Come now, have some maturity here, folks. These guys are working hard on this mod on their own time, and they have lives just like the rest of us (okay, most of us, since I'm sure some of you don't). Don't give them grief or spam this thread, please.
Rollback Post to RevisionRollBack
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
Must people constantly spam this thread?
It seems very few people are aware how much works gone and is still going into this, be patient, this thread is worse than the Mo' Creatures thread (Spam-wise, in every other way it's better xD).
Waiting patiently for this mod, you guys take your time and make it the best you can.
Wow. I'm pretty sure I've seen augizzz999 around and he's not a complete idiot. The second spam post, well...I lol'd pretty hard when I saw that. It's utterly impossible that nekomimi69 was serious when posting.
There is a very fine line between idiocy and trolling. Both spam posts in last page are halfway across the world from that line. Stop feeding the trolls plox, even though it's a art. +1 internets to the both of them, because their successful trolls were successful.
Quote from BobtheLatinGuy »
I think the problem lies just below the bedrock layer, where the other half of the void is. Not removing the bedrock layer does not test the problem.
Yes, I agree. I stated that in my post. My MC Edit is being problematic when it comes to deleting ~5 million blocks, but I'm working on testing it without bedrock.
It it ends up that light generating infinitely into the void IS indeed the problem, could they just make an invisible bedrock-like layer to fix it as a last resort?
See? i war right on the light into void thing...
But, the new bedrock layer... it would work...
BUT: BETTER!
A portal sort of block which blocks light and teleports you to the overworld!
Because, dont you forgot that the aether is up high in the sky, and that layer would cause suicide jumps? I mean, you would fall on it, but not in the overworld.
See? i war right on the light into void thing...
But, the new bedrock layer... it would work...
BUT: BETTER!
A portal sort of block which blocks light and teleports you to the overworld!
Because, dont you forgot that the aether is up high in the sky, and that layer would cause suicide jumps? I mean, you would fall on it, but not in the overworld.
Nope! Light into void went untested, as I explained earlier. The layer of tele blocks is already their backup plan in case they can't fix the bug.
I managed to delete a very large amount of the bedrock in my test map:
As you can see, still no lag when the bedrock is gone, either when the .jar is unmodified, or when it's heavily modified.
Any further testing will require changing the mapgen system and the properties of the Nether.
This brings us back to looking at a couple of possibilities.
-The problem may still be present in the Nether, but is related to lighting calculations upon generation, not when loading. Testing this will require making a simple map generation algorithm.
-The bug only occurs when light from the sky hits the void. There is not way to test this without changing the properties of the Nether.
-The bug has been fixed for the Nether, but is still present for additional realms. Testing will involve setting up another realm.
-The problem may still be present in the Nether, but is related to lighting calculations upon generation, not when loading. Testing this will require making a simple map generation algorithm.
-The bug only occurs when light from the sky hits the void. There is not way to test this without changing the properties of the Nether.
-The bug has been fixed for the Nether, but is still present for additional realms. Testing will involve setting up another realm.
Well, so i might need to calculate more than minecraft...
For now, lets just wait and see.
will this be for smp too? if it work with SMP i will be happy!
Now, checking the 1.6 message by notch on his blog:
Quote from The world of Notch »
Fixing bugs, enabling nether.
1.6 officially has a release date of “not soon”. The main features will be the maps, bug fixes, and now a functioning Nether in multiplayer.
Nether. In smp. Fun!
posted 5 days ago
Isnt it a idea to use the coding of the upcoming nether into SMP and make aether in SMP?
See? i war right on the light into void thing...
But, the new bedrock layer... it would work...
BUT: BETTER!
A portal sort of block which blocks light and teleports you to the overworld!
Because, dont you forgot that the aether is up high in the sky, and that layer would cause suicide jumps? I mean, you would fall on it, but not in the overworld.
Nope! Light into void went untested, as I explained earlier. The layer of tele blocks is already their backup plan in case they can't fix the bug.
I managed to delete a very large amount of the bedrock in my test map:
As you can see, still no lag when the bedrock is gone, either when the .jar is unmodified, or when it's heavily modified.
Any further testing will require changing the mapgen system and the properties of the Nether.
This brings us back to looking at a couple of possibilities.
-The problem may still be present in the Nether, but is related to lighting calculations upon generation, not when loading. Testing this will require making a simple map generation algorithm.
-The bug only occurs when light from the sky hits the void. There is not way to test this without changing the properties of the Nether.
-The bug has been fixed for the Nether, but is still present for additional realms. Testing will involve setting up another realm.
