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    posted a message on PhoenixTerrainMod Code sharing thread
    Quote from dead_fred

    And what if i would like the islands bigger?


    I think Shoa is probably closer to what you want to use then. It gives larger islands but they are also gently sloping. You could try playing with avgMaxHeight and avgMaxDepth to get the right amount of land:water ratio.

    A little tweak (like 0.05 - 0.1) to horizontal fracture might also change the way islands behave.

    An island is basically just a local peak above the water (valley). Horizontal fracture determines the density of peaks/valleys per chunk. Reducing horizontal fracture reduces the density of peaks/valleys per chunk, and playing with heights and depths lets you determine how much of the peaks shows above the water, and how deep the valleys go. You can lower horizontal fracture a small amount and get chunk-sized peaks, or suppress horizontal fracture a little more and have peaks run together and form a multichunk-sized island continent.

    Because horizontal fracture also affects the slopes and degree of fluidity between peaks and valleys, if you set it too dramatically low, the height of the land will tend to "average out" and be less fluid. You may start to see more abrupt shorelines and flatter, less sloping interiors. Increase horizontal fracture until you get sloping shores again. Fudging with volatility a little bit may also help increase the fluidity and sloping behaviour of the interior. It will tend to make more dramatic mountains independent of avgMaxHeight though. Perhaps this is desirable. One variant on TerraNova suppresses avgMaxHeight severely, but creates massive rounded mountains through high native volatilities alone.
    Posted in: Mods Discussion
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    posted a message on A Blind Moron's (Comprehensive) Guide to the Nether
    Good starting guide. I've taken up semipermanent residence in the Nether on our server, and it's great.

    Crunk's tips for a great Trip (to HELL!)

    -Build your entry portal between bedrock and level 16. Why? You will almost always emerge in the Nether inside a solid stratum of Netherrack. Ghasts can't see you here. As long as they can't see you, you don't exist to them. Digging out is not easy, but you are safe as long as you don't dig up into lava. To test the area ahead for lava, dig 2-3 blocks ahead of yourself, always with a stack of cobbles or even netherrack to plug the hole if you see an orange glow.

    -Another alternative is building between 100 and 126. The roof of the Nether is solid, unlike the aboveworld, where this is all open sky. You will likely emerge in solid Netherrack if you build between 100 and 126. The major risk here is that you may need to dig out, and it's much more dangerous to fall from the ceiling of the Nether into lava.

    -You don't need lights right away! There are no hostile light-sensitive ground mobs in the nether. Pig zombies are neutral, and lights do nothing to inhibit Ghasts. Use the light from your portal and the ambient nether light level of 1.

    -If you plan on actually walking around, you should bring some lights. Falling in the Nether is going to kill you just as fast as it would in the aboveworld. This is especially true if you enter the Nether anywhere above the thick ground stratum. Nether terrain is sort of like Aether terrain - floating shelves, overhangs, islands, and caverns suspended over a broad sea of lava. Solid land under your feet might just be another shelf!

    -With inventory hacks and/or WorldEdit tools, it's possible to replicate just about any farming activity in the Nether. You can copy and paste skeleton spawners into a trap in the Nether and gather bones and arrows. You can bring ice blocks into the Nether and they will give you water source blocks for farms. Grass blocks placed in the Nether will still grow grass, and tallgrass/flowers/seeds when treated with bonemeal. Trees and cacti still grow as normal, without any cheats or hacks, provided you bring dirt and/or sand, and proper saplings and starter cultures. Mushrooms grow severalfold faster in the Nether and can be used as a reliable food source now. You can use water and lava currents to create an infinite cobble generator for building purposes. Although squid no longer spawn in water pools in the Nether, you can still catch fish using a rod and reel.

    A mob trap in the Nether will also net you plenty of free cooked pork. Like, so much you will run out of places to store it all. I built a small trap with only 3 spawning floors and a single conveyor, and it produces about 15-20 slices of cooked pork every minecraft day.
    Posted in: Survival Mode
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    posted a message on [1.0.0]Robinton's Mods
    If you also intend to update the PhoenixTerrain component of cubic chunks, you might want to have a look at today's announcement about biome borders.

    It would be nice to have a way to roll back any changes Notch makes to biome terrain generation, so if we want sharp borders between biomes, we can have them, and if we don't, we can also have that.

    I'm thinking the biome borders will be "terrain-congruent" such as taiga would only appear at higher elevations, deserts would lie nestled between a ring of mountains, forests would be bordered by rivers, etc. But what if they're all separated from one another by giant walls or ravines?

    Awkward.

    I'm even thinking that suppressing ravines altogether, or having a way to alter the frequency of NPC villages and dungeons, would be a good thing. especially with a height limit of 4096, you don't want a ravine it takes you 20 minutes to descend or ascend using a ladder.
    Posted in: Minecraft Mods
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    posted a message on 1.8 Updates: Bosses, Biomes and More
    Quote from WheezyWalnut101

    WOW so we have to fight like MASSIVE creepers and there's gonna be like giant zombie spawners :SSSS:


    I cant wait for this update !!!

    Probably more like a 20-heart troll that lives in a ruin or stronghold and does 5 hearts of damage per swing, but can't leave the area of the stronghold.

    Also, biome borders really only makes sense if biomes are much larger than they are now. Which Notch sort of hinted at and most people are in favour of.

