This system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Overview
Changes in how things work
Data storage
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
Frequently Asked QuestionsChanges to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Gallery
Supporting this suggestion
Special thanks
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
Overview:
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
The disadvantages:
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
The problems:
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
[spoiler]Terrain:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
Biomes:
By default, nothing will change.
Ore generation:
By default, nothing will change.
Structures:
By default, nothing will change.
The Void:
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Superflat settings:
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
[spoiler]Settings:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Chunk occlusion/exclusion:
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
A: No.
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
Gallery:
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.]

[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.]

[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
[url=http://www.minecraftforum.net/topic/1707097-cubic-chunks-infinite-height-elimination-of-x-ray-and-more-60-supporters/page__st__0][img]http://img833.imageshack.us/img833/443/hov.png[/img][/url]

Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Special thanks:
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
4
This is the core classes all my mods use. It must be installed or my mods will crash.
https://www.curseforge.com/minecraft/mc-mods/shetiphiancore/files
https://www.curseforge.com/minecraft/mc-mods/shetiphiancore-fabric
Adds EnderChests and EnderBags, and an EnderPouch
EnderChests share storage with all on the same network with the same color code.
There is 4096 color codes per network, 1 global network, 1 network per player, and 1 network per team.
EnderBags are the portable counterpart to EnderChests, they have access to the same inventory.
EnderPouches provide remote access to the Vanilla EnderChest
https://www.curseforge.com/minecraft/mc-mods/enderchests/files
https://www.curseforge.com/minecraft/mc-mods/enderchests-fabric/files
EnderTanks will share storage with all other EnderTanks on the same network with the same color code.
There is 4096 color codes per network, 1 global network, 1 network per player, and 1 network per team.
EnderBuckets are the portable counterpart to EnderTanks, they have access to the same inventory.
https://www.curseforge.com/minecraft/mc-mods/endertanks/files
Pick the style, block texture, blanket pattern and color (or use a banner). Dye your sheets and pillow case. Choose an embroidery or create/use/share a custom one.
https://www.curseforge.com/minecraft/mc-mods/multibeds/files
https://www.curseforge.com/minecraft/mc-mods/multibeds-fabric/files
You can make decks, bridges, mine shafts, or even wooden coaster supports.
https://www.curseforge.com/minecraft/mc-mods/platforms/files
https://www.curseforge.com/minecraft/mc-mods/platforms-fabric/files
https://www.curseforge.com/minecraft/mc-mods/terraqueous/files
Enderlink Chests: A dimensional storage; there contents are accessible from any other of the same color. 4096 color codes per network, 1 global network and 1 network per player.
Hidden Storage: Can look like nearly any block.
Junkboxes: Can store a large amount of items, Downside is that only 16 slots are visible, Items will randomly switch upon opening the inventory.
https://www.curseforge.com/minecraft/mc-mods/multistorage/files
Also adds cloud blocks for you to build with, more paintings.
You can add, remove and replace Workbench and Furnace recipes.
It supports the forge ore dictionary, and name resolving.
You can set up recipes using both in-game id and name resolving.
On first run two files are created inside /config/ChangeIt/ , itemRegistry.csv and editRecipies.xml
itemRegistry.csv contains all the names that can be used for name resolving.
editRecipies.xml is where you make changes, it also includes an extensive formatting writeup.
[1.5.2]ChangeIt v1.01.jar
http://www.mediafire.com/download/0ialk36fae19aux/%5B1.5.2%5D_ChangeIt_v1.01.jar
FruzCraft TexturePack
All Rights Reserved
-- You are NOT allowed to distribute any mod wholly/partly/modified/un-modified, even under a different name.
-- You can distribute alternative/pre-configured Configuration files.
-- Non-Profit ModPacks can distribute the mods, it must be in an unaltered state.
-- Video's and Pictures are allowed and encouraged, return links appreciated
-- ResourcePacks are free to include replacement textures/sounds/models/etc
31
To get the most out of EnderTanks you'll also need to install a mod with liquid transport like BuildCraft and ThermalExpansion.
Old Versions
NOTE: All Adf.ly links belong to Forge, they are not mine and I do not receive anything from them.
[1.5.2]EnderTanks v1.6.jar
ForgeAPI Universal v7.8.0 Build #684
[1.5.1]EnderTanks v1.5.jar
ForgeAPI Universal v7.7.1 Build #652
[1.4.7]EnderTanks v1.4.jar
ForgeAPI Universal v6.6.0 Build #517
WARNING Do not use RedPower Fluid Pipes, even though they will connect in these versions, liquid is lost when pumping in.
[1.4.7]EnderTanks v1.2.jar
ForgeAPI Universal v6.6.0 Build #517
[1.4.7]EnderTanks v1.1.jar
ForgeAPI Universal v6.6.0 Build #517
[1.4.6]EnderTanks v1.01.jar
ForgeAPI Universal v6.5.0 Build #498
There are many ways to move Liquids through dimensions and DireWolf20 has shown us some very creative ones (I liked his most recent one using turtles). But none are simple or compact.
After setting up a bucket system using EnderStorage by Chicken_Bones, I started wishing he would make a liquid version. Then thought why should he have to? there are other modders perfectly capable of doing so. So I did
The symmetry between EnderChest+Pouch inspired me to do the same with EnderTank+Bucket.
----------------------------------------------------------------------------------------------------

