now we move on to a bigger boat. Not too terribly big, but we're getting there.
To construct larger ships and propulsion systems, you're going to need an alternative to the crafting table. Let's just call it the Shipwright. This block ONLY crafts boats and takes up more blocks of space.
I think for a new level of boat, you're going to need some Blueprints. Blueprints can most likely be created by interacting with the Shipwright by combining a blueprint (Or in this case, a solid Dinghy) and investing your Experience Points to come up with a new 'idea' for a bigger boat. The 'studying' is timed, again, like a furnace, and with each clump of EP filled, the progress bar is filled some. You can also find Blueprints in dungeons, but only rarely.
After that will be done, the Blueprints can be put in a separate slot, with another slot under it. The slot under it is for the wood required to build the boat. Every time you put more wood into the slot under it, the progress bar for the ship increases. I'm not sure if this should be the way but it sounds pretty good.
I think that for each class of boat, a bigger mast will need to be crafted. That, or just have one single mast that, for bigger boats, you need to pack in more Sails. Kind of like how plating works.
So now, the next level: the Skiff.
The skiff is *about* 2 1/2 times the length of the Dinghy. However, with the next level comes new features. First off is a second slot, a passenger seat if you will. But besides that, there are two more features.
Here, there will be special lots to place blocks at. These could be something decorative like gold blocks, or practical, like chests.
To place a block in there, logically you would right click on that one place with the block. It's possible the block lot will be highlighted by the Hammer to show you where you can place things. To get it out, leftclick with the Hammer and it will appear in your inventory. If blocks aren't your fancy, perhaps animals are. Here is where the extra space in the GUI comes in. There would be a list of all the entities in the boat. If they are NPCs, you can choose to move them to another slot, or evict them. You can also evict players,
but not move them[amended].
With the Skiff, you have an additional propulsion system. I'm not sure about this one so I'm going to need you guys' approval. Essentially, it is a steam-powered paddlewheel. The steam engine will need to be powered by coal, which will either have a furnace-like GUI or not. It is also be slightly less maneuverable than the Sail. The steam engine, like Sails, grant a steady speed and can be left unattended. They have perfect acceleration, however they are much slower than Sails.
For armoring, the Skiff will need more plates to sufficiently armor the boat. Possibly two or three.
The skiff will most likely be the largest boat to successfully navigate shallow marshlands and the like.
Now, for the adventurous sailor, we're going to go one step up. Meet the Cog. The Cog is a fair-sized boat, but it is hardly big. What is does have though is a top deck large enough to walk upon. Now, we're going to introduce another feature. This time, the Cog will have a lower deck. You could be able to place a few blocks in that bottom deck, such as beds and chests. This will be good for long adventures. If you aren't spoiled, you would be happy with a Cog for your adventuring needs. Hands are now unusable.
For gameplay, an invisible, penetrable box will be in the interiors of the ship that hides water and its effects when water blocks go near it, but as soon as they leave the water blocks return to normal.
Now here, starting with the Cog, is the boat's main means of offense and defense. You guessed it, the Cannon. I believe the cannon could be made with a crafting table. To fire (And right now I'm making most of this up as I go along), you must first craft a Cannonball (Maximum of 16 allowed in hand), and right click on the cannon. The cannon will fizz for about 2.5 seconds or more before firing the cannonball. You must wait an additional second to fire again. To adjust the angle of a cannon, rightclick it (without a cannonball) to point the cannon up or down.
Now with ships and other entities, contact with the cannonball will just equal damage being dealt. But with blocks, there is a chance (Depending on their blast resistance) that the block being hit, and/or the blocks around it will be pushed forward and respond to gravity. And in rare cases, break upon falling.
That, or it would just be a weak form of TNT. But I like the former better. Mostly because it's my idea. Good gosh I think I'm vain or something.
So like I said, if you aren't spoiled, you would be happy with a Cog for your adventuring needs.
But sometimes, you ARE spoiled. Or, just requiring a bit more power. That's where the fourth level comes in, behold: the Carrack. Significantly larger than the other boats, this one can actually be called a ship. It has 3 decks. The first being the top deck (Which comprises of the main deck, quarter and poop, naturally), the second the gun deck, which to the back holds the captain's quarters, and the bottom deck is mainly for cargo. If the Carrack is steampowered the boiler room will be in there.
