The Meaning of Life, the Universe, and Everything.
Join Date:
8/20/2014
Posts:
247
Minecraft:
CyberRockyYT
Member Details
So is 1:1 scale going to be a new world type and separate world type? I know you told me already in private message, but just thought you would clarify to everyone else so they're not thinking "oh no, everything is going to be superflat, how are we going to mine ores, etc etc etc)..
You're keeping the 1:95 scale world type too right (and updated biomes) right? Or alternatively will you be using another scale or will there be different scales to choose from? Would I be right to assume that the smaller world type won't have buildings in it?
Lastly, have you figured out how to implement bodies of water in that world type, or even at a different scale (for example chunkmapper is at 1:30 scale and has those things,, not sure if the elevations are made smaller than that though).
1. I thought u would implement complete cities etc. from google maps and that means u have almost nothing to do in mc by ur own. But if it's just a few buildings maybe it could be interesting. Especially if you are able to make a dungeon out of it instead of an empty building just to watch.
2. You should make a config file where u can turn off specific generation (like: cities: off, all, random, buildings; generation chance: x %; streets: on, off, only in towns; buildings / cities as dungeons: yes, no, chance: x% (<-- so it's like the movie "I'm legend" ); and so on). This is a must if you like to implement that huge idea.
3. Annother idea from my side:
Instead of all cities / buildings maybe u could look for abadonded cities / buildings in real life and implement them into the world. Those can have a chance to be a dungeon. In that case players have a survival feeling. They need to check google and looking ingame by theirself for abadonded stuff. So you can create also an own community who will post those "easter eggs" and gather that stuff together.
4. What's the max file size? Is it capped? If not how big would be the file with water data? If it's doubled it's ok in my opinion.
Downloading content while playing is not that good. As you said it's "laggy" and users have enough lags already..
So if i'm allowed to suggest something:
1. Implement everything in a file (if there is no file cap) but max file size shouldn't reach more than 500-600mb.
2. Config file definitly is needed.
As for that special mod i would say it's not important how big the file is. Great mods can have a big file size because u implement those kind of mods only if you really like to have that.
Thoughts:
1. A large amount of buildings are mapped in OpenStreetMap. More than Google, and in more detail. The best part is, you can add your own house, and it will appear in the mod.
2. I am planning to make the world customizable, and maybe a mode where everything is generated as if humans are no longer around.
3. I do want to make the world work as a survival world, and OpenStreetMap can know if a building is abandoned or not, but that depends on how well mapped the area is.
4. I do not know if there is one, but files getting very large is not convenient, for me, and a large amount of other people. It wouldn't give frame lag, just lag while generating chunks. I'd add a GUI to pre-download certain areas.
Ideas:
1. I'd rather move everything to be downloaded as requested. Those downloaded files would be cached, though. So they'd only need to be downloaded once, and that could serve for a large area. It's pointless having low-detail data for areas you don't ever go, when you can have high-detail data for the places you do go often.
2. Yep. Or a GUI when creating worlds to customize it, as I mentioned above.
So is 1:1 scale going to be a new world type and separate world type? I know you told me already in private message, but just thought you would clarify to everyone else so they're not thinking "oh no, everything is going to be superflat, how are we going to mine ores, etc etc etc)..
You're keeping the 1:95 scale world type too right (and updated biomes) right? Or alternatively will you be using another scale or will there be different scales to choose from? Would I be right to assume that the smaller world type won't have buildings in it?
Lastly, have you figured out how to implement bodies of water in that world type, or even at a different scale (for example chunkmapper is at 1:30 scale and has those things,, not sure if the elevations are made smaller than that though).
Yes, 1:1 scale with buildings will be a separate world type.
The 1:95 scale will be staying, and will probably have some other scales to come along with it.
No, not yet,
The Meaning of Life, the Universe, and Everything.
Join Date:
8/20/2014
Posts:
247
Minecraft:
CyberRockyYT
Member Details
Maybe you could make it so when you set the 1:1 world type, you have to choose the location you want to spawn in first (similar to chunkmapper, except in-game rather than from outside) and then you get a screen that tells you to wait while the spawn area is downloading..
Alternatively you could just have 1:1 world created as an out-of-game feature just like chunkmapper, but you'd have to run the program and minecraft at the same time..would be easier as an out of game feature?
If you are going to have other scales available, please add a 72:1 scale, so that the time and distance in-game have the same scale. (I don't particularly care if tall mountains like Everest are clipped).
Bodies of water/lakes? That would be nice. Even scaled down in size.
