This version was tested successfully on a Minecraft 1.12.2 multiplayer server.
This version of SpawnCommands automatically detects if the mod Cubic Chunks is loaded and will change the configuration option for you to support the new Y coordinate range.
Useful to me for testing was this info:
TO EVERYONE WITH A SERVER
in the server.properties change
level-type=default
to level-type=CustomCubic
and this change
max-build-height=32767
not sure if this one is necessary,
the files to put in the mod folder that i was given were
I have no idea if the malisiscore is needed but its what i received and tested and it all worked together. I tested locations above 256 and below 0 successfully building and mining.
Help, I can't create a custom cubic world. When I click on the "customize" button it only makes a clicking sound but the GUI does not show up. I do have the Malisis Core 6.4.0 installed so I don't know what's wrong. Can anyone help? Thanks!
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Just a question. Could this mod be used as a host only mod? I'm trying to make a server and this mod would help a lot (my friends are really bad with mods so I would be very happy if they didn't have to install it.).
Just a question. Could this mod be used as a host only mod? I'm trying to make a server and this mod would help a lot (my friends are really bad with mods so I would be very happy if they didn't have to install it.).
The closest thing to a "host-only mod" that is this involved, would be a plugin. No plugin architecture works with CC. Therefore, just like any other dimension mod, you have to have all clients install it with Forge. But there are ways of helping make the process easier, like launchers etc.
what is taking this mod so long to be released???!! hurry up and release it please!!!!
Oi! Do you even have the remotest idea of how difficult it is to literally change the fundementals of the game first, without breaking it to pieces, second to code it all in. If you were not aware (off course you weren't) there are already beta versions out. They work. The worldgen can be quite wild if you can't do it correctly though. And beware, it might break something apart.
Rollback Post to RevisionRollBack
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
If you will test cubic chunks beta versions (or releases, that there aren't yet) do not use other big mods (like thaumcraft, buildcraft, etc) or about biomes or new ores;
since cubic chunk works changing all the chunk and world generation mechanics and these mods are very influenced by vanilla chunk mechanic.
Anything that meddles in either worldgen or with mechanics concernig chunks would be a highly risky, if not lethal thing to do.
Thaumcraft has even two of those. So I would not be surprised if you could never load a world that has both mods installed.
Rollback Post to RevisionRollBack
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Just out of curiosity: How does these devbuilds of cubic chunks mod interact with non-optimized biome and world-gen mods?
Most mods that work with world generation expect chunks to be 16x16x256 blocks; for example, this is a bit of code from my own mod's cave generator (note the line "int index = cx << 12 | cz << 8 | maxY;", which calculates an index ranging from 0-65535; the first few lines also clamp the coordinates to be within the current chunk, as cave generation works by generating all caves within a radius of a chunk and only carving out blocks within the chunk):
If you simply gave it chunk data based around 16x16x16 chunks it would simply crash the game with an ArrayIndexOutOfBoundsException since the index here ranges from 0 to 65535 but Cubic Chunks is only 0-4095. Not only that, it would only generate caves over the range of 0-191 (I limit terrain to 192 blocks in my mod instead of going all the way to the height limit, and that aside, very few caves exist above even y=128, as is also the case in vanilla), and they would repeat over the y-axis within that range since there is no "seed" set based on the y-chunk coordinate (as there are only x and z coordinates in vanilla). It would also take 16 times longer to generate caves for a 256 block high chunk column since it would have to be run once for every sub-chunk (16 per 256 high column); actually, much worse since you'd also need to scan a range of chunks in the y-dimension as well (the vanilla cave generator scans a +/-8 chunk radius around each chunk and generates any caves within that range, only actually carving out blocks if they intersect the center chunk. Making it also check the y-axis would make it 17 times slower, and 272 times slower for a column of 16 chunks. My mod increases the range to +/-12 chunks to allow for larger caves so it would be even worse despite the range being a circle/sphere instead of square).
