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Oct 9, 2014pete654 posted a message on Minecarts move unbelievably slow since 1.8 updatesStart your server with the nogui parameter. Like grommen said the GUI overlay is ABSOLUTELY killing performance.Posted in: Recent Updates and Snapshots
Example of a bat file:
java -Xmx2048M -Xms2048M -jar minecraft_server.jar nogui
Jul 15, 2013pete654 posted a message on Vote on the changes made to the Boat and Fishing Pole in 1.6.2New boat controls are horrible, particularly when trying to follow a river or navigating tight spots....and brakingPosted in: Recent Updates and Snapshots
Mar 13, 2013pete654 posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)Wow, from an average of 145 fps in 1.4.7 to 55 fps in 1.5 vanilla...(even when fiddling with lightning settings)Posted in: Minecraft Mods
I say Minecraft need your magic touch now more than ever
Oct 27, 2012pete654 posted a message on Sphax PureBDcraft (14/09/2019) - All resolutions / 100% completePosted in: Resource PacksQuote from xXStividinhoXx
Sorry but are you both really that dumb? :/
These are the optional textures for the Pumpkin and
Minecrafts anvil textures are on the same place as Sphax's Textures.
Sphax didnt made textures for the anvil yet ....
What the hell are you talking about: "optional textures ?" thread page? link?
"Sphax didnt made textures for the anvil yet ...."
I dont know but this anvil texture looks like made by Sphax to me :
Aug 2, 2012pete654 posted a message on My house keeps burning down and I don't know how to deal with my house burning down all the time.MC Insurance Company©Posted in: Discussion
We need to warn you that if you build in this area a third time, you won't be compensated for your loss .
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Jun 12, 2011Sphax84 posted a message on Sphax PureBDcraft (14/09/2019) - All resolutions / 100% completePosted in: Resource Packs
(all versions for Minecraft Java Edition available on bdcraft.net)
READ THIS FIRST
2) Use a fresh version of Minecraft (Optifine is recommended but not required)
3) Before reporting a problem or asking for support, check the forum!
Designed to let you play Minecraft as if you were in a Comic book!
Note: This pack is available in all resolutions from 16x to 512x. The recommended resolution is 128x. Use the one which fit your computer!
PureBDcraft Preview on BDcraft.net: BDcraft preview - screenshots
PureBDcraft is 100% complete!
It has HD Comic Book styled textures for all the features available in Vanilla Minecraft (and more if you are using Optifine). If you use one or more Mods, PureBDcraft can also be used thanks to more than 100 Mods Patches available on BDcraft.net.
You have all blocks, items, mobs, armors, GUI, particles, entities, logos, animations, skins and even 3D models for some Blocks and some Items!
- PureBDcraft is a resourcepack containing many different files; mainly textures in PNG format and 3D models in JSON format.
- PureBDcraft has been tested as much as possible, but it may contain bugs. If you find one, you can report it on the forum.
- PureBDcraft has been scanned for viruses and malware and does not contain any (resourcepacks do not contain any executable files).
- PureBDcraft is downloadable only if you use the official links available on this page. In the unlikely event the pack causes damage to your computer BDcraft takes no responsibility for any damage rendered.
As a user of PureBDcraft you agree that you ARE authorised to:
- decompile, alter and remix PureBDcraft for personal use if, and only if, you do not share the altered pack publicly.
- decompile, alter and remix PureBDcraft for exclusive use in online videos if, and only if, you do not share the altered pack publicly and you add due credits in the video description (with a working link to BDcraft.net): “PureBDcraft ResourcePack by https://bdcraft.net”.
- monetize online videos using PureBDcraft if, and only if, you do not share the altered publicly and you add due credits in the video description (with a working link to BDcraft.net): “PureBDcraft ResourcePack by https://bdcraft.net”.
- decompile, alter and remix PureBDcraft for use in non-commercial software if, and only if, you add due credits in a visible place (with a working link to BDcraft.net): “Textures/3D Models/Sounds from PureBDcraft ResourcePack by https://bdcraft.net”.
- decompile, alter and remix PureBDcraft for use in other games (i.e. make a “port”) if, and only if, you do not monetize the work in any way and you add due credits in a visible place (with a working link to BDcraft.net): “Textures/3D Models/Sounds from PureBDcraft ResourcePack by https://bdcraft.net”.
- copy, alter and remix textures from PureBDcraft for Mods Patches (read this thread for details).
For any other reason than those previously stated you agree you ARE NOT authorised to:
- modify, copy, host, mirror, publish, transfer, license, distribute, transmit, sell, monetise, reproduce, alter, or decompile PureBDcraft.
