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    posted a message on Welp, it was nice knowing you all.

    Thanks for reminding me about the Curse Maps section. I totally forgot that it was possible to host maps in the actual Curse website, and spent a few weeks wondering about where I'd put my "reboot" maps when I finally get to publish them...


    It's pretty sad that all the maps posted here don't ever get to have their good to bad ratio increased once June-half-1 is over. Modern Minecraft's mapping potential has been huge for quite some time and I was hoping that this forum would be part of spreading a renaissance of hundreds of newer and better maps than what we used to have. If we had three more years, I would have been almost certain that the face of CTMs, plugins, and survival maps would get, well... a lift.


    I wonder if Curse.com will shut down because of running profits at a loss a few years after now.


    (Oh yeah, and, good thing I gave up on updating and fixing my original maps a while ago. This website freeze would be putting me under so much stress right now.)

    Posted in: Maps Discussion
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    posted a message on Post abnormalities within your survival world here!
    Quote from TheMasterCaver»

    I don't find much that I'd consider abnormal since I play on modded worlds with more interesting and self-created terrain generation, so even "unusual" things are expected. However, these are some of the more interesting things I came across in my last world, some of which could also appear in vanilla to a degree:

    A snow-covered jungle temple, an extremely rare sight since 1.7 (TMCW only has "climate zones" in the loosest sense, where "hot" makes "hot" biomes more common (but not exclusive) and only excludes "snowy" biomes and vice-versa, and most biomes can generate within "normal" climate zones):


    Another odd combination of structures and biomes - a desert village next to an igloo (top center):


    A huge Ice Mountain, which was the highest terrain that I found in this world, reaching y=165:


    Floating islands high above a Winter Forest, one of which is a single block at cloud level (just to the left of center):


    A Savanna Mountains (aka Savanna Plateau M) biome, which can reach up to y=190, though this one only went to 148:


    I found another jungle temple while mining ore from the ceiling of a cave just below it:




    The following are specific to TMCW and will never occur in vanilla:

    I came across this cave opening...


    Which lead to this:




    Similarly, I found this ravine:




    These were taken from the center, looking towards each end on Normal render distance - the overall length is so long that you'd need around 20 chunks to clearly see from one end to the other:




    It was also part of a complex of 7 intersecting ravines (almost 8), the most that I've ever found, and only second to 8 ravines in the seed "Digital" in vanilla 1.6.4:

    See, this is what I'm talking about. Some of these pictures and facts are amazing, such as "huge ice mountain" - but that used to be what was normal. If you only played Winter Worlds, a huge ice mountain approximately as cool as TMC's was something uncommon enough to be surprised by but common enough that you find it more than once every 6 months. Point I'm getting at is, we've been robbed. Every cool terrain we see in modern is a dying cry of Alpha, Beta, and Infdev trying to attach its soul to the game. Seriously, some of the images I see here in this thread are great, but I find it absolutely shocking that these are considered rare luxuries now. There used to be a time where you could start disposable new world after disposable new world for like 5 minutes and then find 3 of these marvels by the end of it. I don't want to change how people think or behave, but... I'm not crazy or delusional to think that awesome formations should be more common, right? Some of the images that people call "oddity" today used to make people say "Hey Lewis, look at this! I found a really good one!" to which Lewis would reply "Wow, that's the fourth one since we started playing 12 episodes ago, and they just keep improving."

    Posted in: Survival Mode
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    posted a message on Post abnormalities within your survival world here!

    The other day I found a 404 challenge in Minecraft Alpha.



    There was also an extremely cool formation - in full release 1.0, I tell you - with a grass valley beneath a mountain that was so deep and dark that it was basically a wonder of the natural caving world compared to real life. I wouldn't call it super weird or scary, but it was great generation and really goes to show that "engulfed desert temple" is here because Mojang lowered the bar while noone was looking.


    Give me about 24 hours to find the screenshots of that FR 1.0 world. I might just have to load it up and take new ones with the way my archives are behaving...

    Posted in: Survival Mode
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    posted a message on Post abnormalities within your survival world here!

    Remember when terrain generation oddities actually meant something?

    Posted in: Survival Mode
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    posted a message on Is anybody else extremely interested in overhauling the state of combat-based "dungeon" structures in Minecraft?

    I tend to accidentally monologue a lot, but I'll keep this part simple. Minecraft 1.13. The player character is bloody powerful and can do almost anything. With its powers, this person wishes to explore a huge, accessible, convenient source of satisfactory combat, much like one does while browsing a medium-difficulty CTM archive. Meanwhile, a rare 7x5x7 meter box undergound has the audacity to call itself a "dungeon" more than 10 years after Final Fantasy debuted.


    Point being, I know I won't convince Mojang of this, so I've been looking into structure generation in modded environments. I want to just put elaborate undergound structures and even overground structures just about anywhere, but my efforts to research and develop these ideas as actual mods has been very slow. I'd just like to know, has anybody else been doing the same? I just find it so underwhelming that we have Hexxit, custom maps, and then vanilla Minecraft with its nothing-structures. Is anybody out there working on vanilla-esque mods that deal with the structure-boredom problem right now? I'd love to know if somebody has beat me to the punch with something better so that I can just pack it in for a little while longer.

    Posted in: Mods Discussion
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    posted a message on What is the most important for ore processing to you? Tech, Magic any mods.

    To be honest, the only important ore processor to me is a furnace that finishes faster. Anything else is an excuse to craft to have an excuse to craft to have an excuse to craft in my eyes.

    Posted in: Mods Discussion
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    posted a message on Protection from Phantoms over Large Area

    Whoever's idea it was to "just sleep" should have stayed in bed and left everybody else alone. It's not my bedtime, it's your bloody bedtime. When I play Minecraft, I sleep when I want to sleep.

