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Sep 3, 2014Posted in: Recent Updates and Snapshots
Besides instead of being condescending and a jerk about it I'm trying to solve it so I can help others out.
(OH BAI NEW HARDWARE IS NOT TEH MOOYINGS FAWLT) .
I really hate people who say "Buy a new computer!!!! WOOHOO!!!! YAY!"
You're not solving anything on this thread. All you do is repeat the same thing over and over again.
Sep 3, 2014Posted in: Recent Updates and Snapshots
What good are any of the new things when the update lags so bad it is unplayable?
I have to pause every 2-3 minutes while flying in creative because all I see is empty void.
Let me sit and drink a cup of coffee while I wait for chunks to load so I can continue playing.
How is this "fun and awesome?"
This is how it was for me before 1.8. You just happen to be one of the unlucky ones who has a certain hardware configuration that doesn't like the new changes. This isn't mojangs fault.
Sep 2, 2014Posted in: Recent Updates and Snapshots
I'm sorry you feel the need to bash this game at every possible opportunity. Do you even enjoy minecraft at all? Your post history is all complaining.
Sep 2, 2014Posted in: Recent Updates and Snapshots
No, you're just butthurt that people like 1.8 better than 1.7 and that you are a minority.
Aug 30, 2014Posted in: Recent Updates and Snapshots
I don't see a problem with that. They asked, they would have worked with the author to implement it. He said no, they didn't add it in. Now they're writing their own optimizations. Tell me, is that stealing from optifine?
Aug 27, 2014Posted in: Recent Updates and Snapshots
Don't forget the horses. Mo' Creatures horses weren't even that good, but Mojang used them any way.
Why not just, I don't know, use a better horse or make your own? You're a million-dollar professional and popular game developing company, and Minecraft is really the only thing you have going. And yet, you're too lazy to make your own dang horses.Why make their own horses? Mo' Creatures is a good mod made by a good coder, why not recognize that coders ability and creation. Besides, that's the best kind of horse you can make. I can't see how they could get better except maybe making breeding for stats a bit easier
They literally just retextured the Armor Stand and made it an entity. Making it an entity means that it's laggy, it can get pushed around/glitched and it doesn't fit in with the rest of the blocks in-game.No....they made a whole new model and texture AND code for it. Making it an entity means it's laggy if you have a ridiculous number of them. I have a cow farm with over 350 cows in it at the moment, and it barely lags me on a server at all. They want it to be an entity because entities can do so much more than be plopped down. They can be moved around (armor stand switcher), posed, and it is easier for command blocks to make creations with them.
We're just a minority. Mojang won't listen to us, and we should really come to terms with that. Mojang knows we're not going to want any of this stuff, but little kids who listen to the godawful Minecraft Parodies and/or don't have Minecraft are, and then they're going to realize first-hand how bad this game actually is.Thank God, the day Mojang listens to a whining 12 year old on the unofficial forums is the day I quit minecraft.
There are plenty of design flaws in Minecraft that they refuse to fix for absolutely no reason, like most mobs only having one attack - which is ram into you like a toddler playing football.The only mob that does that is the zombie, and they have plenty of other tactics as well, such as spawning reinforcements, dropping on top of your head, or calling their allies from 70 blocks away
1.8 isn't the MASSIVE update we all wanted, Mojang just won't appeal to these people any more (or should I say, they won't appeal to US any more). They will continue to make the game worse and worse for us to make it appeal to the people who like seeing Beacon rainbows (Translation: Children ages 6-10) At least it gave us some overhauls...that only made the game lag even more.Dear lord what do you want?? You're infuriated by a simple change with coloured beacons, you're angry that that is in the game because you don't want to use it. Honestly, grow up, and learn to deal with things that you don't like. You haven't even really given any ideas of what you want in this game (other than better combat, horses that would be the exact same but made only by mojang, armor stands to be a direct ripoff of bibliocraft instead of being their own, more powerful item. Oh and don't let me forget, you also don't want coloured beacons or anything that a player aged 6-10 would want.
But, hey, look at the bright side - Mod "Support" is coming back, so you can always mod the game to make it better.