- create a remixpack using one or more files from PureBDcraft.
- Ask anything on the dedicated forum: PureBDcraft forum
The main resoucepack
- Open Minecraft and navigate to “Options” then “Resource Packs”.
- Click “Open resource pack folder”.
- Download the version of the pack for the version of Minecraft you’re playing and place the zip in your resourcepacks folder.
- Go back to Minecraft (you might need to exit the resourcepacks screen and re-open it).
- Click the pack to enable it.
- Click “Done” and wait for Minecraft to load the textures.
- If the pack fails to load either assign more RAM to Minecraft or use lower resolution textures.
- PureBDcraft supports more than 200 Mods (such as Dense Metals, Traverse, Aquaculture, Redstone Arsenal, IndustrialCraft², Wireless Pattern Terminal, EnderIO and a lot more)
- PureBDcraft also supports compilations of Mods (such as "Roguelike Adventures and Dungeons", "All The Mods", "Dungeons, Dragons and Space Shuttles", "Forever Stranded", "The Galaxit Project" and a lot more too!).
Thanks to official patches and the awesome BDcraft Community Patches released every week with a ton of new textures based on original PureBDcraft ones!
If you like this pack and the BDcraft work, you can support us with one of those pictures in your forum signature:
<a href="https://BDcraft.net"><img src="http://i.imgur.com/YPzNR.jpg"></a>
<a href="https://BDcraft.net"><img src="http://i.imgur.com/YPzNR.jpg"></a>
PureBDcraft is constantly updated with fine tuning, new features, alternatives and Mods support between each MC update. Feel free to post any comment, things you would like to change (or get an alternative) and things to add.
If you want MORE from BDcraft:
You have questions or want to share feedback and ideas?
Check the BDcraft Forums
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Check the BDcraft wallpapers
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Become an official BDcraft Supporter
Apr 4, 2012Xenocorpse posted a message on [Surv] Waka Islands v1.1.5 - [450,000+ DOWNLOADS!] [1.8+] SEQUEL OUT NOW!Posted in: Maps
WELCOME TO WAKA ISLANDS! These islands aren't the average floating islands you are used to. There are secrets to these islands, the only question is what. Oh wait, there's something else. YOU DON'T KNOW WHO YOU ARE OR WHY YOU'RE HERE! These questions you must figure out for yourself, but it won't be as easy as it sounds....GOAL: Craft a Beacon
VERSION: 1.1.5 Christmas Edition!
(PICTURES TAKEN IN SPHAX PUREBDCRAFT 64x RESOURCE PACK)
FEATURE ON MINECRAFT WEEKLY NEWS:
OFFICIAL DEV COM SMP LET'S PLAY w/ FamilyStyleGaming!:
RULES:NEVER EVER PLAY ON PEACEFUL. EVER.Don't Open to LAN to cheat!Don't jump off of the islands to regenerate hunger or health!No Third Party Mods that will help you reach goals faster or cheat in any way!
NOTE:DO NOT CHANGE DIFFICULTIES UNTIL THE PEACEFUL PERIOD ENDS. IF YOU DO, PEACEFUL PERIOD WILL BREAK AND YOU WILL BE HOARDED WITH MOBS!
MULTIPLAYER NOTE:MAKE SURE COMMAND BLOCKS ARE ENABLED!!!
POCKET EDITIONTake Waka Islands where ever you go with the brand new:Check out the brand new Mobile version of Waka Islands here:WAKA ISLANDSPE <- Click to Download
A guy named Maximzombi69 created a fan version of Waka Islands and it looks amazing!Download it here!
My Other Maps:LEGO Minecraft Survival:Beautiful Danger Mini-CTM:
SUPPORT XENOCORPSE'S MAPS!Click HERE to be sent to my Patreon Page!
