I very much prefer 1.11.2 and my friends tend to agree with me on this too, as most of the mods that we use are updated at least up to this version.
It seems that in the world of minecraft modding, there is always a "sweet spot" version to which most of the mods out there are updated to, usually about 2-3 versions below the latest one.
Also there's nothing wrong with him wanting it to be available on every version he can get it to run on, considering that he manages to get it to work on at least one of them, recompiling it for the other versions shouldn't be such a big problem (i think)
I very much prefer < 1.9 no combat system. Maybe if there was a server plugin to disable cooldown and a clientside mod to revert the animations I would play
I very much prefer < 1.9 no combat system. Maybe if there was a server plugin to disable cooldown and a clientside mod to revert the animations I would play
To be honest i kinda miss the old combat mechanic too in a way, but if this means less autistic 12 y/o spamming left click everywhere in MP then i'm cool with it, minecraft's combat could use a little more finesse and variety though, i heard that they are working on that for the future versions. Also if you really want that old atrocity back there are indeed plugins that bring it back.
To be honest i kinda miss the old combat mechanic too in a way, but if this means less autistic 12 y/o spamming left click everywhere in MP then i'm cool with it, minecraft's combat could use a little more finesse and variety though, i heard that they are working on that for the future versions. Also if you really want that old atrocity back there are indeed plugins that bring it back.
No 1.9 doesn't work it's hit somebody 1 time wait 3 seconds hit them again doesn't matter how skilled you are if you have worse weapon or armor you will die. Very stupid system. They did have a cooldown in 1.8 that was perfect it limited to about 10 clicks per second or something like that but, would glitch if you had auto clicker and would do 40 clicks a second with the damage of 20 at least on dedicated server.
Now we just need to fix our procedural generation system.
So modders help is welcome.
Guys, what do you think of that, cool no?
Well, I've got some programming and some OpenGL background so I might be of some help. But I'd need some good tutorials to setup some IDE with Forge etc.
It's been a while no?
Now we can make you sure that the mod will be finished soon as you can see in these screenshot :
These last things need to be fixed before public release :
We'll only need to fix the long white line into the sky. And the difference of height between two blocks.
What do you think of that guys?
- vrack.
I think it completely brokes stone structures. It will be great that only naturally generated structures (except villages, strongholds and mineshafts) have No Cubes as many times i build stone houses. Only terrain.
The mod already has an option to be (dis/en)abled but I'll also add it sobly an graphical option to (en/dis)able some blocks to be rendered and also another one for (en/dis)able the bouding box to be replaced by the block model of the mod.
It's OK that No Cubes replace all blocks placed by the game's world generator. But blocks placed by the player should be cubic as normal, because if not, all maps and buildings will be ruined!
It's OK that No Cubes replace all blocks placed by the game's world generator. But blocks placed by the player should be cubic as normal, because if not, all maps and buildings will be ruined!
good idea but, I am trying to get him to just get the mod working in general first. There would have to be extra generated files into the disk in order to complete such an action though.
Also that would mean you would have to physically break and place the blocks out of everything. Now if I understand right that's not what you want either you want only new generated chunks to be altered model state? Well We could do something like stamping a chunk for that but, then what happens when you place a block should it stay as that block or should it be the no cubes? I think it should be the no cubes and have a switcher but, that would still require a file again of every single placed block that needs to be done.
I think it would just be simplier to only have a whitelist of placed blocks in a file and have somone make a converter program to generate previous world's in unaltered blocks for chunks or you can simply disable the mod. I think that would be the smarter way that way you could go on vanilla servers and expect to see only altered blocks that are on the whitelist of blocks to be altered. The files would also have to be on the client side of the world though sent from the server and that would make other players to have to have the mod unless it's only done via the client in a seperate folder and that's a mess.
So I will ask you again why such a process for something the user could simply disable like a resource pack?
Well, i usually build stone houses, but stone is non-cubic with this mod, as vrackfall showed in his screendshot (all stone blocks messed up). I was trying to say that this should only replace the terrain, the blocks placed by the seed, but the blocks placed by the players, such as houses, buildings, etc, are normal!
Mh is it possible to add metadata to blocks that is saved? Maybe a basic idea would be to save a blendvalue that determines a blend between cubic and non cubic shape(if that's possible). And then assign these weights to different materials, like stone would be 0 (cubic) while dirt would be 1 (non cubic). And then add tools to harden/soften blocks which internally blends these values between 0<->1.
If things like stone and wood for example are cubic by default, it would'nt destroy Villager houses or most existing houses.
Or maybe I could ask at WorldEdit team to make a tool that work like wooden axe right click that replace noCubes blocks model by vanilla blocks model but this will require a resource pack reload I think, I don't know for now. Let me finish the mod before.
you noob it would be a simple file stating all blockposes that are blacklisted and on block broken it will remove it if it's on the coord list
Mh is it possible to add metadata to blocks that is saved? Maybe a basic idea would be to save a blendvalue that determines a blend between cubic and non cubic shape(if that's possible). And then assign these weights to different materials, like stone would be 0 (cubic) while dirt would be 1 (non cubic). And then add tools to harden/soften blocks which internally blends these values between 0<->1.
If things like stone and wood for example are cubic by default, it would'nt destroy Villager houses or most existing houses.
no metadata it's gone in 1.13 for a good reason. The itemstack and naming system and texture system for metadata was really broken it really wasn't just a data change and a name override. If it was they might have kept it or changed it to string but, obviously they decided to scratch it.
