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187
sm284614 posted a message on Lots of towns and castles: an expansive world! (picture heavy)Posted in: Screenshots -
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ragger posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmapPosted in: Minecraft Mods
Press M to open the world map, then press options. It's there. -
430
Rumsey posted a message on Crafting AzerothPosted in: Screenshots[Update] Dec. 24th, 2013:
Crafting Azeroth version 1.0 has been released!
Download Now: CraftingAzeroth-v1.0-release.torrent (6.8 GB)
Crafting Azeroth v1.0 includes over twice the content of the original beta version, including the new continents of Outland, Northrend and the Great Sea, in addition to the original continents of Kalimdor and the Eastern Kingdoms. Additionally, many zones that first appeared in the beta version have been re-generated using newly added blocks and features. To learn more about v1.0, you can view screenshots in the updated image gallery, read the included readme file, or explore the interactive map in your browser.
[Update] Jan. 23rd, 2014:
There is a nice Mac OS X installation guide Link Removed. Thanks Joshua Reeves!
May. 17th, 2014:
Someone asked me to modify CA-Static and CA-Teleport so they would only affect the Crafting Azeroth map, so I made a separate version of both plugins that checks the world name before applying any changes. You can download them here and here.
About this project:
The Crafting Azeroth project is a full-scale reproduction of the World of Warcraft environment for Minecraft. The creation of the map is heavily automated, assisted by custom software that I have developed. The best way to explore the map is inside Minecraft, but you can also view the map in your browser by clicking the link below:
Screenshots of the map can be seen in the following galleries, including all new screenshots of Outland and Northrend. If you are unfamiliar with World of Warcraft, the "Before and After" gallery will show comparison screenshots between World of Warcraft and Minecraft:
Additional information about the map and many older screenshots are available in this this archived post.
Frequently Asked Questions (FAQ):
Q. How does the conversion process work?
A. Custom software converts the continents of World of Warcraft into Minecraft blocks using a process known as voxelization. This software converts everything in the game, including all the buildings and natural details, down to the individual tree stump. Once the parameters for the software have been set, the conversion process takes approximately 48 hours and requires no human intervention.
Prior to the conversion process, I needed to match textures from World of Warcraft to the appropriate material in Minecraft. For example, an object with a wooden texture might be converted into wooden planks, while an object with a mossy texture might be converted into mossy cobblestone. I created a special software tool to help perform this assignment, but selecting materials for all 10,000+ textures in the game still required many hours of work.
Q. How large is the world?
A. The current version of the map spans approximately 500 square kilometers and contains over 100 billion blocks. The highest part of the world, the peak of Mt. Hyjal, stands more than a kilometer above sea level. Since the map exceeds the Minecraft height limit, the world had to be divided into seven altitude layers, each connected via a server-side plugin that Link Removed as they approach the height limit. To be played locally, the map requires 22 gigabytes of available hard-drive space.
Q. Does the world include underground areas, like dungeons and caves?
A. Yes, the map includes all caves and dungeons that are not part of a separate instance. So, areas like Blackrock Mountain are freely accessible, but dungeons like Blackrock Depths or Molten Core are not. The map also includes many randomly generated caves similar to those found in Minecraft.
Q. Do you plan to convert any other zones, such as Pandaria?
A. Yes, work has already started on Pandaria, but it will take a bit more time before the zone is ready to be released. The conversion process can also be used on dungeons and battlegrounds, so they may appear at a later date, but they are not top priority right now.
Q. Where can I download a copy of the map?
A. The full map is available to download right now, just click the BitTorrent link at the top of this post, or download from this mirror. If you don't want to download the map to your computer, you can explore a read-only version of the map by adding wow.cursecraft.com to your in-game server listing.
(new) Q. I downloaded the map, but now I'm stuck in Outland. What do I do?
A. Entering the Dark Portal in Hellfire Peninsula should return you to the Blasted Lands in Azeroth, just as it does in World of Warcraft. If the portal takes you to the Nether instead, you may not be using the correct plugins. Check the readme file for instructions on how to download and install a Bukkit server with the required plugins. The readme also lists some useful /tp commands for teleporting to key locations.
(new) Q. The game runs really slow when I'm near a jungle. How can I fix this?