CHANGELOG AS OF 8/8/14:
----Version 1.1.5 Release----
----Version 1.1 Release----+Added New Island (Tropical Island - MADE BY MAXIMZOMBI69)
+Added Difficulty (Mob Spawners)
+Added New Dungeon
+Added Mini Island (Soul Torch Island)
+Added End Portal
*Fixed the Peaceful Period
----PRE1.0 v0.1.1----Fixed Mob Spawning GameruleRemoved ability to go into Adventure mode
----PRE1.0 v0.1----Released 1.0Re-Arranged All IslandsAdded Spawn HubAdded different Modes of PlayAdded Difficulty Curve for SurvivalRemoved Survival TeleportersExpanded Village MineshaftEdited Aesthetics on All IslandsAdded Final Goal (Craft a Beacon)Added Wakan CastleMoved Wakan Prison/DungeonUtilized Minecraft 1.7 BlocksAdded lava VoidAdded Jungle IslandChanged Island's BiomesAdded New TreesAdded Completion NoticeAdded Forced DifficultyAdded New Sister Islands
----0.9.5----*Improved look of all Islands+Added caves in other islands-Removed Dungeon at Spawn-Removed Trap behind Waterfall+Added New Traps*Edited all hints and Wakan Signs*Edited all Hidden Chests*Edited Temples*Fixed All Major Bugs*SEVERELY Nerfed Village Island+Added New Hidden Items in All Islands-Removed Blaze Dungeon+Added Nether Stronghold Island to the Nether*Despawned Wither Skeletons upon Nether entry+Expanded Nether Vastly*Redeveloped Story+Added Quests+Added Unique Spawn!+Added Village Artifacts+Added Villagers*Rebalanced Difficulty of each Island*Moved Islands to Better Positions+Added Teleporter Hub+Finished Wakan Village Mineshaft+Added Wakan God Shrines+Added Villager Spawn Eggs-Removed Dungeon on Spawn Island*Increased Play-Time+Added Bertuccio the Farmer+Added Lamps to Hills Island*Spawn Island is now called Hills Island+Added New Sister Island+Added Teleporter to Wakan Village Island+Added New Challenge (Find all of the Artifacts)+Added New Challenge (Complete all of the Quests)+Added New Challenge (Find all of the Wakan God Shrines)+Added New Challenge (Make a Redstone Contraption of any kind)*Edited Challenge (Make a fireplace of Brick (Not Stone Brick or Nether Brick)*Edited Challenge (Craft a Tier 2 Golden Apple)*Edited Challenge (Find all Secret Temples)*Edited Challenge (Decipher a Wakan Language Sign)*Edited Challenge (Craft 16 Nether Brick Blocks)*Edited Challenge (Convert a Zombie Villager back to Normal)*Edited Challenge (Mine a Diamond!)-Removed Challenge (Add a Water Fountain to the Spawn Island)
SEE THAT GREEN BUTTON WITH THE ARROW?CLICK IT!!!
Legal Info: OWNER - Xenocorpse, the original author of the map.
Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/terms) the author (Xenocorpse) has full rights over his maps despite use of Mojang code.
USER - End user of the map, person installing the map.
The author is not responsible for damage caused by the use of these maps/files.
Use of these maps to be installed, manually or automatically, is given to the user without restriction.
These maps may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of these maps must have an explicit permission from the author (Xenocorpse). ANY attempts to make money off of these MAPS (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the author (Xenocorpse) may claim damages or take other action to rectify the situation.
These MAPS are provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of these maps require explicit permission of the Author (Xenocorpse) and may be subject to certain terms. User(s) are allowed to produce monetized content of the map(s)- e.g. Youtube videos, etc.- under the condition that in each unit of said content they provide full credit for the creation of the map(s) to the Author and that they link directly to this thread. Violation of these terms may result in copyright claims filed against the content by the Author.
Nov 17, 2015Posted in: Recent Updates and Snapshots
i think that skeletons getting smarter is a good thing it gives a challenge to the game not there before and if it is causing that much trouble for u it usually means ur bad at the game.
Apr 5, 2014Zeno410 posted a message on Climate Control - change climate zones sizes, ocean sizes, and morePosted in: Minecraft Mods
Climate control allows you control climate zones, ocean sizes, biome frequencies, and continent sizes. Make Minecraft worlds into Yourcraft worlds!
New and Important Update!
Synchronized to Geographicraft 0.8.2 with increased land and landmass sizes, and a number of bugfixes.
Mountain chains! Mountains can now be set to appear mostly in mountain chains. A great option to add interest to large land areas.
Configs to choose starting position of the spawn search. So if you find a great spot off in the wild blue yonder, you can just start there.
Frozen Ocean option for snowy zones in latitudinal climates
Climate band offset so you can set any band you want for 0,0.
Bugfixes for climate bands - were not working properly for islands.
Reduction in continental growth.
Not recommended for pre-beta39 worlds.
Detailed info on this page
Set climate zones to smaller, more manageable sizes so you can find a variety of biomes more easily.
Change the frequencies of common biomes and climate zones to occur as often or as rarely as you want.
Prevent hot biome-cold biome transitions, or mix all the biomes together.
Restore true oceans to 1.7, or keep a universal continent with large lakes.
Create a variety of land sizes, from giant continents tens of thousands of blocks across to islands that fit on a single map.