Oars are now unusable for the Carrack, as are Hands for Cogs. (The Oars for the Cogs would be weaker than on the Skiff and Dinghy, as would hands with the Skiff. However with the Steam engine and Sail, they just get faster with each level, with exceptions [amended])
Another neat thing you get to do with the Carrack is you get to live up to the naval definiton of a ship. On the Carrack, you can place another boat inside it for scouting/lifeboats. But it can only be a Skiff or Dinghy.
Okay, next one. Here we go.
(This level is optional. You guys tell me if it should be ingame.)
Now sometimes, your lust for power is so great no measly Carrack can hold it; not even when it is steel-hulled and armed to the teeth. No, you wish for the very seas to obey your will. Well, you psychopath, here's the fix for you: Feast your eyes sir, on the Galleon. Over twice the size of a Carrack, four long decks and plenty of guns, you would not want to war with this vessel. It is essentially a Carrack on steroids; bigger, stronger (but not faster [amended]), and scarier. But, slightly slower. Should you decide to armor it, keep in mind it will need 8 Platings to armor (Maybe more). And considering each plating requires 4 blocks to fill, you're going to need a LOT of iron.
When a ship finally loses all of it's 'health', it will sink to the bottom of the sea. Here, it is subject to despawn, but will stay there as long as there is a player near it. Although dangerous, it would then be available for looting, if you haven't plundered the ship while it was afloat already. < --- This entire paragraph is subject to discussion and alternative options. It's also been proposed that the ship turn into it's block counterpart, only leave chests, or like in the Amendment Posts, leaves a Ship's Bell that can serve as a savegame for your ship.
Now, I understand that such a feature is going to be *HUGE*, possibly requiring its own update, and would be just a massive undertaking. But I for one believe it will be an undertaking worth the effort. It would heighten the spirit of Minecraft adventure and exploration, people could trade vast amounts of resources over long distances, and plunder other ships for their booty. So I'm not 100% expecting this to be accepted entirely (But if it is, thankyouthankyouthankyou!), but in the future if any modders were curious about how to go about doing their ship mod, this could be a good example. But I really hope this would at least be seen by Mojang. Just two-thirds into completing this idea, I read an old tweet of Notch saying that he might add something like this in the future. So, if you are, this could be one of the ways to go about it.
Amendment Post 1:
- In the Shipwright GUI, the product slot of the boatbuilding section is now a button. I've updated the image.
- Craftable ship components should have been expanded. In addition to a Galley, an Anchor component (probably most vital) is also one of them. Also proposed by the community are tables, crows' nests (That basket thing on the top of masts), icebreakers, and if the NPC crew idea is implemented, a sea captain's desk to chart courses for the helmsman.
- I actually think you should be able to move players. I mean, if they actually decided to choose to lock themselves in a mob slot rather than move around freely I think the captain should be free to move them wherever.
Amendment Post 2:
- Galleons really shouldn't be the fastest ships out there, it would be unfair. Instead, their base speed capability should be a tiny bit slower than a Carrack, probably. Updated.
- Right clicking on a cannon without a cannonball could point the cannon up/down. Updated.
- Different types of ships that do not follow the linear 5-level path of upgrades. Instead, 'extra' ship blueprints could be found in dungeons in strongholds, but they would be rare. Could be a way to get Caravels and viking ships or whatnot.
- I'm not sure about the decay process of sunken ships. Perhaps after someone leaves the ship's general area, a timer starts and eventually the ship will despawn. Or maybe it just stays there forever but can be 'mined' away to recollect valuable materials.
Amendment Post 3 (Note: These are not as important as the first 2) :
- Flags. Although I'm sure colored sails can do a good job of faction identification, custom-made flags would be really great to have. They could be used outside of boats, too.
- Extra ammo types. The standard cannonball would be made of stone and gunpowder, but others could be made out of iron and other materials. The new usable fireball coming 1.2 would also make a neat incendiary addition. Other types can inclde grapeshot and chainshot.
- Sea monsters. Pretty straightforward, I'd like to see some minor sea bosses when roaming the sea. But in my opinion, they should be restricted to certain sizes of ships (Dinghies have no bosses). For example the ship the size of a Skiff would probably only get a shark or something, whereas something Cog-sized would get sharks and sea serpents, medium-sized ships like the Carrack would get sea serpents and maybe giant octopus (Will wrap tentacles around the ship and begin to tug down unless tentacles are damaged), etc...They are, however, uncommon.
