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Feb 26, 2013adravet posted a message on [Question/Request] Vanilla-compatible custom terrain generatorHm. According to the wiki, the commandblock is really only set up to do server commands and the /testfor command; it doesn't do anything as wide-ranging as terrain generation, ore replacement, or biome selection. Do you have any examples where it has been used this way?Posted in: Requests / Ideas For Mods
Feb 26, 2013adravet posted a message on [Question/Request] Vanilla-compatible custom terrain generatorHey there.Posted in: Requests / Ideas For Mods
I'm working on an adventure map. The approach I want to take is that players are allowed to do anything they'd be able to do in a survival game, and the environment itself (rather than the rules I set down as creator of the map) will be the thing constraining their actions and challenging them. To do this, and to have the big, post-Apocalyptic map I have in mind, I want to be able to generate a map with a few features I can't force into a normal Minecraft seed:
- I want to specify that the entire map be a Desert biome (so no helpful passive mobs will spawn).
- I want to specify the size of the desert biome that I generate - a 10-kilometer square, for example.
- I want to remove all the water, so that the only remaining water is what I place down.
- I want to remove all of certain ores (the idea being that this area has been mined-out long ago).
- I have a feeling that no matter how large I make the desert, some players will decide to go to an area I haven't generated and load new chunks just to outsmart the map. So I want to be able to place impassable mountains around the map – mountains with a core of bedrock (which also extends down to the Y=3 solid bedrock layer) that extend above Y=256, with at least a two-block high cliff-face above max world height so that players can't tunnel through them or pillar-jump above them.
Is there an existing terrain generator which could accomplish this?
I know I can remove/replace ores and water in MCEdit, and I've tried working with the change-biome filter, but the terrain is noticeably not desert-like and it's more of a pain than I'd like. I would like a map to go through a normal generation process, except that it doesn't generate certain ores and it never changes biomes. (I also want the mountains to generate programatically, because copying and pasting user-made mountains just sounds tedious and ugly.)
If there's not an existing generator, are there tutorials anyone could point me to as to how to get started on making one? I'm an experienced programmer, but unfortunately I don't have any experience in Java, specifically. Still, I'm willing to spend some time studying.
Thanks in advance.
May 31, 2012adravet posted a message on Biome Specfic Plants, need to ONLY grow in said biome.I like the idea of plants growing differently in different biomes, preferring their native biomes but not absolutely refusing to grow in others. I do wonder if there could be a way to trick the system, with some effort - for example, making a greenhouse would allow you to grow plants normally in a Taiga biome, or proper irrigation would help along plants in a desert biome. Though that might entail a much larger change in the code. (How do you 'sense' if a greenhouse is a proper greenhouse? Etc.)Posted in: Suggestions
May 31, 2012adravet posted a message on World Generation : Selective Biomes (Updated Post!)This would be fantastically useful for themed servers/custom adventure maps. FREX, if I wanted to have a post-apocalyptic desert world, I could have a world that was entirely desert. No escaping desert survival by wandering over to a fertile forest or something.Posted in: Suggestions
May 31, 2012adravet posted a message on Desert Scrub - What, you like going from being snowed on to suned on?I would like to see a more logical progression from biome to biome, thoguh I'm not sure just making scrub surround deserts would completely address things.Posted in: Suggestions
May 31, 2012I vote that the grass be just tall enough to hide a creeper almost completely from view.Posted in: Suggestions
(My roomate and I actually call tall grass "velociraptor grass." Because there could be a velociraptor hiding in there and you would never know.)
May 31, 2012Posted in: SuggestionsQuote from MastaC
Why not just make the biome size a slider? Slide it from 0.1x to 100x
That's what I was thinking. That would allow for flexibility to fit everyone's preferred playing style, and I doubt it would be that difficult to implement.
I, for one, like massive neverending oceans, because they appeal to my sense of verisimilitude...