NEW! Move biomes from one climate zone to another. Turn the oceans into giant deserts, endless jungle, frozen ice plains, or vast mountain ranges, if you want. Fill the oceans with islands of your choosing. Rearrange temperate zones to make warm and cool zones distinctive. Put mountains or forests into hot zones as oases.
Review by TeronRedoran
Also removes the tiny islands out in the ocean. 0.2 has a config setting to restore them; not currently working in 0.4
Note for biome mods (BoP, Highlands, and EBXL) and Thaumcraft users: When you first run these mods with CC CC creates a sub-config for the mod bioems. There is a flag to use the mod biomes and the default is OFF so it will not change existing worlds automatically. You need to change this flag to TRUE to get the mod biomes to appear in new worlds. Any existing world which you do not want to have the biomes added to should be opened *before* you make the change so they get a config with the mod biomes off.
Version info and changelog:
0.6.60 Now tagged as release. No changes, it's just been fairly stable for a while
Added new config option "Land Expansion Rounds" In separated landmass worlds, each round tends to expand landmass sizes. Effects are complex because this may prevent smaller landmasses from ever forming, but in general it decreases ocean and increases land, while keeping landmasses separate.
0.6 beta59 Bugfix for missing rivers. Default for forceStartContinent changed to true (only affects new users and regenerated configs).
0.6 beta58 Bugfix for some mod biomes which weren't responding to custom climate configs
Large increase in continent frequency in ocean control configs
0.6 beta57 Bugfix for suppressed M biomes when rivers were suppressed
0.6 beta56 Bugix for crash with smootherCoastlines=false
0.6beta55 Bugfix for river generation
0.6beta54 Bugfixes for inconsistent landmass placement, intermittent invalid biomes IDs, and multithreaded access.
0.5beta45 Now requires at least Forge-1448 and thus also 1.7.10. The version number has changed to 0.5 to reflect major changes to world generation. Old configs will generally produce markedly different worlds. In addition, landmass names have been changed so old landmass incidences won't even be recognized.
There's no need to download the new version for an old existing world. I recommend you stay with the pre-beta42 version for older worlds. However, if you do want to start a new world there are a number of new features in this latest version:
A caching system for individual chunks has been implemented. There is a maximum cache size, so it won't grow without limit. I am not seeing substantial improvements, so I have it defaulted to off but I'm leaving it in in case it proves useful to some users.
Fix for river generation and crash with wider rivers
Fix for spawn search hang in non-CC dimensions
Fix for spawn search crash in superflat worlds
Landmass separation system changed again. Landmass mergers are now unusual if SeparateLandmasses is true, even with closely packed landmasses.
More growth stages for continents permit tight packing of landmasses.
CC can now produce oceanic worlds with well-defined continents that are over 50% land.
Text maps now report climate percentages, if available. Note climates get generated for Random Biomes worlds for technical reasons; they just get ignored for biome placement.
Landmass incidences renamed to sort from large to small.
Spawn rescue rewritten to replace vanilla spawn selection. Bonus chests now appear if possible. Rescue does a better job not missing land.
Removed a smoothing that was taking out most inland extreme climates.
Adjusted default climates to 2/1/1/2 to better suit inland areas.
Dummy parameters added to GenLayerRiverMixWrapper's constructor to stop certain intermod crashes
Changes made to the general climate control configs will affect new worlds without needed to quit minecraft. (This has probably been true for ages, but I just realized it.)
0.4beta39Added option, ForceStartContinent, to force a small continent at the origin (which may merge with or disappear into a larger continent there or nearby). This is very similar to what vanilla does to (almost) ensure a land start, except that vanilla forces a medium continent. The CC spawn rescue should always take you to land anyway, but it may drop you on an island.
IDs now be suppressed in the general config files, except for vanilla IDs (technical issues).
Fixed error that was aborting start rescue, producing ocean starts
Fixed default of VanillaBiomesOn to true (this also caused a crash on starting vanilla biome-only worlds)
Fixed some config management bugs
Fixed a crash when adding EB.
Fixed a bug verifying biomes.
0.4beta36: A fix for the latest iteration of the spawn chunks bug.
Support for Enhanced Biomes
Reduced landmass merging in oceanic world
Reduced bad climate junctions.
A text map feature available in "testing" mod.
0.4beta33 Support for RTG0.5, bugfixes for dedicated servers, biome mod biomes now default to "on" on new worlds, and oasis and pinelands sub-biomes added to Highland Desert and Snow mountains, respectively.