    I can't really think of ways this will happen that don't involve some sort of very close congruence between the terrain contour and the weather/biome substrate. For instance, taiga would probably only happen at higher elevations. Desert would be marked with sand as it is now, but also be flatter overall and might be bordered by a ring of mountains. A river might divide a biome from another biome. That sort of thing.

    I would hate to see borders of biomes be marked with artificial structures or jarring, awkward terrain issues. I can see this happening with strongholds, NPC villages, and ravines.
    Posted in: Minecraft News
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    posted a message on Mods accessing third party content
    Quote from Wazardnards

    Like the "Naughty List mod Protection" which accesses a database on Dropbox. This is a huge security vulnerability, as it creates the potential for third party code to be injected. I urge the MC moderators to restrict the useage of tools like these, given the huge security holes they cause.

    Does the mod specifically mention it will do this before you install?

    If not, I can see where the problem is.

    if so, then it's up to you to decide whether to install it or not, since you are reasonably expected to read the Readme and install details before you use any mod.
    Posted in: Mods Discussion
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    posted a message on Beta 1.8 Discoveries
    Or villages will contain a designated building or flat area like the trading post socket in Age III. You "claim" the trading rights and trade with the NPCs.
    Posted in: 1.8 Update Discussion
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    posted a message on Glacier. The SEED that fails to disappoint.
    That's actually pretty typical for Skylands terrain generation. We ran a Skylands version of our regular server map (random seed) and got very nice floating continents, islands, plateaus, and shelves.
    Posted in: Seeds
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    posted a message on If you could add 3 things to Minecraft...
    1. BiomeTerrainMod built into world generation GUI (with much more control over chunk-chunk transitions)
    2. Invisible block or item that suppresses mob spawning. One that doesn't melt snow/ice, doesn't occupy space, and can be mounted anywhere. Like an invisible torch.
    3. Make BetterStairs and Nature Overhaul part of the game.
    Posted in: Suggestions
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    posted a message on PhoenixTerrainMod Code sharing thread
    Quote from Rhoshwen

    These islands are perfect for what I need, but I can't seem to replicate them. I'm using your settings and that seed, but my islands are very mountainous while yours are much more gentle. What should I do to fix this?


    It's that random 4.0 volatility setting. Lower it to 0.5-1.2 and see if that improves the contours of your islands. Some seeds are going to give you fits anyway - no matter how gentle your settings, you will still get an unacceptable amount of jutting garbage. Seeds that seem to behave themselves: fourwind, Atticus, worstseedever, -1160876426418401878

    I've used all of the above with Jack and Shoa and gotten excellent, server-friendly results. Atticus is a snow map btw so if you're looking for Pirates of the Caribbean, it's not a good seed to use.

    FWIW, I love the baseline Jack's Islands code and find it gives me the occasional 5x5x7 floating "capsule" of land high in the sky. I use MCEdit to paste an entire dungeon in some, and other hidden treasures on/in others. Players on our server love exploring the oceans and discovering these treasure capsules.
    Posted in: Mods Discussion
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    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from Araxiel

    No. I start a world. It's the one with bedrock-to-sky cliffs. I close minecraft. I try to change some things in the .ini. I restart Minecraft, I delet the last world. I create a new one. Same thing. No matter how much I changed the .ini


    Always use a new world name for each new world you make. Otherwise Minecraft will reuse the settings from the deleted world, still in the cache.

    It is also possible your master copy of the .ini file is corrupted. Try this: unzip the mod folder, copy the fresh .ini file from it, and paste/override it to your .minecraft folder.

    Try generating a world (with a unique name and seed) using the baseline .ini settings, do not change them. You should get a relatively normal-looking Minecraft world. Now close Minecraft and make some changes to the .ini file, something you will notice right away, so you know it's working. Try generating a new world (new name and everything) with this and see what happens.
    Posted in: Minecraft Mods
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    posted a message on Fetishizing Block Destruction
    People whined about how easy and boring Minecraft was, that once you built a house and farm, you "won". So Notch is going out of his way to encourage more exploration and risk-taking by giving us new mobs and better combat mechanics. In the process, some of the things he's adding will discourage sitting and resting on your laurels and being bored and whining.

    You can't please everyone.
    Posted in: Survival Mode
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    posted a message on Nether just seems bad.
    Chances are, the 1.8 update will include some changes to the Nether, changes that encourage people to explore it and go there for more than just a shortcut or try to get glowstone. There may be a new ground-based hostile mob or new ores.
    Posted in: Survival Mode
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    posted a message on 1001 things top put in SOMEONE ELSE"S house.
    Insert urban legend here about disgruntled carpenters tossing 5 lb of rancid hamburger meat into wall and then closing it up with drywall.

    A pig spawner is very annoying, especially when they can't find the source.
    Posted in: Survival Mode
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    posted a message on Minneapolis Spoonbridge and Cherry with Schematic Link
    Is that Lake Calhoun in the background? :laugh.gif:

    Nice work!
    Posted in: Screenshots
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    posted a message on [1.7.3] Roundaround's Mods
    I don't know if this has been asked before, but during 1.6.6 CCW would work on SMP, dunno if 1.7.3 works on SMP as well. Is there a Bukkit or SMP vanilla compatible version?
    Posted in: Minecraft Mods
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