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  • chaosenatic
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  • Member for 10 years, 1 month, and 19 days
    Last active Fri, Apr, 17 2015 23:45:05
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  • View chaosenatic's Profile

    1

    Sep 7, 2013
    chaosenatic posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Hey, Mojang added some of your biomes to Vanilla. You should be proud of that. :)
    Posted in: Minecraft Mods
  • View chaosenatic's Profile

    1

    Jul 5, 2013
    chaosenatic posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Well guys, Direwolf20's Season 5 LP ended. I think the update is coming soon!
    Posted in: Minecraft Mods
  • View chaosenatic's Profile

    1

    Jul 5, 2013
    chaosenatic posted a message on Need some help. Getting Tekkit and playing it single player.
    Quote from FGxMasterDelta

    thx guys this is very helpful i got the mod and i love it and i would suggest it for any person looking for a good mod, also i have a question of my own. how to get mods for 1.6 thx in advance :D

    Did you just resurrect this from (almost) a year ago? Wow. Also, it's called a MODPACK not a MOD! That's why I switched from Tekkit to FTB, most of the Tekkit players don't even know it's actually more than one mod.
    Posted in: Minecraft Mods
  • View chaosenatic's Profile

    1

    Jul 5, 2013
    chaosenatic posted a message on Awesome new server
    The Minecraft Forums is not for advertising!!!!! And no I won't go to your stupid server.
    Posted in: Minecraft Mods
  • View chaosenatic's Profile

    1

    Jun 23, 2013
    chaosenatic posted a message on Minecraft Ultra-Low Shaderpack
    Minecraft Mod Rule #1 : No pics, no clicks.
    Posted in: Minecraft Mods
  • View chaosenatic's Profile

    1

    Jun 7, 2013
    chaosenatic posted a message on Pet Buddy Mod, It's a Tiny You !
    Nice mod, I love having a companion . BUT U Y GUYS NO LIKE POKEMON EEVEE SYSTEM? I love Pokemon btw. (TrueMU also sent me.)
    Posted in: Minecraft Mods
  • View chaosenatic's Profile

    1

    May 29, 2013
    chaosenatic posted a message on [1.2.5][SSP] MINECANICAL : GRAVITY SCIENCE v0.4 (+6000DL]
    Quote from Seikikai

    Make It For 1.5.2 And Forge Please :)

    Woah. Dude you just revived this after 5 months of being inactive. :blink:
    Posted in: Minecraft Mods
  • View chaosenatic's Profile

    2

    May 24, 2013
    chaosenatic posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Quote from StormCrow1770

    Because Smokey Quartz has no real practical uses I am going to suggest some ideas:

    1) Adding a moonlight dectector made with Smokey Quartz

    2) Adding armour/tool sets for both Smokey Quartz and vanilla Quartz.

    I support the moonlight detector thing, but I don't think need more armor/tool sets.
    Posted in: Minecraft Mods
  • View chaosenatic's Profile

    1

    May 20, 2013
    chaosenatic posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Nice addon, but needs more complex research recipes (am I calling it right?). Most of them only have 2-3 aspects.
    Posted in: Minecraft Mods
  • View chaosenatic's Profile

    1

    Jul 22, 2012
    chaosenatic posted a message on [1.2.5] Ghost Mod v1.3 with SMP!
    Nice Mod! And I see that your avatar is Finn. ^_^
    Posted in: Minecraft Mods
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  • View SanAndreasP's Profile

    581

    Jan 22, 2012
    SanAndreasP posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)

    THERE IS A NEW ALPHA OUT FOR MINECRAFT 1.10.2! Stuff is missing due to me having to recode the mod yet again. If you want to get the newestalpha release, go to
    https://minecraft.curseforge.com/projects/clay-soldiers-mod/files
    Stuff also has changed, so if you use the mod, I HIGHLY recommend getting JustEnoughItems (JEI) as well!
    I will also reformat this thread with the new stuff once this mod hits beta.
    Please note the new alpha requires SanLib, which you can get here:
    https://minecraft.curseforge.com/projects/sanlib




    This mod requires you to have at least Java 7! If you run Java 6, you need to update your Java!

    You have an issue/crash? Please use the issue tracker now on GitHub! Stuff posted on here will get ignored!
    https://github.com/SanAndreasP/ClaySoldiersMod/issues

    Information
    Media
    Downloads
    License, Credits, Links
    [/anchor]
    So you're probably wondering to yourself "A mod involving clay? No Way! I need all the grey goop I can get for my brick castle!" Well put those tried, burnt hands to rest for a second and think about this: What if you could create your own miniature army out of clay and stage the most epic battles imaginable in a space small enough to be your backyard? Now before you accuse us of being a madman, take a look at this mod. Read ahead through the thread, and you'll see just what kind of violent mayhem you can cause with just a few simple materials plucked right from the ground.

