The Cubic Chunks is so amazing but is it compatible with ore mods?
As in will the ores from ore mods generate all the way to the bottom of the extended earth?
1. Figure out the problem
2. Try to isolate the problem by adding one thing at a time until it breaks
3. Go to the respective place and then ask for help
That means try to use the texture pack with a vanilla minecraft and then if it works put in CubicChunks if it breaks after that then you give as much info as possible
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awesome, you must be one of the best terrain modders in this forum
WOWED!
Cubic chunks has height limits totally more than 4000 blocks??? o.o are you fking kidding me? i'm... WOWED,,, again
@GerMinecrafter: Thanks. I love building quarries with Shaped Charges. :biggrin.gif:
@Staraptor737: Sounds cool. I've read the extended height suggestion, and if a modder wanted to build that suggestion on top of my mod, that's fine with me.
@Yelik: I started BetterWater before FiniteLiquids came out, but yes, I haven't updated BetterWater... Too busy with other mods.
@Seizure: I was working on improving the VolcanoMod, but I changed the original copy of the code, so I no longer have the original code. Someday when Cubic Chunks is at a good stopping point, I'll figure out how to rewrite the old code, or just finish the improvements I had been trying to make. Perhaps when I implement variable lava level...
@MineCrak: Thanks, cool, and thanks some more. :biggrin.gif:
@SlyFoxPuppy: I'm not sure, and you will have to test it out. I'm guessing that they will generate only in the y>0 chunks. However, rewriting a mod to use Cubic Chunks shouldn't be very hard... In fact, if you have a specific mod that you want to generate ores at y<0, I could probably put in code to generate the ores at y<0 if that mod is present.
@Volgon8: CubicChunks hasn't been around more than a month. That's probably why no one had noticed it.
@Predator95: You have a problem when you select another texture pack? I've used an alternate (my own personal X-Ray) texture pack quite frequently with Cubic Chunks, and I haven't noticed any problems.
@Volgon8: Yes, Predator95, could you do that please?
LOL! True. I hope the various types of flying mods are or will become compatible with this. Mmmm, gliders and parachutes! But then, we'll probably need a suicide pill mod too so that if we fall from 4096 blocks up we don't have to wait an hour before respawning, heh heh. :wink.gif:
Robinton; How does Cubic work exactly right now? In this sense:
* After cubic is installed are all new maps made in the cubic chunks format and are old maps we play auto-converted into cubic chunks format? Or do we have an option each time to choose the normal minecraft map? Are the tall maps kept separate from or marked differently than normal ones?
- Overall it will probably help adoption of this format if there was some way that people could use both kinds of maps with their install, like when playing downloaded adventure maps etc. Also; it will be invaluable to people to be able to reconvert their cubic map into the normal one even if it means cutting off everything above the normal 128 level. If it's not possible to have both sets of code living side-by-side then at least being able to convert maps back to the regular format would be important, just in case you decide to take off and meditate in the mountains of Tibet for a few years all of a sudden, heh heh. :wink.gif:
- And hmm, perhaps being able to convert to ymod as an emergency measure to not lose tall structures? Technically ymod can do 4096 maps too but that's not well tested for stability like 1024 is, so perhaps exporting to the lowest height ymod map that is high enough to preserve whatever is on the map (while giving the user the option for higher) would work well. codewarrior tells me that MCEdit actually does work with certain ymod maps, I'm still trying to work out exactly which.
* On new cubic maps what is the default sea/ground level (equivalent of current level 64)? Is it in the middle at around 2048 or somewhere else? And is it the same for old maps converted into cubic? You remove the bedrock from old maps, do you place bedrock at the new map bottom?
Well, I'm sure I'll think of more questions. Until then. :wink.gif:
btw: I just have to say this... EPIC Deep Ocean Trenches and HIGH Orbital Facilities!!!!!! w0000t!! :biggrin.gif:
@Predator95: I think you're asking for a Cubic Chunks to vanilla Minecraft save converter. None currently exists, but I intend to work on it (+ymod converter) next, maybe even later today.
@jainaseagol: They may be compatible, I'm not sure. Someone will have to test it out and tell me. Actually, I've coded in a few hacks at various times during testing... and had to remove them before releasing a version.
@MineCrak:
1. Old maps are auto-converted as you play them. When you load a chunk with CC, it will auto-convert to CC format. There is not exactly a built-in way to tell the difference, but it is easy to manually tell the difference: just look in ".minecraft/saves/<your save>/region". If the files' names all have the format "r.<number>.<number>.mcr" (only two numbers), then it is a vanilla Minecraft world. If most (not quite all) of them have the format "r.<number>.<number>.<number>.mcr" (three numbers), then it is a CC world.