    Posted in: Survival Mode
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    posted a message on Beta 1.7.3 Server Interest?

    @MagicPie I can guarantee that there are thousands of people - if not tens of thousands - who are more interested in playing the Beta patches than playing what Minecraft is today. They only look like they don't exist because every time they say something, masses of everyone else come along and tear into them until that part of the community stays silent. Case in point.


    So keep looking. You'll find lots of people. I'm only being a bystander because I don't think I have the time - lots of software projects to complete...

    Posted in: Discussion
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    posted a message on Stronghold Update Idea

    I'll certainly be pleased to see those screenshots. I just explored one of and had the same realization about strongholds today. They are now a dated structure.

    Posted in: Suggestions
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)

    God damn it, we really need this patch. Without it, mapmaking will suffer severely - even though we just had an update intended to optimize and improve mapmaking. I'd rather The Flattening didn't kill mapmaking, y'all.

    Posted in: Minecraft Tools
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    posted a message on Minecraft FR 1.13.0 is, technically, the worst version of Minecraft for making custom maps.

    The issue I've had with command blocks includes, strangely, the ability to run functions. I debugged a function perfectly fine and the game would do the same thing either way: show no hint of that tile being placed. Not even an error message. It's been super weird.

    Posted in: Maps Discussion
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    posted a message on Minecraft FR 1.13.0 is, technically, the worst version of Minecraft for making custom maps.

    I assure you, this is true. That title is not some irrational complaint, it's not me getting angry over nothing, and frankly it's not me getting angry at all: I know they're going to patch what's wrong right now, but I feel obligated to share the facts. I don't want people walking about quoting "Jeb's Law", or saying I'm being too angry, or assuming I'm saying the game has been ruined. It's only ruined if Mojang stops updating the game when the version is bad, which is not the case. For most of this, I am not blaming Mojang.


    First, MCedit. MCedit has not updated to a version that can handle 1.13's block format yet. When I open a 1.13 world with MCedit Unified right now, the program flips out a bit and repeatedly prints massive amounts of error message into the console.

    MCedit is an invaluable resource for map makers, allowing you to use brushes and fills that tend to be way more convenient than any non-mod is inside the actual game. You probably know everything about MCedit anyway, but it's worth saying this stuff because if you want to use that stuff in 1.13, you have to wait for MCedit to update. Previously, the wait and glitches weren't that bad. You could run MCedit Unified that was updated for 1.11 in a world that was 1.12.

    Granted, this is very temporary, but everything in this post is. I'm anticipating that this part of the post will be dated very quickly. But still, right now you can't use a fast terrain brush with your favourite third party mapping program (if MCedit is your favourite) in the latest Minecraft version, and that is an unfortunate fact, whether it's somebody's fault or not.


    Second, command blocks. Oh dear...

    Now, listen, seriously. I'm a programmer, so I quite well understand how to adjust to the new syntaxes and I understand why they changed all the commands and how useful they're going to be in the long run. That's not what I'm talking about. The problem is that the same command that works fine in the chat window of 1.13 when I execute it, it doesn't work when I put it in a repeating command block. Or an impulse command block attached to a slow redstone clock.

    This is the biggest problem with map-making in 1.13. No automation of fills, and no reliability on command blocks.


    Yes, I know, it's not staying this way forever. If it bothers you that I've gone to all this effort to say this, just imagine that I'm doing it for the sake of novelty value. I won't blame you if you view this as a meaningless excursion into sentimental rhetoric. My point is that I think people deserve to know this, even if it is fixed later.


    Third, there are problems with updating old terrain to new world gen, even if you put that old terrain in 1.12 first. Recently, I discovered an awesome thing that happens to biomes when you move a Beta 1.8 world into a 1.12 runtime directory. I was like, "Awesome! I'd love to have this as a dedicated singleplayer world!"

    So I kept two of those safe in 1.12, and waited for 1.13. Both of them got scrambled and overrun with lag when I opened them at long last in 1.13.

    This is a unique bug, so it's important that I go in to detail with what happened.

    These archaic worlds were fine in 1.12. They were under the effect of a bug, but they still had considerate faultlines and ran smoothly. I could explore as far or narrow as I wanted, and there would be no issues in the slightest unless somebody came into my house and told me it was illegal to have funky-looking chunk borders.

    I opened those same worlds, post-1.12 interaction, in 1.13. Lots of gameplay lag, frame lag, lag death, and even chunks that generated using the new terrain, but not in the way that was expected. Lag in the worlds was worse than the normal 1.13 lag, and instead of forming a neat line around the edge of the places I had already explored, the new chunks were often juxtaposed with old chunks in a weird, ugly fashion. Even by my standards. They were often surrounded by older chunks on every XZ side.

    This is important for some map makers, because some creators want to base their map on older terrain as part of a deliberate aesthetic or narrative themed on nostalgia and history. Personally, I think doing that for a map is a good idea.


    So, if my reasoning and research is correct, the first "stable" release of Minecraft 1.13 is:

    1. Incompatible with MCedit Unified
    2. The first Minecraft version to have unreliable command blocks since command blocks were added (back in 2012)
    3. Terrible at updating and hosting legacy worlds

    I do hope this changes soon, because map creation is in a tricky spot until then.

    Posted in: Maps Discussion
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    posted a message on Server Reset for Aquatic Update?

    What kind of disgusting being hates the sight of faultlines so much that they'd undo months of progress every time the generator updates?

    Posted in: Discussion
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    posted a message on Server Reset for Aquatic Update?

    As long as you don't mind fautlines (which are harmless), all you have to do is travel 128 blocks outside of what you've already seen.

    Posted in: Discussion
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