Chunk decoration is similarly problematic; for example, trees are placed on the highest grass/dirt blocks with a direct view of the sky... but how would one know that with Cubic Chunks (they read the chunk heightmap, which would no longer be for an entire column)? Likewise, a certain number of veins of ore (and many other features) are generated per chunk over a certain range, which would have to be redone to support veins across multiple vertical subchunks as well as the issue of how to balance out ores for "infinite" (or even increased) height; for example, my "triple height terrain" mod simply tripled the ranges of all ores within caves in accordance with the increase in ground depth, which resulted diamond being rather easy to find when exploring the deepest caves, while there was only coal and iron in the upper 120-odd layers (I added 128 layers to the underground by shifting normal terrain up by 128 blocks and filling in the space below with solid stone; the mod was for 1.6.4, where terrain only reached y=128 but the height limit was 256 so there were no issues with terrain cutting off).
Basically, all existing mods which add any sort of world generation, even simpler ones (cave generation is one of the most complex and low-level things; it doesn't even work with actual chunks but the raw terrain data that is used to initialize them), will have to be completely rewritten in order for them to work with a cubic chunks system.
Oh, and also, Is it possible to use WorldPainter or something with this map? I'd like to make a beautiful mountain range, but I'd need worldpainter to do this, right? Could I make mountains higher than 256 blocks high?
The mod SpawnCommands Teleport is now tested and working in an alpha version that is compatible with Cubic Chunks or other similar mods.
SpawnCommands-2.7.2alpha-mc1.12.2-forge-NoYLimitsConfigOption.jar
https://minecraft.curseforge.com/projects/spawncommands-spawn-commands-teleport/files/2524509
This version was tested successfully on a Minecraft 1.12.2 multiplayer server.
This version of SpawnCommands automatically detects if the mod Cubic Chunks is loaded and will change the configuration option for you to support the new Y coordinate range.
Useful to me for testing was this info:
TO EVERYONE WITH A SERVER
in the server.properties change
level-type=default
to
level-type=CustomCubic
and this change
max-build-height=32767
not sure if this one is necessary,
the files to put in the mod folder that i was given were
CubicChunks-1.12.2-0.0.799.0-all.jar
malisiscore-1.12.2-6.2.0-20171031.193506-1.jar
and the one i added above is
SpawnCommands-2.7.2alpha-mc1.12.2-forge-NoYLimitsConfigOption.jar
I have no idea if the malisiscore is needed but its what i received and tested and it all worked together. I tested locations above 256 and below 0 successfully building and mining.
my published mods
This is pretty
DANKI MEAN cool.Been keeping tabs on this, silently waiting on the release.
I am an amateur mod developer who is currently working on a little mod called Redstone Stew!
Unfortunately, that mod's long since dead. Maybe if I figure out how 1.12.2 forge works...
I might make a mod about green technology, but until I learn how 1.12.2 forge works, nothing is final.
Help, I can't create a custom cubic world. When I click on the "customize" button it only makes a clicking sound but the GUI does not show up. I do have the Malisis Core 6.4.0 installed so I don't know what's wrong. Can anyone help? Thanks!
Try MalisisCore 6.3.2. Some things were changed with 6.4.0 that break the GUI. (It's being worked on.)
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr
It still doesn't work.
for somebody who is writing a mod, what rules need to be followed for compatibility?
I.e. -- what are typical no-nos?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
would it be possible to have a setting where we can change the minimum and maximum high limit and even tell minecraft where to generate bedrock?
Just a question. Could this mod be used as a host only mod? I'm trying to make a server and this mod would help a lot (my friends are really bad with mods so I would be very happy if they didn't have to install it.).
But what may be easier, than putting 2 jars into mods folder?
The closest thing to a "host-only mod" that is this involved, would be a plugin. No plugin architecture works with CC. Therefore, just like any other dimension mod, you have to have all clients install it with Forge. But there are ways of helping make the process easier, like launchers etc.
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr
It really should be!
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
what is taking this mod so long to be released???!! hurry up and release it please!!!!