No cubes won't destroy villages they are normal blocks normal building blocks will not be affected but, environmental will be and it will also be configurable
Also.. do you think it's possible at the moment to add some more polygon in order to have a bit more of smoothing in the terrain shape?
last image thing is unfixable as the way they have the rocks in the world is as a block so no cubes says that this rock stops the render around it it also is good since you can then see the rock if it were not for the rock stoping the render you would never find it.
2d to last image unsure of what happened and I don't have the time to wip up a fix for it. vreckfall might be able to fix it but, I am busy
smoother terrain is 1.0 no cubes reloaded vreckfall is working on it but, has trouble with the code don't know why it looks to be easy.
1st one does it occur if your grahpics is on fancy if so it's a block incompatibility since the leaves say hey transparency isn't supported and the mod is like whatever converting you anyways
water edges does it happen with regular water if so it's a bug with 0.8 mechanics and is purposely there as I am not someone to re-write the water design when 1.0 version probably has already fixed it and it's going to be in the reloaded version.
No cubes won't destroy villages they are normal blocks normal building blocks will not be affected but, environmental will be and it will also be configurable.
I very much prefer < 1.9 no combat system. Maybe if there was a server plugin to disable cooldown and a clientside mod to revert the animations I would play
To be honest i kinda miss the old combat mechanic too in a way, but if this means less autistic 12 y/o spamming left click everywhere in MP then i'm cool with it, minecraft's combat could use a little more finesse and variety though, i heard that they are working on that for the future versions. Also if you really want that old atrocity back there are indeed plugins that bring it back.
No 1.9 doesn't work it's hit somebody 1 time wait 3 seconds hit them again doesn't matter how skilled you are if you have worse weapon or armor you will die. Very stupid system. They did have a cooldown in 1.8 that was perfect it limited to about 10 clicks per second or something like that but, would glitch if you had auto clicker and would do 40 clicks a second with the damage of 20 at least on dedicated server.
vreckfall updated dev screenshot
Well, I've got some programming and some OpenGL background so I might be of some help. But I'd need some good tutorials to setup some IDE with Forge etc.
I think it completely brokes stone structures. It will be great that only naturally generated structures (except villages, strongholds and mineshafts) have No Cubes as many times i build stone houses. Only terrain.
It's OK that No Cubes replace all blocks placed by the game's world generator. But blocks placed by the player should be cubic as normal, because if not, all maps and buildings will be ruined!
good idea but, I am trying to get him to just get the mod working in general first. There would have to be extra generated files into the disk in order to complete such an action though.
Also that would mean you would have to physically break and place the blocks out of everything. Now if I understand right that's not what you want either you want only new generated chunks to be altered model state? Well We could do something like stamping a chunk for that but, then what happens when you place a block should it stay as that block or should it be the no cubes? I think it should be the no cubes and have a switcher but, that would still require a file again of every single placed block that needs to be done.
I think it would just be simplier to only have a whitelist of placed blocks in a file and have somone make a converter program to generate previous world's in unaltered blocks for chunks or you can simply disable the mod. I think that would be the smarter way that way you could go on vanilla servers and expect to see only altered blocks that are on the whitelist of blocks to be altered. The files would also have to be on the client side of the world though sent from the server and that would make other players to have to have the mod unless it's only done via the client in a seperate folder and that's a mess.
So I will ask you again why such a process for something the user could simply disable like a resource pack?
Well, i usually build stone houses, but stone is non-cubic with this mod, as vrackfall showed in his screendshot (all stone blocks messed up). I was trying to say that this should only replace the terrain, the blocks placed by the seed, but the blocks placed by the players, such as houses, buildings, etc, are normal!
Mh is it possible to add metadata to blocks that is saved? Maybe a basic idea would be to save a blendvalue that determines a blend between cubic and non cubic shape(if that's possible). And then assign these weights to different materials, like stone would be 0 (cubic) while dirt would be 1 (non cubic). And then add tools to harden/soften blocks which internally blends these values between 0<->1.
If things like stone and wood for example are cubic by default, it would'nt destroy Villager houses or most existing houses.
you noob it would be a simple file stating all blockposes that are blacklisted and on block broken it will remove it if it's on the coord list
no metadata it's gone in 1.13 for a good reason. The itemstack and naming system and texture system for metadata was really broken it really wasn't just a data change and a name override. If it was they might have kept it or changed it to string but, obviously they decided to scratch it.
No cubes won't destroy villages they are normal blocks normal building blocks will not be affected but, environmental will be and it will also be configurable
last image thing is unfixable as the way they have the rocks in the world is as a block so no cubes says that this rock stops the render around it it also is good since you can then see the rock if it were not for the rock stoping the render you would never find it.
2d to last image unsure of what happened and I don't have the time to wip up a fix for it. vreckfall might be able to fix it but, I am busy
smoother terrain is 1.0 no cubes reloaded vreckfall is working on it but, has trouble with the code don't know why it looks to be easy.
1st one does it occur if your grahpics is on fancy if so it's a block incompatibility since the leaves say hey transparency isn't supported and the mod is like whatever converting you anyways
water edges does it happen with regular water if so it's a bug with 0.8 mechanics and is purposely there as I am not someone to re-write the water design when 1.0 version probably has already fixed it and it's going to be in the reloaded version.
Also the render engine is unchanged those were like that in the older 1.7.2 version as well
wow cant wait
Wait is it downloadable?
yes that's why it's here 1.7.10
Awesome then!
Hello, I love this mod thanks for the fix!
Just wondering will there be a port to Minecraft 1.8.0?
maybe if vreckfall doesn't get the mod right. Since I will have to fork it to the new render engine then it's straight to newest