It will also act as an endless void, allowing you to pickup a liquid without increasing the the amount inside. (must have at least a buckets worth of space inside)
----------------------------------------------------------------------------------------------------
Expand the storage capacity of a tank.
Pre-Minecraft 1.5

For JohnSmith by Freakscar
For Tiny Pixels by Vova Gendel
Do NOT not load a 1.6 world that had EnderTanks because the item form of the block wont correctly map to the block.
My best guess is its an incomplete Forge feature because it should be working, everything is registered the same between 1.6 and 1.7.
--
EnderIO incorrectly connects to the sides of tanks and "fills" them, this will result in loss. Only connect pipes to the top and bottom of the tanks.
--
V1.6 and older
RedPower Fluid Pipes:
Due to RP2 directly calling ILiquidTank.fill(LiquidStack, boolean) instead of using ITankContainer.fill(ForgeDirection, LiquidStack, boolean) the liquid is lost.
NOTE: this should be fixed in 1.7 due to the new ForgeFluid system, but was unable to test because there isn't a RedPower release
Rev15
Rev14
V1.7d
V1.7c
V1.7b
V1.7
V1.6
V1.5
V1.4
V1.3
V1.2
V1.1
V1.01
V1.0
Video from BLAMETHEGAM3R
Video from xXMrSonXx
Version 1.6 and Bellow
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License
---------------------------- Special Cases
1
If you have beta1 update asap, otherwise using PixelPowers and MultiStorage will cause crashes, and MultiStorage will not work correctly.
Another note:
Looks like the new Forge replacement system doesn't synchronize between client and server correctly.
If your on single player your fine but in multi-player you need to disable grass spread
1
I don't much care for the 'Rich Editor', not a fan of forced double spacing, but at least I can still edit in markup mode.
1.7.10 beta build's of my mods, remember all need ShetiPhianCore, Forge 1215+ needed
For Players: https://www.dropbox.com/sh/dr8rh8vw8k44fhi/AABHNe5C6bnbHo5FafwA-eOIa?dl=0
For Developers: https://www.dropbox.com/sh/afoqg6sp1j49xxu/AABl8jGWnAtz-rC7o1_0EXBra?dl=0
These are fresh builds, with very little testing. (none in multiplayer)
Do not use them on your main worlds. Don't forget to backup!
I'm rather certain there are bugs, and maybe a crash or two.
Please pastebin any crash reports and post them here.
Just as a reminder, I still need a hand getting this to work correctly. Even better if it works with Morph.
https://bitbucket.org/ShetiPhian/pixelpowerssizetest
All Mods
EnderTanks
MultiBeds
MultiStorage
PixelPowers
1
Anyone using [1.7.2]EnderTanks-rev14 should update to rev15 asap.
An error in my newest build script cause some test files to make it into the rev14 jar that may cause mod incompatibility and/or crashes.
If you passed rev14 onto others or know anyone who also downloaded it please inform them.
I'm very sorry for the inconvenience.
Well rev15 is finally viewable on my Curse without a direct link, so I've removed rev14 so it no longer gets any downloads. Sadly despite the download page for rev14 having large bold orange text saying do not download, and provideding a link to rev15, two more rev14 downloads happened
1
1.6.4 EnderTanks-1.7d.jar
1.6.4 ShetiPhianCore-v1.jar
I have a 1.7 version but I haven't been able to pin down an issue,
You can not load a 1.6 world that had EnderTanks because the item form of the block wont correctly map to the block.
(Well you can but the tank item doesn't have an icon, breaking the block drops nothing, and using creative pick block on a tank crashes the game)
My best guess is its an incomplete Forge feature because it should be working, everything is registered the same between 1.6 and 1.7.
However it works perfectly on a EnderTanks clean world.
1.7.2 EnderTanks-rev15.jar
1.7.2 ShetiPhianCore-v2.jar
1
Spare time is going into rewriting all blocks, mostly only earth ones have been done.
Class system hasn't been touched yet, but the world components will be released before I start that.
Figured I'd share some new pictures.
RGB system in use here with 32 values for each color (32,768 total ;))
Clicking on a pot with red/green/blue dye will increase that colors value (sneak-click to decrease)
White dye will change all three values at once (black dye works in reverse)