    Clay Soldiers
    A clay soldier is an item you can hold in your hand. It is crafted using a clay block (for substance) and soulsand (for sustaining intelligent life). Once you have a nice little pile in your hands (up to 16), right-click to place them all at once or sneak-right-click to place only one.
    They will quickly spread out and begin to roam the landscape. The soldiers walk slow and don't jump very high, but they have enough arm strength to climb up a single block. Unfortunately, since they lack a decent skeletal support structure (or even skin, for that matter), their delicate figures can be horribly mutilated by even the weakest of blows. A player can cripple a clay soldier in just a single punch.
    So naturally, they aren't hostile towards anything bigger than themselves. But what in the world are they qualified to fight against? Other clay soldiers, of course! There are a whole lot of different teams you can craft your pale gray soldiers into: All 16 dyes (light gray count as regular soldiers for that matter) and even melon/pumpkin flavored! If you place two (or more) different teams and they can see each other, they immediately begin to fight.
    You're probably thinking: "Well, that's neat and all, but is there anything to spice up the fights?" The answer is: Of course! Clay Soldiers can ride a plethora of different mounts and can hold a huge array of upgrades, on which you'll find out shortly.

    Choose from a variety of equipment, arm your soldiers to the teeth and have a showdown to see which type of assistance is more beneficial to their survival! All you need to do is drop the desired item on the ground for them to pick up. You can even drop a stack of said item and they'll evenly split it up amongst themselves:
    Primary items:
    • Stick, 20 uses, increases melee damage by 2-3 points
    • Arrow, 20 uses, increases melee damage by 4-5 points, drops feather, counts as stick upgraded with flint
    • Blaze Rod, 20 uses, increases melee damage by 1-2 points, causes burn time on target
    • Bone, 30 uses, increases melee damage by 3-4, increases melee range slightly, can not be equipped while riding mount, can not ride mount while equipped
    • Shear Blade, 25 uses, increases melee damage by 1-2 points, by 3-4 damage on first hit while stealthed, can be held in either hand
    • Glistering Melon, 25 uses, heals any ally below 25% hp by 15 points, soldier doesn't attack enemies while equipped with this
    Secondary items:
    • Gravel, 15 uses, thrown for 2-3 points damage
    • Snowball, 5-20 uses, thrown for 0 damage, slows target on hit
    • info: uses depend on the item given! snowball gives 5; snow layer gives 10; snow block gives 20
    • Fire Charge, 15 uses, thrown for 1-2 damage, causes burn time on hit
    • Bowl, 20 uses, reduces incoming physical damage by half (when used with leather, only receives 25% of original damage)
    • info: no longer entirely blocks ranged attacks, only reduces damage from them
    • Shear Blade, 25 uses, increases melee damage by 1-2 points, by 3-4 damage on first hit while stealthed, can be held in either hand
    • Emerald, 5-45 uses, deals 3-4 direct unavoidable damage at medium range, plus two with sugarcane boost, doubles if target is wet
    • info: uses depend on the item given! emerald item gives 5 uses; emerald block gives 45 uses
    • Nether Quartz, 4 uses, deals heavy knockback to all targets nearby if soldier takes too many hits
    Core upgrades:
    • IronIngot, Makes soldier vastly resistant to knockback, increases knockback dealt to others, both effects neutralized vs another iron ingot user
    • Brick, Makes soldier extremely slow and less willing to move, will use ranged attacks if available before melee
    • String, Makes soldier resist all damage from one explosion
    • Cactus, 75% chance to negate burn time, halves total burn time otherwise
    • Nether Brick, Gives burn time to any soldier that attacks nether brick user with unarmed attacks
    Behavior upgrades:
    • Wheat, Makes soldier never attack, even if hit first
    • Nether Wart, Makes soldier attack its allies
    • Fermented Spider Eye, Makes soldier not attack, unless attacked first
    Misc. upgrades:
    • Leather, 20 uses, reduces incoming physical damage by half (when used with bowl, only receives 25% of original damage)
    • Food, 4 uses, heals soldier when below 25%, healed XP is hungerPoints * 0.5
    • Gold Nugget, gives soldier a crown, all of team follows the king
    • Glowstone, makes soldier glow, block gives to infinite soldiers
    • Gunpowder, 1 use, soldier explodes on death (incompatible with magmacream/firework star)
    • MagmaCream, 1 use, places a 2 second time bomb on the soldier which deals the final attack if killed by melee hit (incompatible with gunpowder/fireworkstar)
    • Sugar, makes soldier move faster (incompatible with diamond upgrades)
    • Clay, 4 uses, revives fallen soldiers of own color
    • GhastTear, 2 uses, revives brick dolls to own color
    • RedstoneDust, 4 uses, causes target to entirely stop attacking for 3 seconds, applied by all thrown and melee attacks, block gives to infinite soldiers
    • Slimeball, 5 uses, causes target to entirely stop moving for 3 seconds, applied by all thrown and melee attacks
    • Feather, soldier can not attack while falling, soldier's fall is slowed greatly and takes no damage on landing, no effect with iron ingot or while mounted
    • GlassBottle/Pane/Block, doubles vision range, soldier can see stealthed enemies, bottles and panes give 1, block as infinite supply