A. There are two important things you can do. First, set your graphics in Minecraft to "fast", so that leaf blocks are opaque rather than transparent. Second, make sure that you are running the map on a Bukkit server with CA-Static-1.0 plugin correctly installed. Doing both of these things will greatly improve performance in large jungles and forests and should also help preserve the map from damage.
(new) Q. Can your software convert games other than WoW?
A. The same technique could be used on other games, but it would require a tremendous amount of additional work. The converter would need to be adapted to handle different file formats and then specially configured for the new data set. This is a very time-consuming and technically challenging process, so I have no plans to use the software to convert other games.
Q. Who is involved in this project?
A. The conversion software for this project was developed by Rumsey (RamsesA). Hosting support for the Minecraft server is provided by Cursecraft, and in particular Martin Benjamins (Marlamin), who helps manage the server directly. The mapping software used to generate the Google Maps view of the project was developed by the Minecraft Overviewer team.
For a more detailed list of credits, please consult the readme file. Special thanks also goes to Alan J. Lee for offering to redirect the craftingazeroth.com domain to this page.
Q. Who can I contact if I have more questions?
A. In addition to posting here, you can contact me via [email protected] or Twitter, or send a private message through this website. If I do not respond right away, check if it's something covered in the readme or this FAQ.
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Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Overview
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
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.
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BigAlanM posted a message on CRAZY! Landlocked Mushroom IslandI have watched your video and you did not give credit to Rofang for the actual discovery of this seed.Posted in: Seeds
See: http://www.minecraftforum.net/topic/2348777-landlocked-mushroom-biome-17/
Rofang posted this seed here last week.
Also, a quick suggestion. Publish the seed you are spotlighting in the "About" description of your video.
That way you don't have to put it in the audio and your audience can cut and paste it accurately from the text just as they can here where the seed is required to be in the text of the OP. -
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glman99 posted a message on [32x][1.4.5+] Junk Jack v1.9 (Updated December 12th, 2012)This stinks, one of my favourite pack is dead.Posted in: Resource Packs -
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Lunchb0ne posted a message on [0.8.1]Installing Texture Packs on PE (Always Updated)This is the ALWAYS UPDATED Guide for Installing Texture Packs on MCPE for iOS.Posted in: MCPE: Texture Packs
YOU CAN ONLY USE 16x TEXTURES AT THIS TIME. THE TEXTURES ALSO ARE ALSO NEEDED TO BE UPDATED FOR v0.8.1
YOU NEED TO BE JAILBROKEN (if you are on iOS 6 and above)
You Need the Following-
1)Some of Your TIME
2)iFile (From BigBoss REPO) OR any other File manager for iOS.
3)The Texture Pack You Want TO INSTALL.
So When you've got ALL THE STUFF ABOVE then Let's Begin-
1) Open iFile and Navigate to the Texture you've DOWNLOADED.
2) If the Texture is IN A ZIP then Unarchive it.
3) Go to inside the "assets" Folder you've just unarchived.
4)Go to "images" folder in the "assets" folder.
5)Empty the contents of all the folders and everything inside this folder to another self created folder.
6)Now copy all from the CURRENT Folder.
7)Go to Applications and then to Minecraft PE (Enable Application Names from file manager tab in Settings)
8)Open "Minecraft PE" Folder
9)Open "minecraftpe.app"
10)Paste and Overwrite the Existing Files.
IF YOU'VE DONE IT CORRECTLY THEN YOU WILL NOTICE CHANGES-
(If your textures are made for iOS and unpacked into a folder in which there are no folders then follow from step 6)
I you Like my Efforts then Please CLICK THE GREEN Button on THE BOTTOM RIGHT>>>>>>>>>>>>>>\/ -
73
user-6844775 posted a message on Cave-Gen mod 2.27_5 - New World type [New ruins roleplay system,LAN support]Posted in: Minecraft Mods
New block and item id's: 200,201,203,204,3190 Changeable
Requires: Forge
Works with Opitifne now!
This mod was originally created by I Am David Minecraft, who discontinued it and made it open source. I worked hard to add new things to the mod and enhance those already included.
"How long have you been wandering these caves? You hate all about it. The smell, the monsters but most of all the omnipresent darkness. It has been long since mankind abandoned the surface and ventured deep underground. Now the only things on the surface are dead trees, ruins and monsters. What happened? You don't know. The few you encountered on your journeys don't know. Noone remembers."
