• 0

    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    So-- Story time... My computer is having some technical difficulties. This means I've been on my laptop... which doesn't have the AMIDST source code.

    Anyway, I'll get the sourcecode onto my laptop, but it might take me a day.

    Edit
    Also, this is skidoodle!
    Posted in: Minecraft Tools
  • 0

    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    Oh, by the way, does anyone have any suggestions for ways to improve this?
    Posted in: Minecraft Tools
  • 0

    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    Quote from Otrovai

    Aye I was thinking this as well. Perhaps there may be an issue with the actual generation of the third stronghold. And Your program is actually VERY close to where it SHOULD be, but the game simply is not genning it.

    This I find very likely given the fact that the game doesnt even load snow biomes anymore, so yeah. I am leaning towards it being an issue with the game actually Generating the third Stronghold correctly, Not your program not finding it.

    As a side note, strongholds appear to have specific biomes they can/can't spawn in.
    Posted in: Minecraft Tools
  • 0

    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    Quote from Bawllz

    I hit calculate for a seed I just made and nothing happens =*(

    Make sure there are no extra spaces, decimals, or words! :biggrin.gif:
    That should solve the problem.

    Quote from Otrovai

    Just a note.

    The 3rd dungeon coords Do not work for my seed.

    Not a Large issue since the first two Strongholds were within 25 blocks or so of the first 2. but number three is nowhere to be found. Just letting ya know that Number 3 can still be way off mark.

    This is an INSANELY usefull little program mate. Thanks for programming it.

    Yeah, it was pretty much a "best guess" kinda thing with the second two. Without importing almost all the minecraft code I doubt I could accurately predict where they are. But I'll try to look into changing the code for the third one.

    On a side note, on one of the maps, I actually found the third one close to where it said, but the whole stonghold was only about two rooms large.

    A bug perhaps?
    Posted in: Minecraft Tools
  • 0

    posted a message on Easily Finding Strongholds
    Quote from pyromaniac88

    392144704430672577

    Please find my Seeds stronghold!

    I think you missed the part where I wrote an application to do this.
    Posted in: 1.8 Update Discussion
  • 0

    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    Stronghold 2/3 should now be working a bit better.

    Try out the new release! :biggrin.gif:

    (This is Skidoodle until my main account isn't considered "new")
    Posted in: Minecraft Tools
  • 0

    posted a message on Easily Finding Strongholds
    Quote from Ukerric

    Small update (for the OP):

    The 1.8 final code uses the same method to generate 3 stronghold now. The first stronghold is located at the same as 1.8-pre1, then it rotates the direction by 1/3 (2pi/3) and rolls a new distance.

    import java.util.Random;
    
    class Strongholds {
    
      public static void main(String[] args) {
    
        Random c = new Random();
     
                c.setSeed(insert your seed here and dont forget to end it with L);
                double d = c.nextDouble() * 3.1415926535897931D * 2D;
                for(int l = 0; l < 3; l++)
                {
                    double d1 = (1.25D + c.nextDouble()) * 32D;
                    int j1 = (int)Math.round(Math.cos(d) * d1);
                    int k1 = (int)Math.round(Math.sin(d) * d1);
    
                    int j2 = (j1 << 4) + 8;
                    int k2 = (k1 << 4) + 8;
    
                    System.out.println(l + ": " + j2 + " " + k2);
    
                    d += 6.2831853071795862D / 3D;
                }
      }
    }

    <Stuff that made the quote too big for my tastes>

    This is Skidoodle (still can't post on my main account)

    Your code is ALMOST right. That's what I did when I first wrote the application, but it turns out it uses the same Random variable to generate a bunch more integers. So by the time it gets to stronghold two and three it's way past just nextDouble() --- I released a new version which SHOULD accurately do the right amount of randoms in between.

    Please take a look and see if it works!
    Posted in: 1.8 Update Discussion
  • 0

    posted a message on Easily Finding Strongholds
    Quote from Shona

    Can someone upload the programm as a .jar file?

    Follow the link on the first post!
    Posted in: 1.8 Update Discussion
  • 3

    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    Quote from ronyanlu

    I dont understod how to use the program. I got 6 numbers, what they are?