Okay, unlike other aforementioned 12 year olds (which I am not one of, just so you know), I have been following this mod's development for ~ one and half months now. I am not going to spam diamonds, but I will say, great job guys, what you are doing is amazing for the gaming community and inspiring for modders everywhere. I created a forums account only for this post, as to address this lighting glitch. I do not now much about it, but I have somthing that may be helpful. One of the first mods I download was the second generation Biome Mod. In this mod, you can change the world generation algorithms for the Overworld. One of these modifiers "removes" the bedrock on the bottom of the map, "leaving the world open to the void". This, in fact, is not the case, as when lava and water collide with the bottom of the map, they spill outwards as if there were were blocks still at the bottom of the map. What I think the modder has done is simply replace the bedrock with an invisible block that does not collide with the player. I do know which of the above problems listed by Petator is the correct one (if any), but I do know that when the bedrock is replace with this invisible block (which, by the way, is open to the top of the map, so it is subject to the ambient lighting, I don't know if the light goes through the block though), THERE IS NO LAG.
I believe the problem with The Aether mod could be because of a loop. In the chunk generation function of vanilla Minecraft, it could be possible they used a loop function to generate the bedrock, thus if you declared something like (oversimplified) "If (bedrock = 1); { Delete all bedrock } public bedrock = 1", then the game would simply loop the generation function every frame, causing buttloads of lag. I'm sorry for the long post, but I hope this helps. (The Biome mod is here: viewtopic.php?f=25&t=136843, in case you would like to know)
Come now, have some maturity here, folks. These guys are working hard on this mod on their own time, and they have lives just like the rest of us (okay, most of us, since I'm sure some of you don't). Don't give them grief or spam this thread, please.
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
I have a YouTube channel!
In the immortal words of Boxxy, "YOU'S TROLLING"
Wow. I'm pretty sure I've seen augizzz999 around and he's not a complete idiot. The second spam post, well...I lol'd pretty hard when I saw that. It's utterly impossible that nekomimi69 was serious when posting.
There is a very fine line between idiocy and trolling. Both spam posts in last page are halfway across the world from that line. Stop feeding the trolls plox, even though it's a art. +1 internets to the both of them, because their successful trolls were successful.
Yes, I agree. I stated that in my post. My MC Edit is being problematic when it comes to deleting ~5 million blocks, but I'm working on testing it without bedrock.
It it ends up that light generating infinitely into the void IS indeed the problem, could they just make an invisible bedrock-like layer to fix it as a last resort?
I can not help but to hate you.
i lol'd hard.
*mission accomplish*
But, the new bedrock layer... it would work...
BUT: BETTER!
A portal sort of block which blocks light and teleports you to the overworld!
Because, dont you forgot that the aether is up high in the sky, and that layer would cause suicide jumps? I mean, you would fall on it, but not in the overworld.
is it possible to make suffocation traps with it?
But keep a fog above it.
Then above the fog is a layer of portals, so that you teleport before hitting it.
Not sure if that's possible but still
I Love Minecraft~
Nope! Light into void went untested, as I explained earlier. The layer of tele blocks is already their backup plan in case they can't fix the bug.
I managed to delete a very large amount of the bedrock in my test map:
As you can see, still no lag when the bedrock is gone, either when the .jar is unmodified, or when it's heavily modified.
Any further testing will require changing the mapgen system and the properties of the Nether.
This brings us back to looking at a couple of possibilities.
-The problem may still be present in the Nether, but is related to lighting calculations upon generation, not when loading. Testing this will require making a simple map generation algorithm.
-The bug only occurs when light from the sky hits the void. There is not way to test this without changing the properties of the Nether.
-The bug has been fixed for the Nether, but is still present for additional realms. Testing will involve setting up another realm.
Well, so i might need to calculate more than minecraft...
For now, lets just wait and see.
Now, checking the 1.6 message by notch on his blog:
Isnt it a idea to use the coding of the upcoming nether into SMP and make aether in SMP?
Excited for "When it's done" to come.
Hands down, the best texture pack.
Okay, unlike other aforementioned 12 year olds (which I am not one of, just so you know), I have been following this mod's development for ~ one and half months now. I am not going to spam diamonds, but I will say, great job guys, what you are doing is amazing for the gaming community and inspiring for modders everywhere. I created a forums account only for this post, as to address this lighting glitch. I do not now much about it, but I have somthing that may be helpful. One of the first mods I download was the second generation Biome Mod. In this mod, you can change the world generation algorithms for the Overworld. One of these modifiers "removes" the bedrock on the bottom of the map, "leaving the world open to the void". This, in fact, is not the case, as when lava and water collide with the bottom of the map, they spill outwards as if there were were blocks still at the bottom of the map. What I think the modder has done is simply replace the bedrock with an invisible block that does not collide with the player. I do know which of the above problems listed by Petator is the correct one (if any), but I do know that when the bedrock is replace with this invisible block (which, by the way, is open to the top of the map, so it is subject to the ambient lighting, I don't know if the light goes through the block though), THERE IS NO LAG.
I believe the problem with The Aether mod could be because of a loop. In the chunk generation function of vanilla Minecraft, it could be possible they used a loop function to generate the bedrock, thus if you declared something like (oversimplified) "If (bedrock = 1); { Delete all bedrock } public bedrock = 1", then the game would simply loop the generation function every frame, causing buttloads of lag. I'm sorry for the long post, but I hope this helps. (The Biome mod is here: viewtopic.php?f=25&t=136843, in case you would like to know)