Heck, that's the only reason I got Minecraft. Nothing else really appealed to me, heck some things actually irked me like the combat. What I mean by "Combat" is "Classic Mindless Button Masher."
Seriously, though Mojang. If you're going to have an entire spot dedicated to modding on your forum, add some dang Mod Support so we don't have to wait for modmakers to partake in the tedious task of updating their mods to another version.Not their forum. And if you understood how modding works at all you probably wouldn't be saying that. Modding in Minecraft isn't like other games, modding in minecraft requires you to actually take apart mojang's code and add in your own. This tends to break mods when the original code is changed. Mojang IS adding mod support, and we have plenty of people in our community helping too. Like the people at forge or MCP.
That would be a wait worth a year.
Replies in bold.
Aug 26, 2014Posted in: Recent Updates and Snapshots
We don't need armor stands, just like we don't need new door types or fence types. They're cool to have and you can do a lot of powerful things with them. Why do we need more biomes? Why do we need more mobs? We don't. Everyone asks for more mobs and more biomes but we get new mobs every SINGLE update (almost without fail), and we just had a massive biome overhaul.
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Dec 6, 2010simo_415 posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]Posted in: Minecraft ModsSingle Player Commands (SPC)Version 4.9 for Minecraft 1.6.2
If you're looking for a server, or need to contact me, currently the best place is through this PvP survival server: pvp.darkmines.net.
Download Automated Installation [COMING SOON]
for a video tutorial on how to use the installer
Download Manual Installation [Preferred] - [Alternate]
NEW INSTALL INSTRUCTIONS - CLICK HERE
Item and Block codes
For Minecraft 1.6.2 - Download Here
Big thanks to q3hardcore for many of the new features
/killall and /butcher now work
Compatability with Mod Loader, PlayerAPI and Forge
The current SPC installer is broken, a new one is being worked on which will be out in a few weeks (hopefully)
New installation instructions, below.
Many other things
How to install (Minecraft 1.6.2)
1. Close Minecraft launcher (if open)
2. Navigate to where minecraft is installed (eg: on Windows %appdata%/.minecraft)
3. Go to versions and copy the 1.6.2 directory and name it something else (eg: 1.6.2.mods). Alternatively, if you have done this for another mod already backup the Minecraft JAR.
4. Open the jar file (using an archive utility, such as 7zip) in the mod directory you created (eg: 1.6.2.jar) and copy all of the files into it except for WorldEdit.jar
5. Delete the files in the META-INF directory except for MANIFEST.MF
6. Close the jar file
7. Copy WorldEdit.jar into .minecraft/bin
8. Rename the jar file to the same name as the directory (eg: 1.6.2.mods.jar)
9. Rename the json file to the same name as the directory (eg: 1.6.2.mods.json)
10. Open the json file in a text editor and the line that contains the id (eg: "id": "1.6.2") change it to the same name as the directory (eg: "id": "1.6.2.mods")
11. Save and close the json file.
12. Start up the Minecraft launcher
13. Create a new profile
14. Select the version that you just created (eg: 1.6.2.mods)
15. Select the rest of your settings.
16. Launch the game.
Note: Using a 3rd party launcher such as Magic Launcher may save you a lot of time in managing mods.
Code is open source at: https://github.com/simo415/spc
For more information on commands use /help in game or visit http://youtube.com/user/spcmod
Periodically I will put up a picture and video which I think are good representations as to what Single Player Commands is capable of. If you would like to get your picture or video featured here please send me a link (via PM or post) and if I like them they will get featured.
Note: Videos should focus on SPC and can be any length (preferably at least 30 seconds)
Stuck on a command, confused or just looking for something new? Check out http://www.youtube.com/user/spcmod for a simple demo of most of the commands this mod provides.
To bring up the command "console" type 'T' then type in the command. Below is a brief run through of the command list:
ADMIN: Due to the number of youtube links here, this content has been removed.
For a list of WorldEdit commands please visit the WorldEdit wiki page: http://wiki.sk89q.co...dEdit/Reference
//limit - Set a maximum number of blocks to change at most for all operations. This only affects yourself. Use this to prevent catastrophic accidents. This command will not override the limit in the configuration if it is set.