0.4beta28 Fixed bug which placed "Ocean" lakes inland where there was no defined special biome.
0.4beta25 Fixed bug on switching back from a dimesion; error messages for inviable configs; more pre-defined climate zones; ChromatiCraft compatibility
0.4beta23 Does not need to be removed from mod folder to join MP.
0.4beta22 Mystcraft 0.12 compatibility; reduced logging info; bugfix for config directory
0.4beta19 Now Server Side Only! Introduced separate config files for separate dimensions and gave CC the ability to alter dimensions other than the Overworld. Corrected the separateLandmases flag, which was having almost no effect.
0.4beta17 Moved biome mod configs to a "ClimateControl" subfolder. Added config settings for biome climate zones.
0.4beta13 Chunk Wall protection *and* stray chunk prevention, 1.6 -> 1.7 conversion option, bugfixes to mod biome IDs. Special thanks to Mohawky Magoo and Dulciphi for all the testing.
CC 0.3: Replaces CC 0.2. Can convert CC 0.2 worlds to CC 0.4 data format, allowing biome mods, and changes to world generation parameters without chunk boundaries.
0.2 Altered ocean start rescues to greatly reduce hangs during initial world generation.
Added so far: Server side only, separate configs for each dimension, Support for Highlands and BoP, including sub-biomes, vanilla land/climate option for converting existing vanilla worlds to biome mods, choice of CC-style or vanilla-style coastlines, climate smoothing to minimize bad climate junction when changing world, medium islands, and some bugfixes.
The defaults are set up to produce a brand new world, using the Climate Control world setting. If you want to import a vanilla world, you need to change the general configs so you can import the world, then change to world-specific config after you run the world once in CC. Detailed instructions with the alpha instructions. You may want to set vanillaLandAndClimate=true; that means the world will be generated with 1.7 land and climate rather than the CC settings.
If you want to import an existing CC 0.2 world, you need to run it under CC 0.3 once first for it to convert the config files and record existing generation.
Chunk Wall preventionOverview
Climate Control can prevent most chunk walls resulting from changing your biome set or biome placement.
Be cautious using this on any important world. First of all, bugs! Terrain gen bugs can leave big ugly footprints in your worlds. Make a backup of any important worlds.
Oceans now have, or are supposed to have, most features. BoP ocean biomes get created as sub-biomes. Volcanos/Tropics/Mangroves sometimes appear as extremely large agglomerations. Highlands islands appear as full biomes in the deep ocean like Mushroom Islands.
Climates are now smoothed if you have climateRingsNotSaved 0 or larger.
If you want the new biomes but with the vanilla land and climate system, there's a config setting.
How the world-specific configs work.
Climate Control has two types of configs. The important configs are stored in the worldspecificconfig folder in each world's save directory. This file holds the settings for that world. Changing the config file for a different world or the general config file in the general config folder will have no effect whatsoever on a world with it own worldspecificconfig. You can have as many different worlds as you want, each with its own settings, and switch back and forth between them without any config fiddling. The only exception is biome sets; the assignment of IDs to biomes is set by the biome mods you have, not by CC. You can use CC to make some biome not appear in any given world, however.
The general config is used for new worlds, and for worlds that are being switched to Climate Control. When the world is first run under CC, the current general config is effectively copied to the worldspecificconfig folder. That then becomes that world's config and can be edited to change that world's settings without changing other worlds or any new or imported worlds.
You can make reports here, to my email (see my profile), or on Github.
How to set up:
First, install Forge 1122 or 1147 for 1.7.2 and 1180 or 1448 for 1.7.10. It might work on earlier or later versions, but no promises. Actually no promises even with those, but I have done it a lot.
Second, start CC with any biome mods you intend to use in you mod folder and quit without making a world. This is to create the config files.
Third Go in and edit the config files.
First, you need to decide the "style" of changes between one world and another. "Biome Locking" requires a larger space between explored areas but produces less-jarring junctions between old and new terrain and produces chunk boundaries very rarely (I may have seen one in about 20 worlds I've looked at). "SubBiome Locking" needs less space between explored and new areas, but the junctions are more obvious and you see occasional 64x64 "chunk corners" although mostly near water and so with low walls.
If you use the Biome Locking option, set biomeRingsNotSaved=3 and set subbiomeRingsNotSaved=-1. This will produce a boundary of roughly 800 blocks between the last place you travel and where the new terrain starts - but with a LOT of variability.