Videoreview by HairymanBreast (V.2.27_1)
Videoreview by Jaden (Vox Populi channel) (V.2.25)
Videoreview by Stuboh95 (outflowgamingnetwork) (V.2.0)
Basic info
This mod adds new world type - Caves. Living in these caves is difficult. Resources are limited, ores are scattered and many monsters wait for their prey.
There are also biomes, called zones. The mod currently features four zones, which work as classic biomes from 2.2
Rock zone - this zone resembles regular cave. Ores don't spawn in veins, but as single blocks. They are not limited by height. Remoted sheds and ancient ruins are lying in the deeps and stalactites and stalagmites can be found all around.
Snow zone - dead, snow-covered wasteland. Ores are burried deep in snow(in the same fashion as in rock zones), icicles hang from the ceiling and noone lives here except for monsters haunting this frozen hell. However, adventurer brave enough can find and rob big dungeons with exclusive loot. If he doesn't get killed first, of course.
Jungle zone - Place which most resembles life. Grass covers dirt in higher places of the cave. Giant roots of ancient trees grow here more than anywhere else and long vines hang from the ceiling of the cave. You cannot find any ores here at all. You can sometimes encounter remoted shack.
Tectonic zone - The exact opposite to snow zone in terms of temperature, but maybe even deadlier. There is no escape from the monsters, as ground is covered in hard obsidian.
Structures
Dungeons - Their appearance depends on the zone they are in. In rock zone, walls of dungeons are made of cobblestone. Dungeons found in snow zone have walls made of snow bricks. Jungle dungeons are made of mossy cobblestone.
Big dungeons - These can be found only in snow zone. They are a bit like regular dungeons. However, they are far more dangerous. They contain four spawners randomly chosen from Zombie, Skeleton, Spider and Creeper. Large chest full of valuable loot waits for those who prevail.
Bridges - These can be rarely found in snow zones, leading to distance. You can use them to shorten your travels. But be careful.
Roots - Technically not structures, but still very important. Roots of ancient, dead trees and plants provide the main source of wood. They can be found in two forms:
Dark and brighter tips of roots sticking out of cave walls.
Thick threads leading from top to bottom of the cave.
Remoted sheds - You can sometimes encounter small shack with locket doors and barren windows. These are homes of hermits and other lonely existencies. Sometimes these shacks can be found empty, their owners either out or dead.
Ruined villages - Many people spent their entire lives underground. Many towns were destroyed by monsters. These ruins are now scattered everywhere. Sometimes you encounter few buildings. If you travel deeper, you can find entire abandoned cities, now inhabited with monsters.
Villages - you can very rarely encounter human settlement. However, these settlements are not like the ones that stood on the surface. These have walls for protection and people rarely open their gates. Each village have it's unique name. You can change it's name via command.
Ancient ruins - If you venture deep enough, you can find old remains of unknown ancient civilisations. These ruins are now inhabited only by monsters. If you are brave enough, you can try to find lost treasuries in these ruins or even purge them from monsters. Don't forget these ruins were there for millenia, a lot of corridors could be destroyed or hidden - there can be some rooms that are not connected to the rest of the system.
You can sometimes find them thanks to the air shafts. but beware, they are deep.
Surface - It is now completely dead. Only ruins sometimes found among dead trees and clouds of gas mark that there was life.
Sometimes you can find holes leading underground.
Different waterfalls can be found in every zone.
Lakes have different layout, based on the zone and sometimes even height.
Ravines and vanilla caves now generate in the world too.
Ice caves in snow zone
Blocks, items and recipes
Icicles - Hang from ceiling in snow zone. They can be used to craft ice.
Stalagmites and stalactites - You can destroy them with Pickaxe to obtain shard(chance is 1/3).
Shards - Can be used to create lantern (with Lantern plugin)
Mossy stone(removed) - weaker than stone, if you break it with pickaxe, you have 1/3 chance it will drop mossy stone, otherwise it will drop cobblestone.
Snow bricks - can be crafted from snow blocks. They can also be found in snow zone.