Real copies of real landscapes at 1:1? Given the very short view distances of minecraft (about 150 meters), it's kinda ... naah. Been there, thought that, gave up.
(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?
Real copies of real landscapes at 1:1? Given the very short view distances of minecraft (about 150 meters), it's kinda ... naah. Been there, thought that, gave up.
If you are going to have other scales available, please add a 72:1 scale, so that the time and distance in-game have the same scale. (I don't particularly care if tall mountains like Everest are clipped).
Do you mean 1:72, because 72:1 would be 72 blocks in Minecraft for each meter in real life. As you said above, real copies of landscapes at even 1:1 won't work.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/20/2014
Posts:
247
Minecraft:
CyberRockyYT
Member Details
Will there be random structures and underground cave systems in the next update?
And silly me, I just realized that the rivers I wanted to show up obviously can't because at 1:95 scale or even 1:72 scale, they would become merely a percentage of a meter (which wouldn't even be realistic either). This just happened to dawn on me after messing around with heightmaps in WorldPainter.. So now I'm cool with it
(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?
The Meaning of Life, the Universe, and Everything.
Join Date:
8/20/2014
Posts:
247
Minecraft:
CyberRockyYT
Member Details
Is it possible to compile it to try out any little new things you added to the mod even though it's not done or released yet? I just can't wait to try it out and it seems like from screenshots you made, it must have some new things in it (like the 1:1 scale world type)... that's assuming that you updated it in github anyway with that feature... not really sure if you did though...
Is it possible to compile it to try out any little new things you added to the mod even though it's not done or released yet? I just can't wait to try it out and it seems like from screenshots you made, it must have some new things in it (like the 1:1 scale world type)... that's assuming that you updated it in github anyway with that feature... not really sure if you did though...
Yes, I am pushing all new, unreleased features to the GitHub. The mod can be built by cloning the repository, and running 'gradlew.bat build' in the cloned directory. The built jar will be outputted to build/libs
Yes, I am pushing all new, unreleased features to the GitHub. The mod can be built by cloning the repository, and running 'gradlew.bat build' in the cloned directory. The built jar will be outputted to build/libs
Awesome!
I probably shouldn't have tried to see NYC first because it gets so laggy, lol. Good to see it works. Perhaps the lag is the reason the guy who made chunkmapper made his program work from outside the game.
Times Square, NY looks pretty good, even at 1:2 scale
Would this work with Realistic Terrain Generator and Biomes O'plenty? Cause I was interested in adding this to the modpack but if isn't compatible with those then I cant. :/ This would have saved me a few days worth of work in building a world of earth for my server.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/20/2014
Posts:
247
Minecraft:
CyberRockyYT
Member Details
In the version you have in github, I noticed that in the osm world type, I often find islands of blocks floating near buildings. Do you think there's a way to fix that? I suppose if the buildings were completely solid (instead of hollow) then maybe you could make a rule in the code that prevents blocks from floating on air...
Edit: nevermind... maybe I could just break those stray blocks as I wait for chunks to load lol
In the version you have in github, I noticed that in the osm world type, I often find islands of blocks floating near buildings. Do you think there's a way to fix that? I suppose if the buildings were completely solid (instead of hollow) then maybe you could make a rule in the code that prevents blocks from floating on air...
Edit: nevermind... maybe I could just break those stray blocks as I wait for chunks to load lol
So what are you working on next in the mod?
Those are roof pieces, which aren't generated yet.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/20/2014
Posts:
247
Minecraft:
CyberRockyYT
Member Details
Interesting, I see at github you've added a village-like design to the osm buildings, in other words, everything is made of wood. I guess this is good test to see what other random materials could be added for the buildings
Now we just need buildings made of hardened clay, brick, sandstone, and we could even bring quartz back
Interesting, I see at github you've added a village-like design to the osm buildings, in other words, everything is made of wood. I guess this is good test to see what other random materials could be added for the buildings
Now we just need buildings made of hardened clay, brick, sandstone, and we could even bring quartz back
Yeah, I'm rewriting the building generation and testing with some designs.
So is 1:1 scale going to be a new world type and separate world type? I know you told me already in private message, but just thought you would clarify to everyone else so they're not thinking "oh no, everything is going to be superflat, how are we going to mine ores, etc etc etc)..
You're keeping the 1:95 scale world type too right (and updated biomes) right? Or alternatively will you be using another scale or will there be different scales to choose from? Would I be right to assume that the smaller world type won't have buildings in it?