If you use SubBiome Locking,biomeRingsNotSaved=-1 and set subbiomeRingsNotSaved=0,1,2 or 3. I've only tried 0. Higher numbers will reduce the boundary area but increase the chance of chunk walls. A value of 0 will produce a boundary area about 400 blocks across. Each extra ring not saved should move that in 64 blocks but at some point the chunk walls will reappear.
You can try both kinds of locking at once, and I'd appreciate some reports from people who have tried it.
Send, you should set for the kind of change you want to test changes. Possibilities I can think of:
1) Adding BoP to a vanilla world.
Set "BoPBiomesOn" to true, and keep "No Generation Changes" true (this will be explained later). You may want to set "VanillaBiomeOn" to false so you know exactly where the world shifted from vanilla to CC generation.
2) Adding Highlands to a vanilla world.
Set "HighlandsBiomesOn" to true, and keep "No Generation Changes" true (this will be explained later). You may want to set "VanillaBiomeOn" to false so you know exactly where the world shifted from vanilla to CC generation.
3) Adding BoP *and* Highlands to a vanilla world.
Set "HighlandsBiomesOn" and "BoPBiomesOn" to true, and "keep "No Generation Changes" true (this will be explained later). You may want to set "VanillaBiomeOn" to false so you know exactly where the world shifted from vanilla to CC generation. You will have to fiddle with the biome ID's a lot to get the two mods to work together. Change the ID's in the config files for Highlands and BoP, *not* the climate control files. The Climate Control ID's in the general config files get copied from Highlands and BoP every time you start up the game. The Climate Control IDs in the world-specific files currently do nothing; in the future I plan to use them to warn players that they're starting a world with the wrong biome configs.
4) Adding Climate Control climate and land modifications to an existing vanilla world.
The BiomesOn settings and the "No Generation Changes" settings are what you want, but you will need to change the land configurations. For the 0.2 Climate Control system, change LargeIslandFrequency from 500 to 30.
5) Just exploring one of the above arrangements without starting with a vanilla world
Use the appropriate setup from above, but set "No Generation Changes" to false. This means when you start a world it will have the generation you want. Remember, you will almost certainly want to change the land configuration settings, unless you want a mostly-land world.
Either open an exiting world with CC or create a new world. If it's an existing world, there may be a long delay (several minutes) while CC determines the generation plan for the world and saves then to disk. Then, quit Minecraft (not just the world, you have to quit the program). Go into the new worldspecificconfig directory in the world save file and edit the configs to produce the kind of world you want. Normally, for imports, that just means setting "No Generation Changes" to false. You can already have set everything up for what you want in your general config and just have "No Generation Changes" set true; but you should review the other configs to make sure they are right. Then, restart Minecraft, open your world, and fly around to see what the boundaries look like!
Map showing multiple islands and a variety of climates in a 8Kx10K area around start. The land in the upper right and lower left are part of giant continents. The mod "rescues" the start location to one of the nearby islands but the map utility doesn't show that.
View showing mix of hot and cold biomes with the random biomes option on.
ForgeAMIDST mapping program to display CC worlds (and most other biome layout mods as well)
Effects of config settings on world (long)Land Sizes
The four land configurations each set the frequency with which particular land sizes appear in the world. For all the land sizes, there is huge variability - land sizes can easily be half or double the stated values. Plus, land formations can appear on top of each other in which case they merge.
Land usage is complicated so I'll describe it with a "land usage" score, which can later be converted into a percent.
"Large Continent Frequency" sets the frequency of large continents, very roughly 12,000 by 24,000 blocks. These are about the size of the hidden continents in 1.7 generation. They have a land usage equal to about the frequency you set.
"Medium Continent Frequency" sets the frequency of medium continents, very roughly 4,000 by 8,000 blocks. There are about the size of a smaller 1.6 continent. They have a land usage equal to about 3/4 of the frequency you set.
"Small Continent Frequency" sets the frequency of small continents, about 1,000 by 2,000 blocks. This is smaller than anything the standard 1.6 generator ever makes. They have a land usage equal to about half of the frequency you set.
"Large Island Frequency" sets the frequency of large islands, about 500 by 1,000 blocks. This is similar to the large multibiome islands you occasionally see in the large lakes of 1.7 generation, except that in 1.7 the larger one are essentially always merged into the universal continent, so the ones you see in Climate Control tend to be larger. They have a land usage equal to about 40% of the frequency you set.
"Medium Island Frequency" sets the frequency of medium islands, about 256 by 500 blocks. They are always one climate only. They have a land usage equal to about 30% of the frequency you set.
Universal ocean or universal continent?
The total percent of land sets the oceanic vs. continental character of the world. From the land usage use can determine the percent land of the world. The formula is a little complicated, and my usage values are really rough anyway, so here's a guideline.