    • Paper/Book, gives a plain cape, dyed paper and books give colored capes, book gives to infinite soldiers
    • Diamond, gives super crown and cape, doubles number of uses for all limited use items, grants sugar speed boost, multiplies hp by 10, incompatible with diamond block
    • Diamond Block, gives super crown and cape, multiplies limited use item uses by five, grants sugar speed boost, multiplies hp by 80, incompatible with diamond
    • EnderPearl, soldier zombifies, gains +5 hp, heals fully when deals last hit to a target, targets slain become zombies, dies after 10 minutes of no fighting
    • BlazePowder, 1 use, instantly kills target with fire, turning it into brick doll
    • RedMushroom, 1 use, applies poison to target
    • BrownMushroom, 2 uses, heals soldier for 10 hp when below 25%
    • LillyPad, soldier has pants and will float on water, no effect when used with iron ingot
    • Egg, soldier is ghostly and can not be detected by enemies not wearing glass goggles, doubles damage output of shears, will be detected when others wearing glasses
    • WheatSeed, soldier can NOT be infected by any zombification
    • WoodButton, increases melee damage by 1 when no weapon is equipped, incompatible with stone button
    • StoneButton, increases melee damage by 2 when no weapon is equipped, incompatible with wood button
    • MobHead, gives the soldier a mask to wear
    • FireworkStar, 1 use, soldier explodes on death in a firework effect, incompatible with gunpowder/magmacream
    Clay Disruptor
    Before we'll talk about the mounts, lets firstly talk about how to clean up a mess! Your soldiers run away and you don't want to chase them around, killing every single one of them? Or you're just tired of the current fight and want to restart the match with different upgrades? Then we have the right device for you! Upon usage it will kill every soldier (and mounts, too) in a 32 block radius, clean and tidy! There's also a hardened version, which gives the double amount of uses.
    For the creative crafters: When you use it while sneaking, you can delete every clay soldier / mount item laying on the floor, too!
    Horses and Pegasi
    Indeed you can craft a trusty steed for them to sit on! Simple soulsand and a material, which is usable to craft a horse for your personal armies to ride and enjoy. Horses have no team allegiance, so any soldier can ride any horse. Depending on the used material, a horse will have either more health or more speed. In 50% of cases a soldier with a horse gets hit, the horse will take the damage instead of the rider. Be careful not to burn the horses, though!
    But normal horses may be not enough for you. So why not try pegasi? Those elegant flying creatures will hover above the ground and share the same material treats as horses.
    Turtles
    These adorable little things come in different flavors, which are all capable of holding your armies above water. Also, if they get damaged, they'll reflect a small potion of the damage back to the attacker! Other than that, each type has it's own speed and health values, just like horses do.
    Bunnies
    Bunnies come in ALL the wool colors and, different from their horse/pegasus/turtle counterpart, have the same speed and amount of health. They will hop as high as the player can, even when ridden, which is amazing considering their size! Oh, and they constantly jump around when a soldier hops on them, making it difficult for the enemies to hit them properly.
    Geckos
    Those spider-like creatures can be crafted from any type of (vanilla) sapling, so there are the richest mount regarding type variety! You ask "Why spider-like?" Well, because they can climb up to 3 block-high walls! Despite having so much different types (36), or even because of that, they are all the same regarding speed/health, just like bunnies.
    Clay Nexus
    The day of extended, never ending battles is upon us! This is the greatest piece of clay-technology we've ever made. This device, when activated, will call upon the spirits of fallen soldiers of the many battles past to return to the frey in an attempt to redeem themselves in combat once more! It can also provide a spirit-mount for the spawned soldier. Both won't drop any item upon death, neither themselves nor their upgrades! Enemy soldiers will attempt to deactivate the nexus, but only when they have no target to attack anymore. Did we tell you that it can throw anything the soldiers can throw? No? Well, now you know.
    Clay-Statistics Display
    You've always wanted to know how many soldiers are on the battlefield and predict who will win? We've heard your calls and crafted this next wonder in clay-technology! Just by holding it, you can see which team with how many members is on the battlefield. It even goes as far and counts the number of mounts.
    This is a non-finished feature for now! Stuff can change, you have been warned!
    Shear blades
    This is explained in the upgrades section, so we'll just give you the crafting recipes here:
    Clay Huts
    For all those adventurers out there, we've asked the all-mighty ChunkGenerator to add those to his generation features, and he finally heard us! When generating new chunks of land (either by generating a new world or by exploring new areas), you may encounter one of these buildings, filled with peaceful clay soldiers and a chest filled with clay-related stuff in them. But be careful, since there is a chance of encountering a zombified hut whose inhabitants are out to kill you!
    This is a non-finished feature for now! Stuff can change, you have been warned!