NOTE: dye is not used up
TileEntity based blocks are not supported and those with custom renderers may not render correctly
Large pots will work more like they did in PixelPowers
1
Originally I figured I'd be done around mid November, but that became impossible. I couldn't even get world done by then
As for next version,
For a wile there it looked like Forge would not be available for 1.7 until the new year, then mods would start updating.
I thought I'd be ready before this so 1.6 was the most likely version.
There is now talk about Forge for 1.7 getting close (at least for modders to start working with) and several modders have started doing 1.7 prep-work (just waiting for Forge so they can go into full development)
I'll probably push world out on 1.6, but powers will most likely be 1.7 (dependant on the status of the big mods, buildcraft, railcraft, thermal expansion, etc.)
PixelPowersWorld:
todo list is small-ish, and the bug list hasn't been getting out of hand
MultiBeds: (where the beds got moved to)
Just waiting for world to be done to test out cloud api
MultiStorage: (where the vertical chests got moved to)
I caused a major bug while working with my common files and the api.
PixelPowersPowers: (need to name that better
Fruzstrated has been taking my structure-less clumsy spell system and refining it, this way when it comes time for me to code it I have something to follow
World, Beds, & Storage will be released at the same time.
24
Downloads & Install
Old Versions
Minecraft 1.4.2
[1.4.2]PixelPowers v1.4.2c.jar
This update has major effects on Cloud Workbenches.
If your world is running a previous version of PixelPowers read "Important Notice" HERE.
Minecraft 1.3.2
[1.3.2]PixelPowers v1.4.1.jar
[1.3.2]PixelPowers v1.4.jar
[1.3.2]PixelPowers v1.3.0b.jar
Notice:
ForgeAPI download links change often, I will no longer be updating my links for the older versions bellow.
All ForgeAPI downloads can be found here
Sorry for the inconvenience.
Minecraft 1.2.5
PixelPowers v1.2.3b Client Install Package.zip
PixelPowers v1.2.3b Server Install Package.zip
PixelPowers v1.2.1 Client - Install.zip
PixelPowers v1.2.1 Server - Install.zip
Minecraft 1.2.4
PixelPowers v1.1.01 Client Install.zip
PixelPowers v1.1 Server Install.zip
PixelPowers v1.1 Render Edits.zip
Minecraft 1.2.3
mod_PixelPowers v1.0.5 Client Install.zip
mod_PixelPowers v1.0.5 Server Install.zip
Optional RenderEdits.zip
http://philiptomkins...975436#/d4yjj78
http://philiptomkins...975436#/d4yjj0h
http://philiptomkins...975436#/d4yjilr
http://philiptomkins...975436#/d4yjgbo
V1.4.3
- Added new PixelPowers tab containing all mod items
- Cherries have replaced all of the old "edible flowers" (so you loose nothing)
- This caused some cherries to appear without names, to fix the name just stack onto ones with names
V1.2.3b
- Alicorns have Time Advance and Tele-Warp
- The whole system has already been planned out but wasn't ready for release
Bugs shown have been fixed, Some info incorrect.
1
This has been submitted as a bug: https://mojang.atlassian.net/browse/MC-1607
Someday it may be fixed
Testing was done with a fresh copy of Minecraft 1.4.7 without any mods or alterations.
Lets start with a few pictures:
How the end portal looks on nVidia Graphics
How the end portal looks on ATI Graphics
This was tested on four computers
Laptop: (portal renders correctly)
Dell Inspiron 1720
GeForce 8600M GT
Driver: 186.21
Windows Vista 32-bit
Java 6
PC #1: (portal does not render correctly)
ATI 5570
Driver: Catalyst 13.1
Windows 7 64-bit
Java 7
PC #2: (portal does not render correctly)
ATI 7870
Driver: Catalyst 12.10 (Also tested: 13.1 and Win8 default)
Windows 8 64bit
Java 7
PC #3: (portal renders correctly)
nVidia Geforce GTS 250
Driver: 310.70
Windows 8 64bit
Java 7
Note: PC #2 & #3 have identical hardware (except video card) and where built at the same time.
I did locate the missing textures:
If you look in the center of this image you can see them
As you can see from this image they are attached to the player
While at x:-4 z:15 the textures are being rendered at x:24 z:3 and maintain this offset as I move around. They are also rendering two blocks lower then the surface of the portal. (the y value is not attached to the player)