(From left to right in back: icicle, stalagmite, stalactite. In the middle: Mossy stone(removed), Cave lantern(removed), Snow bricks
and Shard in front)
Crafting recipes:
Four blocks of snow can be crafted into four snow bricks
Four icicles can be crafted into block of ice
Icicle and bucket can be crafted into bucket of water
Commands
You can now use some commands added by this mod. These are meant only for Cave world, not Vanilla world. You have to have allowed cheats or be in creative to be able to use them(exactly as vanilla commands)
cw.villagenum - returns number of existing villages in current Cave World
cw.villageinfo - returns number of existing villages in current Cave World, their names, population and location. Note: Villages that are far from you will display their population as 0, or close to 0
cw.villagerename <oldname>,<newname> - renames village with name <oldname> to <newname>. If given village doesn't exist, you will be informed. You can't rename village to name, which already belongs to another village in the world. You must separate <oldname> and <newname> with ,
cw.ruinsnum - returns number of existing ruins in current Cave World
cw.ruinsinfo - returns number of existing ruins in current Cave World, their names, location and if they are purged
Plugins
Mods listed here WILL work alone (without Cavegen), but CaveGen is able to use contents of these mods to add new stuff.
CocoaCraft
Requires: Forge
Gamemodes: SSP, LAN, SMP
Link to full thread:http://www.minecraft...ilkcocoacoffee/
If used with CaveGen, you can rarely found coffee plants growing in Jungle zone. Their rarity is derived from rarity set in Cocoacraft config file.
Lantern mod
Requires: ModLoader
Gamemodes: SSP, LAN
Link to full thread: http://www.minecraft...arryable-light/
Have you ever thought it would be great to have carryable source of light? Well, now you can make one! This mod adds Lantern.
You can carry it around or simply place it on ground/hang it from ceiling.
Crafting recipe for Lantern using CaveGen mod.
You can also craft it without CaveGen mod using Glowstone dust instead of Glow shard.
It may happen that lantern stops emit light even if you still have it in hand - simply make a few steps and it lights back on.
If you fly with lantern equipped the light will not update as fast as you travel, resulting in occasional spots of light in your trail. These will disappear if you walk over them or you load your world again. They won't cause any trouble.
More videos
I sometimes left a comment on youtube. My username is WHReaper
Videoreview by Joshua (SpiceyWrapGames)
Videoreview/Playthrough by 123sendodo
Videoreview by MistsofMinecraftia
Videoreview byTenboster
Videoreview by Darkeness_dude
Installation
To install Forge, go to C:/Users/Yourusername/AppData/Roming/.minecraft/bin/ and open minecraft.jar with WinRar or something similar. Then drag files from forge archive inside and delete META-INF folder.
To install Cave-Gen mod, go to C:/Users/Yourusername/AppData/Roming/.minecraft/mods/ and unzip the whole archive into this folder. There should be now one archive(do not unzip this one) and folder called CaveGen, which should contain txt file called VillageNames.
If the folder mods is not there, launch Minecraft after installation of Forge once and it should create the folder.
Download
[1.6.4]
Cave-Gen 2.27_5 - http://adf.ly/Xinty
Hints and bugs
Problems:
This mod does NOT work on server. BUT it works fine via LAN
If you play any world and then you switch to any cave world(and you don't shut the game in between), informations about villages will not load. You need to either shut the game and then start your cave world, or load it twice (i.e. you exit first world, you load cave world, you exit cave world, you load cave world again)
Hints:
You can set the maximum number of villages and ruins that can generate per world in config file. -1 means infinite number of villages. If you set the number to let's say 3, then you play the world and you encounter all 3 villages and later you decide you would want more villages on the map, simply set the number in config file to higher number (let's say 5). Then, if you load the world again, two more villages can generate. Of course the new ones can generate only in parts of your world which weren't yet generated - i.e. where you haven't been yet.
You can turn off greeting and leaving message in villages via config file (change true to false at line called villageMessagesEnabled).
You can edit list of names used for villages. Open you .minecraft directory and go to mods/CaveGen. There is file VillageNames.txt, which contains names for villages. You can add and remove as many names as you wish. Each line is one name. Names can contain spaces. Names CANNOT contain "@" or ",". Each name can be assigned only to one village in game. If you find more villages in game than you have names in VillageNames.txt, game will name them DefaultVillageX, where X corresponds to order in which villages have been generated.
Ores are not dependant on the height and also they don't spawn in veins.
Poorest loot is in chests on the surface. Better is in shacks. Even better is in ruined buildings and dungeons. Best is in big dungeon.
You can get to The End by collecting end portal frame blocks which can be found in chests, building end portal and filling it with eyes of ender.