//brush clipboard - Switch to the clipboard tool.
//brush cylinder [-h] [height] - Switch to the cylinder brush tool.
//brush smooth [iterations] - Smooth the region.
//brush sphere [-h] - Switch to the sphere brush tool.
//mask - Clear the mask
//mask - Set a mask
//mat - Change the material used by your current brush.
//size - Change the size of the current brushes
//chunkinfo - Get the filename of the chunk that you are in.
//delchunks - Generate a shell script to delete chunks.
//listchunks - Print a list of used chunks.
//clearclipboard - Clear your clipboard.
//copy - Copies the currently selected region. Be aware that it stores your position relative to the selection when copying.
//cut - Cuts the currently selected region.
//flip [dir] - Flip the clipboard.
//load - Load .schematic into clipboard.
//paste [-ao] - Pastes the clipboard.
//rotate - Rotate the clipboard.
//save - Save clipboard to .schematic.
//search - Search for an item by its name.
//worldedit reload - Reloads WorldEdit's configuration.
//worldedit tz - Set your timezone. This is temporary.
//worldedit version - Gets WorldEdit's version.
//cyl [height] - Create a vertical cylinder.
//forestgen [type] [density] - Make a forest.
//hcyl [height] - Create a vertical hollow cylinder.
//hsphere [raised?] - Create a hollow sphere.
//pumpkins - Make a pumpkin forest
//sphere [raised?] - Create a sphere.
//ascend - Go up one level.
//ceil [clearance] - Get to the ceiling.
//descend – Go down one level.
//jumpto - Jump to the block that you are looking at.
//thru - Go through the wall that you are looking at.
//unstuck - Go up to the first free spot.
//up [distance] - Go up some distance.
//clearhistory - Clear your history.
//redo [number of steps] - Redo your last (undo) action. This command replays back history and does not repeat the command.
//undo [number of steps (default – last)] - Undo your last action.
//move [count] [direction] [leave-id] - Move the selection's contents. A block can be specified to fill in the left over area.
//overlay - Place a block on top of blocks inside the region.
//outline - Build walls, floor, and ceiling.
//regen - Regenerate the selection region.
//replace - Replace all non-air blocks blocks inside the region.
//replace - Replace all blocks of the specified block(s) with another block inside the region.
//set - Set all blocks inside the selection region to a specified block.
//smooth [iterations] - Smooth the selection's heightmap.
//stack [count] [direction] - Stacks the selection.
//walls - Build the walls of the region (not including ceiling and floor).
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.
Mar 11, 2012Posted in: Minecraft ModsExtrabiomesXL
ExtrabiomesXL is a collaborative open source mod for Minecraft which adds new biomes and an assortment of natural blocks and items that enhance gameplay and make exploring fun and interesting. Keep up-to-date on the latest development news and general interest regarding ExtrabiomesXL on http://extrabiomes.com/. The official ExtrabiomesXL wiki is the best place to read any kind of information regarding ExtrabiomesXL.
ExtrabiomesXL 3.16.3 was tested using Minecraft Forge 10.13.4.1481, which can be found here.
ExtrabiomesXL on CurseForge;quot;]
- Google Drive folder of all ExtrabiomesXL versions
ExtrabiomesXL is delivered in a single universal download which can be installed on clients and servers alike.
- Install Minecraft Forge
- Drag the ExtrabiomesXL download into the mods folder (Don't unarchive it)
Resource Pack Support
A list of resource packs and texture packs which support ExtrabiomesXL can be found on our wiki. We can't guarantee all of these will be up-to-date, however.
ExtrabiomesXL team member gwydion0917 has utilized Custom Stuff 2 to add special red rock versions of furnaces, buttons, pressure plates, etc. It can be found here.
The changlog can be found on our Wiki.