May 29, 2012adravet posted a message on [1.7.9] [Not active] Road to Fortune [24/7] ~ Economy, Towns, Shops, PvP, McMMOThis sounds like a cool place. I'd love to stick my head in - my IGN is adravet, same as here.Posted in: PC Servers
May 28, 2012Given that many people build far away from their original spawn points - and may be required to on certain servers with custom spawns - I thought it might be useful to have a way to set new points for compasses to point to. Some potential attributes:Posted in: Suggestions
- Once placed, the player's compasses would point to the pillar. If the pillar was destroyed, the compass would return to its default behavior, pointing to the original spawn point.
- Only one could be set at any given time in a singleplayer game. Placing a second would destroy any other which had been placed in the world.
- In multiplayer, pillars would be owned by specific players, and one could be placed down per player. Only compasses held by that player would point at the associated pillar. If a player places a second owned pillar, the map will only delete their own earlier pillar.
- These could be crafted out of somewhat-rare (or challenging-to-obtain) items (so that you could only set a new location when you were far enough in the game to be somewhat established).
The in-game fuzzy logic would basically be that you can create a device which generates a magnetic/redstone/whatever field strong enough to attract the compass needle regardless of where the natural field is, like placing a magnet near a compass in the real world. (Obviously, this logic gets significantly fuzzier when multiplayer is considered.)
May 28, 2012Posted in: SuggestionsQuote from SuperArkonis
i like the idea of hunger being toggleable, but it should only be toggleable on easy and peaceful.
I agree. There are times when I don't want to deal with mobs, but still want an element of environmental challenge. (I also miss hunger on peaceful, though I understand why people really don't want it.)
May 28, 2012Posted in: SuggestionsQuote from SolEiji
While the OP takes it too far, the idea of wonders in themselves is good. I actually was thinking they shouldn't be associated with villages at all, but rather spawn like strongholds (and a stronghold would be a sort of wonder). That, and keep them simple... things can be big and impressive and still simple. The ruins of an old town, a pyramid, stonehenge, these are the things you expect to find if exploring the great unexplored land that has been untouched for centuries. Not so much the statues of liberty and whatnot. In general, think about things which you'd call "relics" or "ancient" and could be conceived as such. Wonder where this artificial, but still standing stone bridge came from, these mysterious arches, or the meaning of this platform. A religious ceremonial area? Maybe some kind of ancient starchart. Who knows.
Needs more "mystery".
I agree with pretty much everything SolEiji said. It would be interesting to see some of the more ancient structures, or even ones genericized to the Minecraft world - as I like the Minecraft world not being our own (but close enough to allow people to make real-world custom maps, machinima, etc). It would be especially cool if each particular structure had a hard cap of one per world, so that you could use them as landmarks/navigational aids, or distinguishing features of player-made cities on multiplayer. (Though, of course, nothing would prevent players from duplicating the wonders through their own effort. :/ )
May 28, 2012I'd love to see functionality where you could apply a clock to a wall (the same way you'd place a painting) and - bam - you'd have a wall clock. It'd be useful for me to have in underground structures near the exits, so I could know if I was exiting into a field full of mobs or into the daylight.Posted in: Suggestions
I like the chairs, though to be honest why I'd really want to see them is for use in machinima.
Ovens and fridges seem redundant to me, without adding a lot of functionality. I could see fridges being useful if there was a mechanism to, say, melt snowballs and spoil food after a certain period of time, and the only way to store those things was in a fridge, but I'm not sure I'd like that in my everyday Minecraft gaming. I could see it applied in a game mode (or addon, like Hardcore) to add challenge, but at this point I've basically invented another game mode to justify that item, so I'll stop. XD
May 28, 2012I was thinking something similar earlier: rope could be crafted, perhaps from three string (as rope is pretty much lots of string twisted together anyway), and when a stack was used on a block, it would fall a number of blocks equal to the number of rope items in the stack. Then it would work like vines or ladders, allowing you to safely descend and ascend, except that it could only be undone/re-gathered from the uppermost block. That would make it a useful tool for descending into things like ravines, where there's a straight shot down, without making it too cheap, IMO.Posted in: Suggestions
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