1.) (Hopefully) fixes underfill to be more intelligent.
2.) (Hopefully) enables biome spawning to actually detect proper biomes.
3.) (Definitely) fixes bedrock removal and volatility.[/B]
Underfill is still giving me a massive column for the savannah trees. the others seem to spawn in better locations but anytime they are on a slope it's noticable (the underfill)
Can you tweek it to only underfill the bottom layer and ignore anything higher? That at least would kill the huge footprint, but we'd still get smaller columns. Maybe limit the underfill to three layers of thickness? It's not like we haven't seen small floating bits with trees on them in vanilla MC before.
Underfill is still giving me a massive column for the savannah trees. the others seem to spawn in better locations but anytime they are on a slope it's noticable (the underfill)
Can you tweek it to only underfill the bottom layer and ignore anything higher? That at least would kill the huge footprint, but we'd still get smaller columns. Maybe limit the underfill to three layers of thickness? It's not like we haven't seen small floating bits with trees on them in vanilla MC before.
Yeah, I actually tried that, but didn't work aparently.
Anyways, the real issue is that it tries to spawn them so high. I'm thinking about adding a "require foundation" checkbox to BBOB. It will default to "on" for all objects that don't have this tag. What it would require is that there be a suitable dirt foundation within 5 blocks beneath the bottom layer of the object.
Underfill would still be there, but would "behave" quite a bit better. I'd also tweak it a bit to only work on foundations, of course.
Can we get cloud control back? You're really stepping on my coattails here, R-T-B.
With MCP, that might be possible. Ohmusuma and I have prioritized finishing the final iteration of the BOB format before we add more features however. Also mod compatability packs and an installer are higher priority. Once BOBv3 is done and those features in (this will be around Release 3), the roadmaps plan is to go nuts on the actual controls.
Yeah, I actually tried that, but didn't work aparently.
Anyways, the real issue is that it tries to spawn them so high. I'm thinking about adding a "require foundation" checkbox to BBOB. It will default to "on" for all objects that don't have this tag. What it would require is that there be a suitable dirt foundation within 5 blocks beneath the bottom layer of the object.
Underfill would still be there, but would "behave" quite a bit better. I'd also tweak it a bit to only work on foundations, of course.
Might work but what about palm fronds being underfilled while hanging out over a cliff? or those trees that are stuck on a cliff face? it's that the leaves are being underfilled or part of the structure hangs out over an edge.
On a different note the bob collision system is a tad funny...
And I love that the mushroom ring worked well with the monolith...
Might work but what about palm fronds being unfilled while hanging out over a cliff? or those trees that are stuck on a cliff face? it's that the leaves are being underfilled or part of the structure hangs out over an edge.
Yeah, I have an idea, just underfill the first 0,0 block layer "mask." That should work reasonably well.
On a different note the bob collision system is a tad funny...
There are some settings to deal with collision. Basically collision% setting in BBOB properties contains the acceptable percentage of the object that may "collide" before it aborts. Also "dig" overrides this setting and just lets it dig through anything. If you want no collisions at all, best bet is to disable digging and set a low collision percentage.
PSST, not to be a bother but can I get a bukkit compile to hold me over. So far we haven't used any bobjects so I don't think my friends would be too disappointed if I didn't have any. Also sick avatar RTB.
This adds a new property, needsFoundation. If you really want this off you will need to add a line to the meta section of your BBOB file called "needsFoundation=false" (caps sensitive). Otherwise it will be enabled and will require the object to be placed close to the ground (within 5 tiles). BBOB will support this soon, I already have a message off to it's developer.
PSST, not to be a bother but can I get a bukkit compile to hold me over. So far we haven't used any bobjects so I don't think my friends would be too disappointed if I didn't have any. Also sick avatar RTB.
I have a seperate maintainer working hard to get Bukkit up to date. We're nearly there, I wouldn't expect to have to wait more than the end of this week.
I have a seperate maintainer working hard to get Bukkit up to date. We're nearly there, I wouldn't expect to have to wait more than the end of this week.
Ahh, I was trying to fumble through eclipse with what I pulled off your svn but it had 100 errors so I wasn't sure if I was doing something wrong or what. Not a java dev at all, just a noob C++ programmer here.
still having palm trees and pine trees spawning on the same biome.
I'll adress this first. Could you kindly post your BOB file list? If you have any legacy BOB files they'll spawn anywhere. But if not, I'm particularly interested in the palm and pine trees you are using as they should never be able to spawn in the same turf if they are wessex's
Ahh, I was trying to fumble through eclipse with what I pulled off your svn but it had 100 errors so I wasn't sure if I was doing something wrong or what. Not a java dev at all, just a noob C++ programmer here.