- A ship's bell. Yes, they can be used as a normal bell, but there's something that makes them special. Once placed on a ship, it bears the ship's name and can ONLY be placed on that ship (e.g Bell of the S.S Whatchamacallit). Then, if a sunken ship despawns, that bell is turned into a block at the bottom of the ocean and contains all of the ship's data. Then, it can be used to recreate the ship.
- Sea obstacles. The ocean would be made that much better if occasionally you stumbled upon a mini-biome within an ocean. These could be mysterious sea rocks, or icebergs made of pack ice where a tundra or arctic biome would usually be.
And the Reddit post is here:
Due to popular demand, I give you this:
Add this to your signature if you like it!
<a href="../../../topic/699830-boats-evolved-bigger-modular-boats/"><img src="http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg" alt=""></a>
Important Things to Know for the Unfortunate Few Without Common Sense (aka posts I've gotten a million and one times and wish to halt):
- This is NOT A MOD. The illustrations may look convincing (for a bunch of photoshopped models made in Sketchup :p) but I have repeatedly, in this suggestion, mentioned it as an idea and rarely even mentioned the word 'mod'. Please stop asking how to install this. Plus, we're in the Suggestions forum. That tell you anything?
- Yes, I have SEEN the Zeppelin Mod. You're just about the 508th person to show me this. Yes, I've seen it. YES, I think it's a great mod, but in my opinion it's best to leave it at that, and this idea is about the vanilla Minecraft ships made of predefined modules, not blocks, as that seems to be more congruent with the current game mechanics. Saying "There's a mod for that" is a warnable offense, in any case.
- You see that little link up there? Yeah, the idea is in the link (or the spoiler). I've explained rather thoroughly how the boats work. While I would really like it for you to give me your two cents, this thread is not for people to make up entirely their own ideas on how the boats work. That part's already here, mostly
- "This would be great, but the oceans need to be bigger!" <-- Say this and you're gonna get a smack. >=(
Download link to the original SketchUp models: http://www.mediafire...55l1cnm1npgkbgl
--- See Also: ---
3884Calacbolg 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.
91Malloon posted a message on Improving trees and player behaviour around trees v.2First I'd like to state that this is a new version of a topic I posted in May. The reasons I made a new topic are twofold:Posted in: Suggestions
1. The suggestion was improved and changed drastically by the post of Ouatcheur. If I changed that topic, the first replies wouldn't make sense, and the support they showed my original idea (which I feel was inferior to to improvements Ouatcheur make) may not extend to what I decided to change.
2. I waited a long time to post on that topic, because I needed to convince my brother to make a couple of textures for me. This took such a long time I was afraid I might necro the thread if I posted there again.
There you have it. If you, moderators, don't agree with my reasoning, I'm sorry and I will shut down this thread and keep posting on the old one.
Now, TO THE SUGGESTION!
My idea is to vastly change how trees work. To sum it up, trees would be able to plant themselves, grow from a sapling into a small bush, into a small tree, and into a large tree. Trees would have roots and branches, and players can hide in leaves. I will explain how everything works according to the trees life cycle.
1. The Sapling Stage
The sapling can be planted in two ways:
1. You place it. Nothing changes here, except the sapling doesn't pop out of the ground if the light level is too low.
2. It plants itself. This works like this:If a sapling is floating on the ground above a dirt or grass block, it has a 1 in 2 chance to plant itself instead of despawning after 5 minutes. It then starts a timer. If after 10 minutes it still hasn't started to grow, it destroys itself, not even dropping a sapling. (Note: This only happens with self-planted saplings. Your window boxes are fine.)There are only three things that stop a sapling from growing: No space, not enough light, or a tree core is within 5 blocks of it (We'll get to those in a second). When the sapling starts to grow, we go into:
2. The Bush Stage
This is a bush. As you can see, it is a leafy branch block with a tree core under it. Here, the texture for the tree core is a root block, but later it gets the texture of taproot. I will explain all this now:
All trees have a tree core to store information a tree needs: Eg. If it is alive or not. The tree core also hinders other trees from growing near it. The tree core replaces a dirt block when the sapling grows into a bush. This bush grows bigger in intervals, trying to grow a few times every minute, just like a tree in minecraft now. The roots also grow progressively bigger, but always stay smaller than the tree itself. If there is an obstacle for the branches or the roots, the bush/tree will attempt to grow around it, but if it cannot grow either up top or down bellow, both sides will stop. A big tree needs big roots.
This is the second stage of the bush.