    Hah, forgot to change the labels for 2 and 3. xD (This is also skidoodle)
    Anyway, the first row is what you want, just ignore the rest for now. I'm still trying to figure out why they don't work.
    Posted in: Minecraft Tools
  • 0

    posted a message on Fishing for Ghasts?
    So I don't know about you guys, but I was extremely excited to find I have an item that can hook and pull in random creatures, and well, when I saw the ghasts all I could think about was catching one of them.

    Now, I have yet to actually cage one of the beasts, but in the process of trying to pull one towards me (which I actually did and then killed it with a sword eventually) I found out if you hit the exploding balls they shoot with your fishing hook, you can deflect them and sometimes hit the ghasts with their own ball!

    Just thought I'd share that, I don't know if it's been brought up before.
    Posted in: Alpha - Minecraft Halloween Update
  • 0

    posted a message on THEORY: Why Your Nether Portals Are "Glitched"
    I still don't understand the ratio between the normal world and the hell world. I've set two portals in the hell world really far apart and they end up relatively close in the normal world. But at the same time I've had 5 different portals within the normal world all leading to the same hell world portal. (They aren't too close together either!)

    I think the hell world is very well done right now, but the portals need to be rewritten a bit.

    Originally I assumed that it would find spots on the ground to build on and then place you there, but the second portal I made put me floating way above the ocean, so here's my new theory: The game finds a certain amount of "safe" spaces per dimension, then when you build a portal it looks for the closest "safe spot" and sends you to it.

    Now, I've heard some people suggest that the portal clears stuff around it, but imagine porting into your base and destroying a chunk of it. So how do we solve this? I think there's a few possible ways to do it.

    1.) Portals are only effected by the x and z axis (the horizontal plane). So lets say you go through a portal at 0,64,0 (in the real world), you walk 5 steps in the hell world down hill (5,60,0 in the hell world) and port out. Now assuming that the real world was just completely flat it would put you at 50,64,0. (it essentially picks the highest surface point to put you at)
    The problem here is you can't port into caves, only surfaces. And considering I had a portal take me to a dungeon I'm rather partial to this.

    2.) The clearing method. Now, I realize already mentioned it, but I'll just say it again. When you build a portal and it reaches a spot that can't be built it just clears out a chunk of the area and puts you there anyway.
    The problem of course being that you might get stuck somewhere or worse destroy part of something important. (Or what if you get ported into a lake of lava!

    3.) Change the hell world to match the real world closer. I'm just suggesting this as an idea, but it probably wouldn't work due to ... well.... it wouldn't really look cool anymore.

    I'm sure anyone could think of more ways to link the two worlds, but the best solution might just be to mix the first idea with the current system... (i.e. you enter at 0,64,0 in the real world, move to 10,100,20 in the hell world and leave it'll send you to 100,y,200 where y is the closet available space on that column of blocks.) The only problem is that when porting into the hell world you might enter a spot where there's no available point on the x,z given.

    Anyway, I'm rambling. Anyone have any thoughts on this?
    Posted in: Alpha - Minecraft Halloween Update
  • 0

    posted a message on Back to respawn
    Quote from Nurio »
    No need to point it out. Of course I reread the OP and noticed he actually mentioned it...
    I'm not THAT blind...

    Clearly he/she just enjoys taking any opportunity to write in large text. I wouldn't take it personally. :tongue.gif:
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on Stupidity or Glitch?
    If your game crashed it couldn't corrupted a chunk.

    Minecraft actually saves your game as small maps (I believe it's 16x16x128 or something) and so if something ever gets corrupted it just re-generates the area to it's original form.

    I had this happen once and it took a random chunk out of my house :sad.gif: (lost some mossy-cobblestone to it)

    Not a whole lot you can do about it, I'm still hoping we'll get a backup system at some point.
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on Minecraft dosen't like my graphics card :(
    I think the problem is that you didn't give any details to the issue at all, and I'm pretty sure this isn't the support section.
    Posted in: Discussion
  • 0

    posted a message on How do you play infdev?
    http://minecraft.net/indev/
    and
    http://minecraft.net/infdev/
    and
    http://minecraft.net/survivaltest/

    I think that's all of them.
    Posted in: Discussion
  • To post a comment, please .