Yeah man, the Bukkit code is an obsolete mess. I never was too good at Bukkit (am a Canary man myself). Olat is the Bukkit maintainer and is working hard to clean up my disaster zone. :smile.gif:
I'll adress this first. Could you kindly post your BOB file list? If you have any legacy BOB files they'll spawn anywhere. But if not, I'm particularly interested in the palm and pine trees you are using as they should never be able to spawn in the same turf if they are wessex's
I have a few randome size stones I made with bob editor(bobv2), otherwise are all wessex's
i also changed the pine trees to spawn only on taiga and tundra in bob editor.
Yeah man, the Bukkit code is an obsolete mess. I never was too good at Bukkit (am a Canary man myself). Olat is the Bukkit maintainer and is working hard to clean up my disaster zone. :smile.gif:
Sooo, canary build? XD I'm in no big hurry, my friends have found other things to occupy their time now, until a bukkit build appears and they rage again when 1.7 comes out.
Underfill is still giving me a massive column for the savannah trees. the others seem to spawn in better locations but anytime they are on a slope it's noticable (the underfill)
Can you tweek it to only underfill the bottom layer and ignore anything higher? That at least would kill the huge footprint, but we'd still get smaller columns. Maybe limit the underfill to three layers of thickness? It's not like we haven't seen small floating bits with trees on them in vanilla MC before.
Yeah, post those settings !
The map is posted in my thread!
http://www.minecraftforum.net/topic/380698-wessexstocks-wild-maps-new-poll-new-map/
Can we get cloud control back? You're really stepping on my coattails here, R-T-B.
:smile.gif: I want to try my favourite seeds with your settings.....
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.
Yeah, I actually tried that, but didn't work aparently.
Anyways, the real issue is that it tries to spawn them so high. I'm thinking about adding a "require foundation" checkbox to BBOB. It will default to "on" for all objects that don't have this tag. What it would require is that there be a suitable dirt foundation within 5 blocks beneath the bottom layer of the object.
Underfill would still be there, but would "behave" quite a bit better. I'd also tweak it a bit to only work on foundations, of course.
With MCP, that might be possible. Ohmusuma and I have prioritized finishing the final iteration of the BOB format before we add more features however. Also mod compatability packs and an installer are higher priority. Once BOBv3 is done and those features in (this will be around Release 3), the roadmaps plan is to go nuts on the actual controls.
Block replacer is pretty messed up. I'm going to poke around with it before the final version of release 2. It's been a longstanding bug.
What exactly is the problem, and show us those settings you're using.
Might work but what about palm fronds being underfilled while hanging out over a cliff? or those trees that are stuck on a cliff face? it's that the leaves are being underfilled or part of the structure hangs out over an edge.
On a different note the bob collision system is a tad funny...
And I love that the mushroom ring worked well with the monolith...
Yeah, I have an idea, just underfill the first 0,0 block layer "mask." That should work reasonably well.
There are some settings to deal with collision. Basically collision% setting in BBOB properties contains the acceptable percentage of the object that may "collide" before it aborts. Also "dig" overrides this setting and just lets it dig through anything. If you want no collisions at all, best bet is to disable digging and set a low collision percentage.
This adds a new property, needsFoundation. If you really want this off you will need to add a line to the meta section of your BBOB file called "needsFoundation=false" (caps sensitive). Otherwise it will be enabled and will require the object to be placed close to the ground (within 5 tiles). BBOB will support this soon, I already have a message off to it's developer.
still having palm trees and pine trees spawning on the same biome.
by the way, is the maxaverageheight setting corresponding to the maximum height a landscape CAN
reach or the average height it reaches? sort of confusing...
cuz I was having some landscapes spawning too high, causing the trees spawned there got cut off due to the 128 height limits.
is there a work around to prevent that happen without limiting how high a landscape can be spawned?
thanks! much appreciation for this great mod!
I have a seperate maintainer working hard to get Bukkit up to date. We're nearly there, I wouldn't expect to have to wait more than the end of this week.
Ahh, I was trying to fumble through eclipse with what I pulled off your svn but it had 100 errors so I wasn't sure if I was doing something wrong or what. Not a java dev at all, just a noob C++ programmer here.
I'll adress this first. Could you kindly post your BOB file list? If you have any legacy BOB files they'll spawn anywhere. But if not, I'm particularly interested in the palm and pine trees you are using as they should never be able to spawn in the same turf if they are wessex's
Yeah man, the Bukkit code is an obsolete mess. I never was too good at Bukkit (am a Canary man myself). Olat is the Bukkit maintainer and is working hard to clean up my disaster zone. :smile.gif:
I have a few randome size stones I made with bob editor(bobv2), otherwise are all wessex's
i also changed the pine trees to spawn only on taiga and tundra in bob editor.
but they still spawn on all biomes.
Sooo, canary build? XD I'm in no big hurry, my friends have found other things to occupy their time now, until a bukkit build appears and they rage again when 1.7 comes out.