And this is the third stage.
3. The Tree Stage
Here we have a small tree. As you can see, the only thing that has changed is that the branches acting as the tree trunk in the bush have been replaced by logs and that the tree core has taken the texture of a taproot block. As the tree grows bigger, it will follow a pattern that takes it through both (oak) tree types we have in Minecraft now, but only if there is room. The trunk will grow taller, the leafy branches you see on the side of the tree will be moved up and will eventually start to grow outwards.
Not every leaf block will be a leafy branch block. In fact, as the tree grows bigger, there comes a point where first leaves grow, then branches replace them, then (sometimes) these are again replaced by logs. The roots work in a similar manner, with the differences being that there are only two stages (taproot and root block) and that the taproots do not branch off. Normal leaves can only grow one to the side and one above a branch.
This is a medium sized tree without its roots and with its leaves removed.
You may think this will cause a lot of lag; The reason it does not do this is because the intervals that a tree grows at are spaced at a reasonable degree, and much less blocks are placed/replaced every time than when a regular tree grows. And you need to remember this: All trees generated are fully grown according to the algorithm that the tree grows at.
Only if a new tree is planted will a tree start to grow. This obviously includes saplings, but remember: If a player cuts down a tree, he usually collects all the saplings, and even if he doesn't, as soon as one grows into a bush, the others can't if they are within 5 blocks of it.
If a tree is fully grown or can't grow any further, the tree core changes the intervals that it tries to grow from one or two times per minute to once every 30 minutes. If the tree can grow then, the core flips the interval times back. The core also flips back if the tree is damaged.
If a tree is damaged, it will react differently depending on which blocks that were broken. If a leaf, branch, or root block is broken, it will grow back the next interval. If a log or taproot is broken which is not within three blocks of the core, the tree will also attempt to grow it back. If a root block, branch, log or tapwood is broken, the blocks connected to it will start to decay. This also happens if a log or tapwood within 3 blocks of the core is broken, or if the core itself ifs destroyed.
The tree dissolves like how leaves decay now, but slower, so as to not make this a viable way of cutting down trees if you are pressed for time. The roots decay back into earth blocks, dropping nothing.While it takes longer for a tree to grow, the amount of wood it yields in the end is far larger through branches and (possibly, if you don't mind holes in the ground) roots.
I will now talk about each new block in detail:
1. The Tree Core
This is the tree core. It can either have the texture of taproot (for the tree stage; left) or of a root block (for the bush stage; right). If you break it, the tree dies and starts to decay. It is always directly underneath the tree trunck, one block in the earth. It drops anything that the blocks from which it derives its textures from drop. The recomended tool to break it is an axe. Silk touch does not work on it.
Taproot is the root equivalent of logs. It grows strait down from the tree core. Roots grow from it. It decays into dirt. The recommended tool to break it is an axe, but it is tougher than normal wood, and as such takes a bit longer to break. It is crafted in the same way as wooden logs, yielding 4 planks.
3. Branches and roots
Branches and roots are most often seen with their respective outer coating (leaves or dirt). They can lose these, though. Branches could lose their leaves in winter (I will explain this more below) and roots will definitely not have dirt on the outside if they grow into air (a cave, for example).
An axe is the best tool to break either one, though if you want them without the covering, you first use some shears on the leafy branch or a shovel on the root, giving a normal root. Branches and roots can be placed like logs, but will only connect to each other if placed directly (a bit like hoppers). They also grow like this. I will repeat the image of the tree above, so you can see what I mean.
As you can see, the branches "stretch" a bit to connect. They don't connect automatically, otherwise this would result in loops. This lets branches and roots run parallel. There is even enough space between parallel branches for a player to walk between them. Sometimes, a branch is low enough for you to jump onto it: This may let you climb the tree, if there is room to navigate through the branches.
Branches (leafy and normal) and roots(dirty and normal) drop themselves. Both can be crafted into one plank per item. Leads can also attach to branches, like with fences.
I only addressed oak trees in this suggestion, for simplicity's' sake, but I can tell you the birch trees would be the same, pines would have smaller roots and jungle trees would have one core in one of the four corners and have very wide, but not very deep roots. These trees would also differ in the range that a sapling can grow with proximity to a core block.