Land usage 0-50: "Open ocean" type world. This type of world is oceanic, and you can go on an arbitrarily long trip if you just set off on a random direction, because you can keep missing the landmasses that are there. 1.6 worlds are open ocean; they would have a land usage of 20.
Land usage 50-90: "Busy ocean" type world. This still has a universal ocean, but there's enough land that you won't get very long ocean trips very often even if you just set off randomly. The Climate Control defaults are in this range.
Land usage 90-120 "River delta" type world. There's not really a universal ocean or a universal continent.
Land usage 120-160 "Great Lakes" type world. There's a universal continent, but you'll run into large lakes on any long trip.
Land usage above 160: Universal Continent with scattered large lakes
The larger continents with few smaller landmasses tend to create worlds that *seem* like a giant ocean or a giant continent because they, and the oceans around them, are far larger than most Minecraft players ever explore. If you're at the shore of a 20,000 block ocean, it doesn't matter if it's a open ocean world and there's no land bridge or a swamp-style world with a 50,000 block land path to the other side. You'll never know whether that path exists or not unless you use some out-of-game tool or are obsessive about exploration.
The larger continents are mostly there to create uncertainty - if you have large continents, you *might* spawn somewhere thousands of blocks from any ocean. I have found the Large Islands the most fun landmass to play in - large enough to have personality and variety, small enough to explore fairly easily.
Ocean trip length: This is probably the factor people are most interested in, and I'm sorry there's no simple answer or formula. Very roughly, if you hit the nearest land, your crossing distance will be on the order of the size of your continents. So in a world made of large continents, you have a typical crossing of 16,000 blocks. in a world of large islands, it's about 2,000 blocks. If you have a mix of continents, you'll have a similar mix of crossings. So in a world half large islands and half large continents you'll get a 2,000 crossing half the time and a 16,000 crossing half the time. 1.7 worlds are actually about 90% large islands and 10% large continents and that's why usually ocean crossings are really short but every now and then you get a 10K whopper (by going the length of a skinny lake).
If you've got a universal ocean, you may miss the nearest land. In a busy ocean world, you will sometimes about double your crossing distance that way. In an open ocean, you can miss land after land and go on for a very long trip. The Climate Control defaults produce a "box of chocolates" effect on ocean crossings just like land forms; mine have typically been 2,000 - 10,000 but looking at maps I think you might see ones as long as 20,000 without being fluky.
The defaults create a world with a wide variety of land structures, from oceans scattered with islands to massive continents. Climate zones still exist, but are smaller than in 1.7, roughly the size of snowy zones in 1.6 and before.
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Jan 12, 2017TheMasterCaver posted a message on Is there a way to import a world from Minecraft PC (1.10.2) to Minecraft:Windows 10 Beta?Posted in: MCWIN10: Discussion
Yes, I have experience with programming, though it was years ago.
We're talking 2 different things. I was talking about a programming language converter, you're talking about a data converter.
To answer the OP's question- no, you can't convert java worlds to Win10 worlds (yes, I used the word "can't"). Maybe in the (far) future, but my guess is you'll have a better world rebuilt long before then.
Sorry, you still do not understand - the save files are DATA, NOT CODE - all you need is a data converter to convert between them.
Re-read what I said - how it it even possible that various programs written in other languages can read (and even modify) data files produced by Java Minecraft? What about block and item IDs being different? Just translate them; PC uses "1" to represent stone in block data (or "minecraft:stone" for item IDs) but you can simply read the files and write new ones with the appropriate translations - indeed, that is exactly what happens when you load up Minecraft 1.8+ on a 1.7.10 or older world; all the numerical item IDs are translated on the fly to alphanumerical IDs (and why you will ruin the world if you try to go the other way, since 1.7.10 simply can't comprehend what "minecraft:stone" means - not that you couldn't write a converter though, which is no more difficult than converting to/from PE to PC.
Sure, some data may have to be discarded, because 1.7.10 does not have prismarine, slime blocks and so on and PE/PC likely do not have all the same blocks/items/entities but a 90% (give or take) conversion rate is better than none, and missing data can be substituted to reduce the impact. And just like converting PE to PC, I do not know of a converter that lets you take a 1.8-1.11 world and open it in 1.7.10 without any issues besides these. But it is certainly possible - nobody has bothered taking the effort to write a converter, that's all (and one probably won't be written).
Again, this all has absolutely NOTHING to do with programming languages, which is why there are C++ and other language libraries for reading Minecraft save files, at least for the Java version, but PE would be no different.