    [/anchor]
    If you want to see some screenshots first, then have a look inside this mysterious spoiler:













    An awesome Trailer by cherchell58
    An awesome Spotlight by DrPlaystation
    An awesome Showcase of v1.9 by EnigmaticMiner
    [/anchor]
    Installation
    So you've come all the way here and asking yourself: "Well, how do I install it then?" Here's the answer to that, mate!
    • Install Minecraft Forge
    • Install my Manager Pack
    • Drop the downloaded jar file inside the /mods folder
    • Play Minecraft
    You need Minecraft Forge (at least v.10.13.0.1286) in order to use this! Latest is always best! Download the installer under http://files.minecraftforge.net/
    You need to have my Manager Pack (required by all my mods)!
    Current Version:
    Older versions:
    We will organize all the updates to the new thread style, but it takes time, so have the old style within the spoiler (w/o changelogs)! Also alpha/beta build will NOT be listed here, sorry!
    Please note those versions are not supported! Use at your own risk!
    1.7.10-2.0.0b: Download (*)

    • This is the beta build! Stuff may be changing!
    • Complete recode of the codebase, doing lots of improvements
    • soldiers can now see each other and items through tall grass / snow / other non-solid blocks
    • added new upgrades, we'll list all the new upgrades when the final is out
    • added acacia and dark oak types of the geckos
    • added hardened clay disruptor
    MC 1.5 / 1.5.1 - v. 9.1.1: Download
    MC 1.5 - v. 9.1: Download
    MC 1.4.6 / 1.4.7 - v. 9.0_05: Download
    MC 1.4.5 - v. 9.0_04: Download
    MC 1.4.4 / 1.4.5 - v. 9.0_03: Download
    MC 1.4.4 - v. 9.0_02: Download
    MC 1.4.2 - v. 9.0_01: Download
    MC 1.4.2 - v. 9: Download
    MC 1.3.2 - v. 8.0_02: Download
    MC 1.3.2 - v. 8.0_01: Download
    MC 1.3.2 - v. 8: Download
    MC 1.2.5 - v. 7.1: Download
    MC 1.2.5 - v. 7: Download
    MC 1.2.5 - v. 6.2: Download
    MC 1.2.4 - v. 6.1: Download
    MC 1.2.3 - v. 6_03: Download
    MC 1.2.3 - v. 6_02: Download
    MC 1.2.3 - v. 6_01: Download
    MC 1.2.3 - v. 6: Download
    MC 1.1.0 - v. 5: Download
    MC 1.1.0 - v. 4.1: Download
    [/anchor]

    This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
    Source on GitHub:
    https://github.com/SanAndreasP/ClaySoldiersMod

    My Twitter for updates:
    https://twitter.com/SanAndreasP

    Banners
    You want to support us by spreading this mod? Have one of those neat signature banners!
    [url=http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1280625][img]https://raw.githubusercontent.com/SanAndreasP/ClaySoldiersMod/master/resources/assets/claysoldiers/logo.png[/img][/url]

    Posted in: Minecraft Mods
  • View Calacbolg's Profile

    3883

    Feb 26, 2013
    Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    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
    The benefits
    The features
    The disadvantages
    The problems
    Changes in how things work
    Data storage
    Changes to world features
    Coping with sunlight
    Changes to servers
    Render/Load distance alterations
    Frequently Asked Questions
    [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]
    [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!
     [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.
    Posted in: Suggestions
  • View pixlepix's Profile

    824

    May 18, 2013
    pixlepix posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge

    KAMI IS NO LONGER A SEPERATE DOWNLOAD. ITS NOW A CONFIG OPTION, ENABLED BY DEFAULT

    DISCLAIMER:Before installing/using these or any mods, make sure you backup your .minecraft folder, I (Pixlepix), or any other modders for that matter, am not responsible in any way, shape or form for any damage dealt to, but not only, your saves, your minecraft, your computer or others.