ExtrabiomesXL is currently available in English, French, German, Italian, Polish, Portuguese, Russian, Simplified Chinese, Spanish, and Swedish.As ExtrabiomesXL updates with new content, however, we can't guarantee these localizations will remain up-to-date. We'd greatly appreciate any assistance in ensuring all of ExtrabiomesXL's localizations are up-to-date and accurate. A list of the localization files can be found here. Always feel free to add new languages! Our localizations are done by hand, by speakers of the select language for utmost quality, so please no Google Translate. Thank you!
You are free to distribute ExtrabiomesXL in your modpack, so long as it's not being used to make money.Credits
- Original mod by MisterFiber
- Development, design, quality control, and artwork by the ExtrabiomesXL team
- Plenty additional contributions by open source contributors
If you have any problems or questions, please ask in the forum. Be advised, however, that we can never diagnose or fix anything without a complete log file. You should post your complete log (ForgeModLoader-0.log, or ForgeModLoader-client-0.log) on pastebin (or any other similar text sharing service) and then post a link to it here in the forum. The community around this thread likes solving support issues and the most important step you can take is posting your complete log file. Any support requests should be handled publicly where everyone can benefit. Please do not PM the team members with support requests!
Note: Failure to post complete log files using the directions outlined above severely reduces the likelihood that you will achieve a successful outcome to your support your support issue. How to receive support if you do not have a crash report. In the event that Minecraft didn't crash and you did not get a crash report, don't worry. Crash reports are not helpful or wanted. To receive support for your issue, post a complete log by following the above instructions.
A list of frequently asked questions is available on our Wiki.
VideosThere are currently no up-to-date videos for ExtrabiomesXL. Only videos using a recent version of ExtrabiomesXL displaying our new content are allowed on the OP. For a comprehensive list of videos from previous versions, refer to our wiki.
Show your support for ExtrabiomesXL with one of our community made banners available from the wiki!
ExtrabiomesXL by The ExtrabiomesXL Teamis licensed under a Creative Commons
Dec 11, 2013Barbershop666 posted a message on City-Sized-Mansion Estate Project. All natural blocks eliminated, Bedrock to SkyPosted in: Survival Mode
So ever since I started playing I had began to conceive of a city-sized palace erected mainly for functionality, filling it at minimum with every conceivable automated process of acquiring items that I could, and the rest for artistry, fun, etc. It began with the idea I had for the core of the establishment that would involve having options to go either to the nether or the end quite simply, that the portals are right next to eachother. This journal will illustrate my progress with the project and where I am with it.
It began with a concept of three things: beacon beams, nether portal, and an end portal. This was soon after I had just read about beacons and began to learn about them. One thing I want about this place is that its actually multi-dimensional, and that beacon beams establish the center of the structure within each dimension, so I decided that covering 3 different mineral blocks for each pyramid that supports the beacons to represent each dimension would be cool. Diamond Blocks (And Iron Blocks in the surrounding beacon beam pyramid structures) for the Overworld, Gold Blocks for the Nether dimension, and Emerald blocks for The End.
So this project began with establishing that core, of which I first legitimately mined the diamonds required to build the pyramid to support the 6 beacon effects/beams that would establish the center of the Overworld segment. That's right, I spent weeks mining over 2000 diamonds merely for an aesthetic concept. Am I crazy? Maybe. We'll see.
This was the next part of the concept of the core of the structure I'm building. The beacon beams shine through the end portal, because I thought that would be really cool. I think the concept turned out neatly, in addition to this 3x3 area that represents the center of the square.
The next part of the process involved digging out all the stone and stronghold that occupied the area around this 3x3 square from which the beacon beams and end portal resides. They look really pretty at night. One vexation was that in my world, my portal had missed taiga generation by only 20 blocks or so, which sucks because it would've looked so beautiful during snowfall. That entire concept was eradicated by a further frustration, however, when in the update to 1.7, minecraft changed all taiga biomes into non-snowing biomes, and added snowy taiga, effectively making all previous 1.6 taiga biomes depressing places when it rains over all the snow that exists from the snowfall they experienced in 1.6. Bad move, Mojang.
As you can see here, much terraforming work has already been completed. I was not thorough in taking screenshots for all my progress, but all that gravel and sand that you can see obviously used to be ocean, filled in by gravity-blocks. The hoppers were my failed attempt at a vanilla chunk loader for an infinite obsidian machine to update the end portal continuously.