Here, look at the GitHub for Minutor: https://github.com/mrkite/minutor (.cpp = C++ source code)
Or MCEdit? https://github.com/mcedit/mcedit (.py = Python source code)
Those are both designed for Java Minecraft; the latter even lets you edit the world.
Dec 20, 2016sp614x posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)Posted in: Minecraft Mods
This issue has been around for months/years and it hasnt been fixed yet. And if you want me to be honest, i find it a lil bit rude how you help most other people here whenever they have problems, but instantly tell sgt sarcasm to create an issue on your github without saying anything else
The issue tracker is a better place for discussing complex bugs.
I was expecting this one to be more complex, with some obscure dependancy between the active samplers, but it turned out to be a simple copy-paste error.
Nov 21, 2016Posted in: Spam Archive
I think Minecraft itself isn't "dying" per se, but the java version is.
I'm biased, and I admit it. I play the Win10 edition exclusively. I also read the Win10 forum, and the Win10 Feedback forum. People are saying over and over and over that they really want Win10 (and PE) to be "just like the PC version". Part of it is wanting to have a common MC, but it still begs the question: "Why are they saying that, really?" I'm convinced the answer is that they can't wait for Win10 to 'catch up' so they don't have to play the java version anymore. I believe that as soon as it does, they'll be a wholesale dumping of the java version for Win10.
I also am amused as to why they're limiting themselves asking for something "just like the PC version". Why aren't they asking for something that's better? Believe me, the PC version is not the best that MC can be.... by a long shot.
The popularity of mods, to me, proves that the vanilla java version needs to be improved. People just don't like to play the vanilla version anymore. They want (yea, demand) something more from MC, and mods do that for them. Ask yourself the following question: "What if they took away the ability to mod the game and they took away all your mods- would you still play Minecraft?" Thought so.
Will the java version go away? Naw. It's the only version that non-Windows OS's can play. But Win10 has a much better future than the java version does. There should be a MC2 with better everything, but as much as I'd like it, it probably won't happen. On the other hand, I think we'll all be surprised with what Win10 becomes a year or two from now.
Mar 22, 2016herbapou posted a message on Mojan ever consider upgrading the default ressource pack?Posted in: Recent Updates and Snapshots
So that the default game doesn't look like garbage. At least lets have a choice of resolutions (16,32,64,128,...)
Could they buy off some the best ressource packs out there?
Also,why not buy off forge to control mods and optifine to control graphics and shaders? Integrated this into the official game...
I used a mix of the blocks of ChromaHills 128 and S&K Photo Realism 128. The difference in looks compare to the default game is stunning.
Nov 5, 2015Posted in: Recent Updates and Snapshots
So obviously by now everyone knows the new Elytra. The new item being introduced will allow us to glide in minecraft which at first is really cool. Believe me, I was also ecstatic about them. But now that I've had the chance to mess around with them a bit I have to say they aren't really all that great. Sure its gliding in minecraft, but there really is no practical use for them at all. The Elytra just serve as a neat gimmick item which I honestly can't say is worth the effort it takes to get them.
I mean, gliding is gliding. You will hit the ground eventually no matter what you do. So with no real way to gain altitude DURING flight they don't really pose as a great means for travel. Sure you can build a tower but in the time it takes for that you may also build a rail cart system (Or have already done so since the Elytra is the most end-game thing I can think of). For PVP they're not that practical because without a quick way to lift off and/or stay in the air you'll just have to land and be open to attack. In air combat is either not very precise with bows or expensive with splash potions, so you'd be doing yourself more harm than good.
Custom maps should NOT be a consideration. Custom maps can use anything they want; command blocks, NBT edited items, custom potion effects, so the Elytra can't be justified with them. Yes they open up new custom map ideas, but so does EVERY change in minecraft. The item cannot be built around custom maps. At the same time, Creative mode has the same benefits, including just spawning in an Elytra whenever you want, and flying up normally to gain height.
For an item that you have to beat the ender dragon for, enter a new expanded form of the end dimension, find an end city with an airship, get to the top and into the airship, then actually get the item, the Elytra is a whole lot of effort for something that has zero practicality in the actual game. Like I said earlier, it's just gimmicky. I appreciate Mojang adding it into survival because there is nothing that irritates me more than creative-only items, and I also like the idea behind the item, but I just don't see any use for it given what it does and how difficult it is to obtain.
(TL;DR) Elytra isn't worth the effort needed to get it in survival.
Of course that could be just me. If anyone has any good ideas (that don't involve custom maps for sake) about how we can use the Elytra please share them.
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