There are no strongholds or shafts.
Changelog
2.27_5 - Fixed commands
2.27_4 - Fixed bug that prevented plugin functions from working(i.e. latern crafted using shard with lantern mod and coffee plant in jungle zone with cocoacraft)
2.27_3 - Fixed dirty code for saving data
2.27_2 - Recipe adding moved from Lantern mod into CaveGen plugin container
2.27_1 - Fixed bug crashing game when launching vanilla world before playing any cave world
2.27 - New village house - Cattle shed, more stalagmite(8), stalactite (8) and icicle(4) types, stalagmites and stalactites generate more, snow zone is now more icy - ice on ceiling and ice caves, caves and ravines now generate correctly through snow and obsidian in snow and tectonic zone, improved house generation algorithm in villages(special buildings should be now more scattered through the village - there should not be two blacksmiths next to each other), old shed is back, whole system of ruins implemented - similar to villages(names are generated by custom name generator, they generate below level 30, if you destroy all spawners in ruins you will purge the ruins and you recieve some experience), 2 new commands(for ruins), inner changes to generating algorithm - should slightly increase the performance during world generation
2.26_1 - Fixed bug crashing game using LAN
2.26 - Switched from Modloader to Forge, Full and correct LAN support using packets, Plugin container supporting CocoaCraft and Lantern mod, Lantern plugin, lantern can be placed on ground or hung from ceiling, removed Mossy stone, removed Cave Lantern and Lantern (since you can now place Lantern on the ground, the lying lantern now replaces cave lantern in case you install Lantern plugin), mcmod.info file with description and mod icon in Forge mod manager, new village names (now 40 in total!), Villages now shouldn't generate too close (they requre at least 50 blocks wide gap), You need pickaxe to obtain shards
2.25 - Fixed villages count setting via config file, new installation, more roots in jungle zone, villages have unique names chosen from editable list, greeting when entering/leaving village (can be disabled via config file), population check (will not work on far villages), 3 new commands(see Commands tab above), ravines, vanilla caves, big dungeons have roof, you spawn on surface, fixed lighting bug on surface, changed color of the sky, added holes leading from surface underground, added gravel to rock zones, mycelium to jungle zones and thin snow to snow zones, added lantern item, vines can occasionally spawn in rock zone, correct temperatures for biomes (water in snow zone will now freeze), simplification of some parts of mod(could run better if it caused you lag), numerous enhancements for current algorithms
2.2 - full biomes support!, biomes are set as large, new zone - tectonic, bottoms of lakes are biome-specific and sometimes even height-specific, jungle zone is made of grass and dirt, long hanging vines in jungle zone, new village house - Inn, icicles can now hang on ice or snow, new texture for moss stone, fixed block bounds for stalactite, stalagmite and icicle, new crafting recipe(see crafting), moss stones have now 1/3 chance of dropping instead of 1/4, improved checks for main generation algorithm, completely new algorithm for generation of bridges - they won't end in the air + they can lead to both directions, more efficient ore-spawning algorithm, new generating algorithm for spawners, corrected little bug in village generation check
2.1 - waterfalls over lava pools,water pools and frozen water pools(their generation depends on zone), jungle zone now contains more water, Villages! Featuring walls, several buildings and of course villagers, number of villages can be configured in config file (.minecraft/config/mod_CaveWorld.cfg)(the number determines maximum number of villages(-1 means infinity)), hermits in sheds now have real beds, stalactites and stalagmites are now correctly named, generation of structures now can be turned on or off by generate structures button in creation of new world, stalactites,stalagmites and icicles can now be placed only on proper terrain and place(i.e. icicles require block of snow above, stalagmites requre block of stone below...) and they will also drop if you destroy the required block, glow shards have now only 1/3 chance to drop, glow shards have new texture, mushrooms now naturally generate in jungle and rock zone, new types of ruins(in 2.0 there were 4 ruins, now there are 10 in total!) with more hidden chests, several bugfixes and improvements of some algorithms
2.0 - (most significant changes from the last version by I Am David Minecraft) Added small roots sticking out of the wall, surface now looks more dead than unfinished. Completely new structure generating algorithm. New ruins, shacks. Many tweaks in old code. More variety in chest loot. Bridges(they were originally in the code, but they weren't used). Changed the config file to simplier one. You no longer spawn on the surface. Fixed some bugs. Updated for 1.4.4.