Now, this swirly structure in the center happened quite by accident. I got the idea for it in a dream, woke up all groggy, and decided to start building it. Took me about 45 minutes, and was surprised by what I had at the end. The packed ice really came in handy because it looked awesome, glad I had gone hunting for rare 1.7 biomes the day before.
A view of the core from the inside, looking up.
A look inside the core, looking down into the end portal. Ignore the chest, it contains snowballs for my infinite obsidian generator, once I've gotten a ton of double chests of it, I'm just going to clear all that redstone around there out. I chose the stained glass because it looks very futuristic, just behind me is the nether portal.
You can either choose to enter the nether dimension of the city-mansion through that portal, or walk through it, fall through this hole, with which vines stop your fall, and puts you into The End dimension of the multidimensional structure I'm building.
A final version of the bedrock level of the core. Redstone lamps are hidden under those sections of black wool carpet, rest are coal blocks. Added the additional light because there's a slime chunk in here, I keep finding slimes bouncing around down here when I come down. Apparently its still not enough lighting. Will consider a solution later.
I've taken many breaks during different phases of this project to build other things, and when my friend started taming horses en-masse from a plains biome we discovered that had well over 50 horses, I decided to create this general horse field, and through taming/breeding create all 35 permutations of horse variants. Next to it you can see an oak tree farm with a field of hoppers under it designed to capture all apples. Both of these things right next to the land marked for digging to bedrock to free up all space to begin building.
I wasn't sure how far out I was going to mark and dig completely to bedrock, the land centered around the core. I decided to make it slightly ambitious in my own view and do a 200x200 area marked out in the pictures of below. I had marked this out a long time ago, cleared out all trees a long time ago, and eliminated the ocean/river sections within this marked out space quite a while ago. No pictures of that progress, but you can see me eliminating the natural dirt, and the sand I used to eliminate the water in the progress below.
After the dirt was cleared, I realized that the beacon effects emanating from the core weren't enough to cover the entire area with Haste 2, the power I need in combination with Efficiency V that allows Stone to be mined spontaneously, like you can do with dirt and efficiency IV diamond shovels. I needed 4 more beacon pyramids, and wanted them to give you all powers just like the center one does.
Unfortunately, since the showmonsters mod hasn't been updated to 1.7 yet, and I really wanted to get this project on the road, I decided to run around a nether fortress and only acquire 12 wither skulls without creating a wither skeleton farm (yet) so I can have 4 beacons that covers the rest of the area with haste 2 so that we can mine with the benefits of that power in the entire area.
Thanks to some help from some guys here on the forum, I figured out something I should've known months ago, Anvil mechanics. I calculated how many more pickaxes with Unbreaking III it was going to take to get myself to bedrock, which was something around 320 diamond pickaxes that I would have to fully enchant. Fortunately, now that I know that the repair cost of a pickaxes freezes when you rename it, I found that you can repair Efficiency V Unbreaking III pickaxes while keeping the enchantment. So instead of making 320 individual enchanted pickaxes, I'll be restoring the same double chest of Efficiency V Unbreaking III diamond pickaxes you see here, around 6 times. Then I'll be at bedrock level, which is great. I restored the entire chest today, it only took 5 or 6 hours, and that's great.These next pictures depict my progress this week and last week of digging through the stone.
And for those of you who will say that you can see I'm cheating because you can see that I'm in creative mode for a lot of these screenshots, calm yourself, I don't. I'm a mod on the server I play on, I switch into creative mode when I want to fly up and get a good shot of what I'm building, and thats it. I'm going to cut that habit out and just pillar up from now on, though.This will be continually updated.
Its only subtly revealed, but I have been reaching many levels of the stronghold by now, and have eliminated the top of it. You can see by those moss stone bricks and random doors in the area. I added a massive item elevator nearly 100 blocks high that transports all my full loads into storage so that I'm not going up that ladder, across the bridge, and up the stairs every time. I'm at y:30 now, I had been hitting just iron and coal forever, I have just started to touch lapiz lazuli and gold ore, which is really exciting.