2. That's the next thing I entend to build. It shouldn't take more than half-an-hour once I start coding it.
3. This will be an extention on the manual conversion tool.
4. It is still at 64. All CC maps range from y = (something around) -2048 at the lowest to y = (something around) 2048 at the heighest. If I had decided to change that, I would have had to move all entities and TileEntities every save format conversion, which would have been a headache. Easier to leave y values untouched. And yes, the bottom 48 (I think it was) blocks in each world are filled with lava, and then Bedrock is generated, rather like it normally is, in the bottom 8 blocks of that.
And the way you are doing the levels makes perfect sense. It will probably also have the benefit of making the new maps even more compatible with other mods and make it easier for those mods to add even more compatibility! :smile.gif: Simple and straight forward.
Oh man, just thinking about the terrains we will be able to have with this over time. whew... As nice as the new terrain features for vanilla 1.8 will be, the community will be able to go nuts with your mod! :wink.gif:
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- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
Hey RobinTon any chance that you and MossMan1223 could work together and make your mods (strategic ore gen and Cubic Chunks) compatible? They would go great together.
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The Meaning of Life, the Universe, and Everything.
Join Date:
3/16/2011
Posts:
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Minecraft:
JDroo
Member Details
the Cubic Chunks mod has a problem with single player commands.... when i try to use the wand [//wand] and make a selection, it wont replace the air with anything...it states that it does, and yet does nothing [//replace air stone]
also moving around when ur up so high, sometimes it jumps around a bit, like the games trying to prevent the building when ur up in the sky lol, also my world, the stairs are all facing the wrong direction and doors open weird... top opens separate from the bottom... just saying. it iz a little buggy hehe :] good thing i backed up first lol ;]
I like the mod so far.
Keep up the good work! :biggrin.gif:
~JDroo
New worlds spawn with no trees?? lol, just noticed XD
Thanks, all. There's a limit to how much modding I can do per day, but I'll keep steadily working on it.
I'm testing a converter tool right now. It's really slow, but it seems to work... It doesn't support ymod, yet, but adding ymod support should be a snap now that I have the framework done.
If doors and/or blocks of colored wool act wierd during CC Mod autoconversion, that's probably because I forgot to copy over MetaDatas... Silly me! I'll get a fix out in the next update. Or you can just use Manual conversion, once I release the tool.
*much conversion tool debugging*
Want to hear my latest conversion tool bug? All entities get multiplied by 256. If you had dropped a diamond, you now have 256 diamonds. Yay! If you were being chased by a creeper, there are now 256 creepers. AAAAAAHHHHHH! *Fixes Bug*
As in will the ores from ore mods generate all the way to the bottom of the extended earth?
Yea its a little rough, but so much potential.
1. Figure out the problem
2. Try to isolate the problem by adding one thing at a time until it breaks
3. Go to the respective place and then ask for help
That means try to use the texture pack with a vanilla minecraft and then if it works put in CubicChunks if it breaks after that then you give as much info as possible
WOWED!
Cubic chunks has height limits totally more than 4000 blocks??? o.o are you fking kidding me? i'm... WOWED,,, again
@GerMinecrafter: Thanks. I love building quarries with Shaped Charges. :biggrin.gif:
@Staraptor737: Sounds cool. I've read the extended height suggestion, and if a modder wanted to build that suggestion on top of my mod, that's fine with me.
@Yelik: I started BetterWater before FiniteLiquids came out, but yes, I haven't updated BetterWater... Too busy with other mods.
@Seizure: I was working on improving the VolcanoMod, but I changed the original copy of the code, so I no longer have the original code. Someday when Cubic Chunks is at a good stopping point, I'll figure out how to rewrite the old code, or just finish the improvements I had been trying to make. Perhaps when I implement variable lava level...
@MineCrak: Thanks, cool, and thanks some more. :biggrin.gif:
@SlyFoxPuppy: I'm not sure, and you will have to test it out. I'm guessing that they will generate only in the y>0 chunks. However, rewriting a mod to use Cubic Chunks shouldn't be very hard... In fact, if you have a specific mod that you want to generate ores at y<0, I could probably put in code to generate the ores at y<0 if that mod is present.
@Volgon8: CubicChunks hasn't been around more than a month. That's probably why no one had noticed it.
@Predator95: You have a problem when you select another texture pack? I've used an alternate (my own personal X-Ray) texture pack quite frequently with Cubic Chunks, and I haven't noticed any problems.
@Volgon8: Yes, Predator95, could you do that please?