Lastly, have you figured out how to implement bodies of water in that world type, or even at a different scale (for example chunkmapper is at 1:30 scale and has those things,, not sure if the elevations are made smaller than that though).
Thoughts:
1. A large amount of buildings are mapped in OpenStreetMap. More than Google, and in more detail. The best part is, you can add your own house, and it will appear in the mod.
2. I am planning to make the world customizable, and maybe a mode where everything is generated as if humans are no longer around.
3. I do want to make the world work as a survival world, and OpenStreetMap can know if a building is abandoned or not, but that depends on how well mapped the area is.
4. I do not know if there is one, but files getting very large is not convenient, for me, and a large amount of other people. It wouldn't give frame lag, just lag while generating chunks. I'd add a GUI to pre-download certain areas.
Ideas:
1. I'd rather move everything to be downloaded as requested. Those downloaded files would be cached, though. So they'd only need to be downloaded once, and that could serve for a large area. It's pointless having low-detail data for areas you don't ever go, when you can have high-detail data for the places you do go often.
2. Yep. Or a GUI when creating worlds to customize it, as I mentioned above.
Yes, 1:1 scale with buildings will be a separate world type.
The 1:95 scale will be staying, and will probably have some other scales to come along with it.
No, not yet,
Maybe you could make it so when you set the 1:1 world type, you have to choose the location you want to spawn in first (similar to chunkmapper, except in-game rather than from outside) and then you get a screen that tells you to wait while the spawn area is downloading..
Alternatively you could just have 1:1 world created as an out-of-game feature just like chunkmapper, but you'd have to run the program and minecraft at the same time..would be easier as an out of game feature?
If you are going to have other scales available, please add a 72:1 scale, so that the time and distance in-game have the same scale. (I don't particularly care if tall mountains like Everest are clipped).
Bodies of water/lakes? That would be nice. Even scaled down in size.
Real copies of real landscapes at 1:1? Given the very short view distances of minecraft (about 150 meters), it's kinda ... naah. Been there, thought that, gave up.
* 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?
Yes, this is why I'm not having landscapes at 1:1
Do you mean 1:72, because 72:1 would be 72 blocks in Minecraft for each meter in real life. As you said above, real copies of landscapes at even 1:1 won't work.
Will there be random structures and underground cave systems in the next update?
And silly me, I just realized that the rivers I wanted to show up obviously can't because at 1:95 scale or even 1:72 scale, they would become merely a percentage of a meter (which wouldn't even be realistic either). This just happened to dawn on me after messing around with heightmaps in WorldPainter.. So now I'm cool with it
Yes, I mean 1:72 :-).
Match the time scale and distance scale.
* 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?
Are you ever going to release the source code for this mod?
Almost all of my mods are on GitHub, and that includes this mod.
Is it possible to compile it to try out any little new things you added to the mod even though it's not done or released yet? I just can't wait to try it out and it seems like from screenshots you made, it must have some new things in it (like the 1:1 scale world type)... that's assuming that you updated it in github anyway with that feature... not really sure if you did though...
Yes, I am pushing all new, unreleased features to the GitHub. The mod can be built by cloning the repository, and running 'gradlew.bat build' in the cloned directory. The built jar will be outputted to build/libs
Awesome!
I probably shouldn't have tried to see NYC first because it gets so laggy, lol. Good to see it works. Perhaps the lag is the reason the guy who made chunkmapper made his program work from outside the game.
Times Square, NY looks pretty good, even at 1:2 scale
Would this work with Realistic Terrain Generator and Biomes O'plenty? Cause I was interested in adding this to the modpack but if isn't compatible with those then I cant. :/ This would have saved me a few days worth of work in building a world of earth for my server.
Ok, so its obvious that a 1.7.10 version will not happen.
But, what are your thoughts on 1.10? will you possibly update to that version?
Most 1.9.4 mods work on 1.10.2, and that should be the case with this mod.
In the version you have in github, I noticed that in the osm world type, I often find islands of blocks floating near buildings. Do you think there's a way to fix that? I suppose if the buildings were completely solid (instead of hollow) then maybe you could make a rule in the code that prevents blocks from floating on air...Edit: nevermind... maybe I could just break those stray blocks as I wait for chunks to load lol
So what are you working on next in the mod?
Those are roof pieces, which aren't generated yet.
Interesting, I see at github you've added a village-like design to the osm buildings, in other words, everything is made of wood. I guess this is good test to see what other random materials could be added for the buildings
Now we just need buildings made of hardened clay, brick, sandstone, and we could even bring quartz back
Yeah, I'm rewriting the building generation and testing with some designs.