I'm at y:20 now. Just erased the last traces of the floors of the lowest levels of the stronghold. RIP
A picture of my pickaxes when they're spent, and require a trip to the exp farm to refresh. Costs me 162 diamonds every time to refresh, but I think this is the last tool restoring trip I need to take before I reach the bottom. I'm so close now! This is also the very first round where I didn't accidentally break any of them.
y:12. I've exposed the bottom overworld lava ponds, my outer-beacon pyramids, and the base of the core. There's a double slime chunk outlined, and dug to bedrock on the left, that I'm going to turn into a slime farm. Bedrock is just around the corner . . .
Bedrock looks interesting from this high up. Its like you were playing minesweeper and you just lost.
So yeah, I'm done. Now if you'll excuse me, I've got some hardcore sorting to do.
So I finished sorting. There are 512 double chests here.
64x54 = 3456 cobblestone per double chest.
3456x512 = 1,769,472 cobblestone
After that, I got started working on the floor. I used a slime chunk locator, and marked out the chunks. I then cleared all the stone/dirt/sand/lava within the tangled bedrock, and replaced it with green glass, (to match slimes so that the floor is now spawnproof from slimes during the day. The double chunk on the left I will make into a slime farm.
Next will be the rest of the floor, the same process. Making it completely spawn proof, but with a different colored glass. I think I've decided on red glass. I'll get started on that tomorrow, going to sleep for now.
I know its been a while since I've updated this, but trust me, I haven't stopped on the project. A LOT has happened.
First, I began ripping the stone, sand, gravel, dirt, and occasional lava out of the pockets that they resided in until there was nothing but bedrock. Then, when an entire horizontal section was completed, I'd fill the top layer with glass to make a bedrock/glass spawnproof basement floor.
I hated this work the most because it was monotonous and much more difficult than the previous removal of stone I was experiencing. But after a few days of hard work, and a revamping of the external beacon pyramids, the finished product was finally here.
I took a break for a few days after that, and came back with a much bigger goal than my 1.7 million cobblestone. I plan on farming over 3 million obsidian. It started with this chunk loader, which I JUST finished now. My first attempt at this a month ago failed, but I just went into the end, the platform does indeed refresh, which means the redstone in this area is operating even with me being out of the dimension. Next is to get a lot of snowballs. I'm not sure how many snowballs I'm going to need, but I want to get the amount of obsidian in one fell swoop, so I'm going to need to figure that out . . .
Nov 15, 2014Posted in: Recent Updates and Snapshots
LOL, probably half or more of those posts are from people complaining about "complainers". I would like to use this opportunity to complain about the complainers that complain about complainers.
These threads would be a LOT shorter and FAR less contentious if people would just let people blow off their steam in them and stop trying to shut them up.. Instead of trying to derail legitimate reports and complaints, perhaps just create a separate thread talking about how much you enjoy certain features and how you have been using them. I think you will accomplish far more with such creativity than by hanging out and starting fights in threads you don't like.
Now that I think about it that's true. Complaining about complainers complaining about other complainers complaints! But yes, someone has to disagree and start a 10 page fight.
Nov 6, 2013user-12562620 posted a message on [1.8 + 1.7.x] RARE Seed! All Biomes within 2000 Blocks #02This Seed contains all biomes within a 2000 block radius starting from [0,0].Posted in: Seeds
++++ UPDATE: New Screenshots +++
It is very rare to find 'em all within this radius. I used a batch script to find it.
Feel free to explore this world and post screenshots and reviews.
This seed is gorgeous!
- all biomes within 2000 blocks
- 3 huge savannah plateau M biomes
- massive mesa area with wonderful bryce spot
- one of the largest birch forest M biomes (large birchs) i've ever seen, next to mesa bryce
- also lot of standard birch forests all connected north east of mesa bryce
- massive jungle in the east with huge roofed forest inside
- south east: mega taiga und mega spruce taiga
- north: ice land with spikes biome
- NO swamplands in between exept the islands north east (i hate swamps!)
- mushroom biome!