@Will.Eze: You ninjad me! Thanks! :biggrin.gif:
LOL! True. I hope the various types of flying mods are or will become compatible with this. Mmmm, gliders and parachutes! But then, we'll probably need a suicide pill mod too so that if we fall from 4096 blocks up we don't have to wait an hour before respawning, heh heh. :wink.gif:
Robinton; How does Cubic work exactly right now? In this sense:
* After cubic is installed are all new maps made in the cubic chunks format and are old maps we play auto-converted into cubic chunks format? Or do we have an option each time to choose the normal minecraft map? Are the tall maps kept separate from or marked differently than normal ones?
- Overall it will probably help adoption of this format if there was some way that people could use both kinds of maps with their install, like when playing downloaded adventure maps etc. Also; it will be invaluable to people to be able to reconvert their cubic map into the normal one even if it means cutting off everything above the normal 128 level. If it's not possible to have both sets of code living side-by-side then at least being able to convert maps back to the regular format would be important, just in case you decide to take off and meditate in the mountains of Tibet for a few years all of a sudden, heh heh. :wink.gif:
- And hmm, perhaps being able to convert to ymod as an emergency measure to not lose tall structures? Technically ymod can do 4096 maps too but that's not well tested for stability like 1024 is, so perhaps exporting to the lowest height ymod map that is high enough to preserve whatever is on the map (while giving the user the option for higher) would work well. codewarrior tells me that MCEdit actually does work with certain ymod maps, I'm still trying to work out exactly which.
* On new cubic maps what is the default sea/ground level (equivalent of current level 64)? Is it in the middle at around 2048 or somewhere else? And is it the same for old maps converted into cubic? You remove the bedrock from old maps, do you place bedrock at the new map bottom?
Well, I'm sure I'll think of more questions. Until then. :wink.gif:
btw: I just have to say this... EPIC Deep Ocean Trenches and HIGH Orbital Facilities!!!!!! w0000t!! :biggrin.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
@jainaseagol: They may be compatible, I'm not sure. Someone will have to test it out and tell me. Actually, I've coded in a few hacks at various times during testing... and had to remove them before releasing a version.
@MineCrak:
1. Old maps are auto-converted as you play them. When you load a chunk with CC, it will auto-convert to CC format. There is not exactly a built-in way to tell the difference, but it is easy to manually tell the difference: just look in ".minecraft/saves/<your save>/region". If the files' names all have the format "r.<number>.<number>.mcr" (only two numbers), then it is a vanilla Minecraft world. If most (not quite all) of them have the format "r.<number>.<number>.<number>.mcr" (three numbers), then it is a CC world.
2. That's the next thing I entend to build. It shouldn't take more than half-an-hour once I start coding it.
3. This will be an extention on the manual conversion tool.
4. It is still at 64. All CC maps range from y = (something around) -2048 at the lowest to y = (something around) 2048 at the heighest. If I had decided to change that, I would have had to move all entities and TileEntities every save format conversion, which would have been a headache. Easier to leave y values untouched. And yes, the bottom 48 (I think it was) blocks in each world are filled with lava, and then Bedrock is generated, rather like it normally is, in the bottom 8 blocks of that.
And the way you are doing the levels makes perfect sense. It will probably also have the benefit of making the new maps even more compatible with other mods and make it easier for those mods to add even more compatibility! :smile.gif: Simple and straight forward.
Oh man, just thinking about the terrains we will be able to have with this over time. whew... As nice as the new terrain features for vanilla 1.8 will be, the community will be able to go nuts with your mod! :wink.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
also moving around when ur up so high, sometimes it jumps around a bit, like the games trying to prevent the building when ur up in the sky lol, also my world, the stairs are all facing the wrong direction and doors open weird... top opens separate from the bottom... just saying. it iz a little buggy hehe :] good thing i backed up first lol ;]
I like the mod so far.
Keep up the good work! :biggrin.gif:
~JDroo
New worlds spawn with no trees?? lol, just noticed XD
Was just thinking the same lmao XD
This would allow people to sculpt tremendous landscapes themselves using the immense canvas you are now giving them. :smile.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
PS: work with Captain_Chaos the creator of world painter please.
Helping with any Minecraft server related issues via skype send me a message (Hepled 12 people so far)
I'm testing a converter tool right now. It's really slow, but it seems to work... It doesn't support ymod, yet, but adding ymod support should be a snap now that I have the framework done.
If doors and/or blocks of colored wool act wierd during CC Mod autoconversion, that's probably because I forgot to copy over MetaDatas... Silly me! I'll get a fix out in the next update. Or you can just use Manual conversion, once I release the tool.
pretty much from day one of playing minecraft I always wanted the max height/depth to be increased, so this mod is a great start.
Also I have a bug that no trees/biomes are generated when making new worlds.
Want to hear my latest conversion tool bug? All entities get multiplied by 256. If you had dropped a diamond, you now have 256 diamonds. Yay! If you were being chased by a creeper, there are now 256 creepers. AAAAAAHHHHHH! *Fixes Bug*