Copyright
This document is Copyright of -Reaper- and is the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited, and a violation of copyright.
Old versions
[1.6.4]
Cave-Gen 2.27_4 - http://adf.ly/XiCOV
[1.6.2]
Cave-Gen 2.27_4 - http://adf.ly/UHBtE
Cave-Gen 2.27_3 - http://adf.ly/SIXA7
[1.5.2]
Cave-Gen 2.27_3 - http://adf.ly/OuK4b
[1.5.1]
Cave-Gen 2.27_3 - http://adf.ly/LTO57
Cave-Gen 2.27_2 - http://adf.ly/LTGQU
[1.5]
Cave-Gen 2.27_1 - http://adf.ly/L80Db
[1.4.6/1.4.7]
Cave-Gen 2.27_1 - http://adf.ly/KhpW9
Cave-Gen 2.27 - http://adf.ly/KNrpU
Cave-Gen 2.26_1 - http://adf.ly/HnFJd
Cave-Gen 2.26 - http://adf.ly/HQtPg
Cave-Gen 2.25 - http://adf.ly/GTjxm
[1.4.5]
Cave-Gen 2.2 - http://adf.ly/FzBrR
Cave-Gen 2.1 - http://www.mediafire...2159m0p5r3qo53u
CaveGen 2.0 - http://www.mediafire...pfa9a1g555nmwru
[1.4.4]
CaveGen 2.0 - http://www.mediafire...0okc2h887495a54
Credits and Special thanks
I Am David Minecraft - for making this great mod and making it open-source
Link to the original thread: http://www.minecraft...ow-open-source/
TechGuy543 - for his tutorials and many advices
123sendodo - new shard texture(slightly edited by me)
Strenghtowns - for his tutorials
Other mods
http://www.minecraft...water-pipe-mod/
http://www.minecraft...amic-mazes-095/
http://www.minecraft...oacraft-10-ssp/
Lantern mod
http://www.minecraft...-dynamic-light/
Support Banners
(by 123sendodo)
[IMG]http://i.imgur.com/cZx1h.jpg[/IMG]
(by Bockwurst)
[IMG]http://i.imgur.com/d1GAo.png[/IMG]
If you like the mod, hit the + button in right bottom of this post
If you experience any problems or you have some ideas just leave a comment
[represent]
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ClaytonRISING posted a message on A Question to TheistsPeople ask me that question all the time: "Clayton, why cant you just live and let live?" and it's a simple response.Posted in: Politics, Philosophy, News and Science
Organized religion as a whole has created more problems than good, and being someone who wants to see the advancement of the human race, I have a firm belief that religion will have to be abolished if we are ever truly to become an advanced species like we like to call ourselves.
And before you even say it, of course religion isn't the only bad thing in the world and isn't the only thing that has caused death. Of course I know that. But just because something isn't alone in it's actions doesn't mean we just leave it be -
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Survivzor posted a message on Seeds by accident: SpikeyMesa, Shroomhold, JungleMesa and a nice FarmhutThose are some cool and unusual seeds!Posted in: Seeds
Thank you very much for posting with the amidst pics and the ingame pics. (i prefer that instead of a link to a video im not gonna watch
Happy hunting! - To post a comment, please login.
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that is a good idea, i too was surprised to see it just randomly all over the place. pretty damn messy. But whatever. I am glad for some new building blocks.
one more thing.... i dont ever, EVER use default textures because theyre ugly as hell, but the new stone bricks add a whole new dimension of ugly, they seem really rushed and honestly im quite surprised by just how badly done they look, im no artist but im almost positive i could do better!
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occasionally there are those skanky gamer girls, who seem desperate for attention, i guess coz they dont get enough in real life, they go out of their way to let you know theyre a girl and want you to help them all day long, but i really think most female gamers, at least the ones i know, are just like the boys. there isnt really much difference.
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How am i to know, i have no idea! But i pointed her to the internet and she found some good forums that have helped her immensely.
I do see the tolerance is increasing incredibly rapidly and it makes me proud of the human race.
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the server DID interest me thats why i was asking... i was looking for a new server that was up to date with the new patch. but i was also curious about what happens involving grief without plugins for rolling back. I see grief happen all the time, a whitelist doesnt seem to be much of a deterrent. This is why i asked. Im sorry that this offended you princess. I am moving along.