That is more or less how trees work, but I have one more addition and one change that I think would be useful:
Players can walk through leaves and the leafy bits of branches. This makes traversing through forests much easier, but not too easy, as the branches should still hinder you. This is realistic enough, because IRL you can push away leaves, but not if there is a branch in the way. This way, you can also hide in the leaves.You can still walk on top of trees, because of how many branches there are, but you will sink in.
Bonemeal can still be used on trees, but now you use 1-2 per stage. It may cost more than it did you originally, but you do get more wood out of it.
These are additions that I personally approve of, but could see that some players could have a problem with them.
Seasons: This is not an idea to add seasons. The idea is, that, in whatever form seasons are added, trees change the colour of their leaves in autumn, lose them in winter and regrow them in spring. This has been suggested time and time before, but this gives a way of doing it realistically, by not having the data be stored in the leaf blocks themselves.
Leaves could sometimes drop sticks and/or it becomes impossible to get logs by breaking them with your fists. Instead you'd have to break the branches. This give axes a boost in necessity. (Original idea by Kilyle.)
This is the list of ASAs, or Already Stated Arguments, the list of arguments for this suggestion I have already stated to other people. It differs slightly from an FAQ because most people didn't really ask questions.
Argument: It makes future trees much more confusing.
Counterargument: It does, but also makes them more adaptable to certain gameplay features such as losing and regrowing leaves, allowing the player to have more influence on how a tree grows, allowing trees to really grow along, over and through the landscape and stopping leaves being such a hindrance in forests.
Argument: It breaks automatic tree farms.
Counterargument: Branches can be broken with pistons, I would imagine, but a BUD switch would need to be moved to the top of the farm, this is correct.
Argument: Leaf floors would need ugly branches.
Counterargument: This is true, though you can dispute if branches are really ugly. However, while this is outside the scope of this suggestion, a new recipe could be added, perhaps combining leaves and sticks, to get the old, solid leaves back.
Possible crafting recipes:
Gives 5 solid leaves.
Gives 4 solid leaves.
Another partial solution to this, which I feel could be added along with the solution above, is to press shift to stop falling through leaf blocks. This both allows easier navigation over the tops of trees, as well as letting leaves break your fall if you press shift quick enough. (Thank you to FallaciousFoxtrot for this idea)
Argument: Your textures are ugly.
Counterargument: Tough, you'll just have to live with them. I'm joking, of course: Mojang will use their own textures if they decide this is a good idea. The ones I have now are just there so you can get an idea of what the new blocks may look like.
Argument: Currently growth patterns and growth rates are among the most needy processes in keeping a minecraft server up. Wouldn't this make it a lot harder to keep a server running?
Counterargument: As far as I can tell, no, not a lot harder. The trees would at most grow at a slightly quicker rate per stage than they do now. As trees only have two stages now - saplings and grown trees - this means the new tree growth makes the tree grow much slower, which I compensated for by letting the tree drop more wood trough its branches. However, it does mean the trees take longer to stop growing, so there could be a minor increase, along with the just ever so slightly quicker ticks, but this could be optimized by Mojang; Different parts could grow more or less quicker, for example.
The supporter list:
People who directly stated their support:
Scimiguy - Created the Banner.
AngryPengin (1/2 support)
People who gave me a reputation point (has precedence over the tally above):
Ouatcheur - The origin of a lot of ideas in this suggestion.
There is an awesome banner for this, created by Scimiguy:
Copy it, if you will, if you support this suggestion! Also, try pressing that little green button in the bottom right, if you do. I helps me see who supports this, even if you don't want to post.
Here is another great suggestion on improving trees, which focuses more on the amount of tree types and more biome specific trees. I advise you to check it out!
11The_Last_Dovahkiin posted a message on Snapshot 12w37a Available For Testing!We still need Dinnerbone to continue working on the lectern! Give me +'s so that he sees this!Posted in: Minecraft News
2IncredibleMeh posted a message on Locks and KeysLocks and kes would, obviously, allow you to lock and unlock things. They work like this. You can place a lock on curtain blocks, like chest, and doors. This block is unuseable until you right click on the block with a key. The lock then comes off. Any block with a lock on it takes just as long as obsidion took to destroy during 1.8, and you won't get anything out of the block by destroying it.Posted in: Suggestions
Only specific kinds of keys can open specific kinds of locks.
Lock_0 is opened by Key_0
Lock_5 is opened by Key_5
And before anyone tells me to just use bukkit's locking sytem, I'd like to say that I do not like that locking system at all, and that it is poorly made, and confusing, and does not fit in well with Minecraft's game style.
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