    Psst, you can follow progress on this mod by me (Please feel enouraged to hop on irc. irc.esper.net: #pixlepix .

    REPORT ALL BUGS AT: https://github.com/Thaumic-Tinkerer/ThaumicTinkerer/issuesThaumic Tinkerer is a spiritual successor to Vazkii's Elemental Tinkerer mod, this is a mod about tinkering with thaumic creations. It's an addon to azanor;s Thaumcraft 4. The intention is to add new, and useful items you can create, using the knowledge you've acquired from the vanilla thaumcraft researches. Researches that come from this mod are prefixed as [TT] for easy labelling.

    As this is a Thaumcraft Addon, I'll try to keep spoilers minimal, so, here's some non-spoiler-y images. I'll add videos if I happen to get any. So here's a little gallery:


    What do these things do you ask? Well, you'll have to figure it out yourself ;)


    Down here there would be videos. But as of the 2.0 version of the mod, they're all outdated, since lots of superfluous items have been removed. Updated videos will be placed here as they come.


    Thaumic Tinkerer by Pixlepix is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License

    If you want to do anything with this mod besides playing it, you should have a look at what it says. For modpacks, refer to the license under the Thaumcraft 4 thread, since my mod depends on it. You can distribute TT in modpacks at will, but Thaumcraft is a different matter.

    (Hey you, read this)

    KAMI is a separate module in Thaumic Tinkerer, you can download it in the typical downloads section alongisde the rest of the mod, just drop it in the mods folder as you normally would.It includes incredibly powerful and expensive blocks. How powerful you ask? Look below:See that hole? I dug it in a few seconds. See that pouch in my bar? It stores more than 4 mundane chests together. Still not convinced? Look at what you can do with it, check out this gif.

    This mod includes features exclusive to ComputerCraft and ForgeMultipart, for the full experience, these are recomended, but by no means required.

    Download for Thaumcraft 4 (Changelog)

    Download for Thaumcraft 3 (Changelog)

    Source Code (github)The Github contains localization files, the mod can be localized. Currently it's available in English, German, Chinese and Russian.


    Banner (copy to your sig!):


    Q: Can I use this mod in a modpack?

    A: Read the License section of this thread.


    Q: Any other mods by you?

    A: Check my website.


    Q: How can I contact you?

    A: See above.


    Q: (Insert any other question here related to me, not my mod)

    A: See above, About me section.


    Q: Haven't I seen those sprites before?

    A: You may have. This mod makes use of either modified, or just copied versions of Thaumcraft 2 or 3 assets, the reason for this is that I can't make any sort of art at all, and I'd rather make use of fantastic unused assets than to reinvent the wheel and create my own, that would probably be sub-par.


    Q: The latest version in the file index says it was compiled for an old version of thaumcraft, will it still work?

    A: In theory it should work, it probably will, you should try it yourself to find out.


    Q: Why are there things in the thread? (May or may not be)

    A: Because Minecraft Forums is stupid.


    Q: Why is the Awakened Ichorium Pickaxe so slow?

    A: Enchant it with efficiency 5 and get a pair of Boots of the Horizontal Shield and tell me it's slow.


    Q: I can't find anything from KAMI, what do you need?

    A: Every single research not related to KAMI, and then it'll unlock. You can find it in the artifice tab.


    Q: I get the above error when I try to load up KAMI, how do I fix this?

    A: Redownload it.

    • Searge and the MCP Team for creating the amazing Minecraft Coder's Pack;
    • SpaceToad, Eloraam, LexManos, cpw and the rest of the Forge Team for creating Minecraft Forge, which made my mod, and many others able to exist;
    • Azanor for creating Thaumcraft, of course;
    • MartysGames and TheAtlanticCraft for early support;
    • Haighyorkie for... something;
    • TheWhiteWolves for being an awesome beta tester, reporting lots of broken stuff and adding some awesome features;
    • Vexatos and crafteverywhere for translating the mod;
    • The Forgecraft Folks for helping to kill bugs.

    Like the mod? Click that green arrow down there ;)[represent]

    Posted in: Minecraft Mods
  • To post a comment, please login.

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