- there's even room for a massive lake/ocean with a lot if islands in it
- if you love swamplands don't try this seed
Also take a look at my other findings:
Credits to the developer of Amidst
ColorChart: (MegaTaiga defaults to grey in Amidst but i use brown instead!)
Detailed seed analysis:
Starting_analysis_of_seed:_4031384495743822299 Selected_range:_2048_Total_Area:_16.777.216_m²__[100,00%] +++++++_General_Biomes_+++++++ Mesa:_______________828.640_m²__[_4,94%] Savanna:____________562.800_m²__[_3,35%] Jungle:_____________494.224_m²__[_2,95%] MegaTaiga:__________572.896_m²__[_3,41%] Forest:_____________721.216_m²__[_4,30%] BirchForest:________365.264_m²__[_2,18%] RoofedForest:_______194.080_m²__[_1,16%] ExtremeHills:_______735.328_m²__[_4,38%] Taiga:______________617.680_m²__[_3,68%] ColdTaiga:___________61.744_m²__[_0,37%] IceWorld:___________928.816_m²__[_5,54%] Plains:_____________681.024_m²__[_4,06%] Desert:_____________803.632_m²__[_4,79%] Swampland:___________85.520_m²__[_0,51%] Ocean:____________7.518.112_m²__[44,81%] Beach:______________920.448_m²__[_5,49%] River:______________651.360_m²__[_3,88%] MushroomIsland:______34.432_m²__[_0,21%] ++++++_Special_Biomes_Included_++++++ MesaBryce:__________________56.896_m²__[_0,34%] Savanna(Plateau)M:_________187.440_m²__[_1,12%] MegaSpruceTaiga(Hills):_____29.856_m²__[_0,18%] IcePlainsSpikes:_____________8.848_m²__[_0,05%] RoofedForestM:___________________0_m²__[_0,00%] FlowerForest:_______________24.096_m²__[_0,14%] BirchForest(Hills)M:________59.168_m²__[_0,35%] SunflowerPlains:____________45.280_m²__[_0,27%]Screenshots:
Spawn in plains next to a desert:
Mesa connected to savanna plateau M:
Mesa connected to savanna plateau M:
Wonderful Mesa Bryce spot:
Overview Mesa Bryce and birch forest:
Savanna plateau M landscape:
Savanna plateau M landscape:
Ice plains spikes:
Mushroom islands connected to desert:
Mega Spruce Taiga:
Jungle and mesa:
Mountains and roofed forest:
Sep 2, 2014Posted in: Recent Updates and Snapshots
I'm not even remotely close to saying that. Stop twisting what we say, we understand what opinions are and don't need a reminder on it. The update was already stupid enough (E.G. the godawful endermites and 1'st grader's bunnies, the Armor Stand that really needs a facelift, the inconsistent types of stone and ores (The fact ores still only appear within stone is really bad since the Granite and other rocks replace the ores), etc,) for us, and I'm not going to even update for this unless it's for Mods.
I think I'm going to quit playing Minecraft soon, but I'll still lurk around here.
Quote from grnmachine»Oh my god... i dont even...
Listen. Sit down and shut up for a few moments please.
You think you're so right, dont you? and because you're right, everyone who disagrees with you is wrong. Well let me tell you something.
I am not wrong. You are not wrong. NOBODY is wrong in this matter. You know why? This is a matter of opinion. NOBODY can be wrong when opinions are the subject matter. And my opinion is that this update is good. And the common sens part? Let me show you how all the non-haters can have common sense, and make good and valid arguments too.
You and the other haters are pretty much bullying anyone who disagrees with you, by implying i dont have common sense, in the second quote. The fact that you do that practically denies the possibility of me or anyone else who likes 1.8 of having intelligent thought and opinions in your eyes. By no means am i stretching what you're saying. Just showing you how one thing influences another.
Sep 2, 2014I agree with grnmachine. Just because you have an opinion doesn't mean everybody else is automatically wrong.Posted in: Recent Updates and Snapshots
And as for the update, will it stop you from playing Minecraft? No. I remember when 1.6 came out, everybody was complaining about horses. Now that issue has been buried, and people found new things to complain about. It'll be the same thing with 1.8.
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