Oi! Do you even have the remotest idea of how difficult it is to literally change the fundementals of the game first, without breaking it to pieces, second to code it all in.
If you were not aware (off course you weren't) there are already beta versions out. They work. The worldgen can be quite wild if you can't do it correctly though. And beware, it might break something apart.
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Anything that meddles in either worldgen or with mechanics concernig chunks would be a highly risky, if not lethal thing to do.
Thaumcraft has even two of those. So I would not be surprised if you could never load a world that has both mods installed.
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Most mods that work with world generation expect chunks to be 16x16x256 blocks; for example, this is a bit of code from my own mod's cave generator (note the line "int index = cx << 12 | cz << 8 | maxY;", which calculates an index ranging from 0-65535; the first few lines also clamp the coordinates to be within the current chunk, as cave generation works by generating all caves within a radius of a chunk and only carving out blocks within the chunk):
If you simply gave it chunk data based around 16x16x16 chunks it would simply crash the game with an ArrayIndexOutOfBoundsException since the index here ranges from 0 to 65535 but Cubic Chunks is only 0-4095. Not only that, it would only generate caves over the range of 0-191 (I limit terrain to 192 blocks in my mod instead of going all the way to the height limit, and that aside, very few caves exist above even y=128, as is also the case in vanilla), and they would repeat over the y-axis within that range since there is no "seed" set based on the y-chunk coordinate (as there are only x and z coordinates in vanilla). It would also take 16 times longer to generate caves for a 256 block high chunk column since it would have to be run once for every sub-chunk (16 per 256 high column); actually, much worse since you'd also need to scan a range of chunks in the y-dimension as well (the vanilla cave generator scans a +/-8 chunk radius around each chunk and generates any caves within that range, only actually carving out blocks if they intersect the center chunk. Making it also check the y-axis would make it 17 times slower, and 272 times slower for a column of 16 chunks. My mod increases the range to +/-12 chunks to allow for larger caves so it would be even worse despite the range being a circle/sphere instead of square).
Chunk decoration is similarly problematic; for example, trees are placed on the highest grass/dirt blocks with a direct view of the sky... but how would one know that with Cubic Chunks (they read the chunk heightmap, which would no longer be for an entire column)? Likewise, a certain number of veins of ore (and many other features) are generated per chunk over a certain range, which would have to be redone to support veins across multiple vertical subchunks as well as the issue of how to balance out ores for "infinite" (or even increased) height; for example, my "triple height terrain" mod simply tripled the ranges of all ores within caves in accordance with the increase in ground depth, which resulted diamond being rather easy to find when exploring the deepest caves, while there was only coal and iron in the upper 120-odd layers (I added 128 layers to the underground by shifting normal terrain up by 128 blocks and filling in the space below with solid stone; the mod was for 1.6.4, where terrain only reached y=128 but the height limit was 256 so there were no issues with terrain cutting off).
Basically, all existing mods which add any sort of world generation, even simpler ones (cave generation is one of the most complex and low-level things; it doesn't even work with actual chunks but the raw terrain data that is used to initialize them), will have to be completely rewritten in order for them to work with a cubic chunks system.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Two things wrong.
One, No instructions on how to install
Two, no 1.7.10 version
remove it
Dumb question: So, if I were to place a block from a mod (say, a chair from mrCrayfish) above the height of 256, would it crash the game?
Oh, and also, Is it possible to use WorldPainter or something with this map? I'd like to make a beautiful mountain range, but I'd need worldpainter to do this, right? Could I make mountains higher than 256 blocks high?
Crayfish furniture places quite well, thank you.
All mod compatibilities are on the Github: https://github.com/OpenCubicChunks/CubicChunks/wiki/Mod-Compatibility-for-Minecraft-1.12.2-%28Pre-API%29 .
Don't think WorldPainter works (or WorldEdit, etc.) Any mod with a 256 height limit hardcoded in is difficult to get around. Tell them to fix it! (They likely won't of course.)
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr