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    posted a message on Ores in EVERY kind of block! (Ores as Metadata) [Now with better Pictures/ screenshots!]
    Quote from UltraX7»

    The concept is excellent for the most part, but I'm confused about an aspect of it...


    Are you saying an an obsidian block with iron could be harvested by a stone pickaxe and at the speed of normal iron ore? Because if blocks with iron or gold in them drop as themselves since ores don't drop ingots, then I don't think that scenario is right. There are four possible ways I think you could/should go about it:


    1. Since it's still obsidian you're breaking to get to the material, it would still require a diamond pickaxe and break at the speed of obsidian.


    2. Since it's still obsidian you're breaking to get to the material, but the material itself can be handled by a lower tier material, you can use the lower tier tool, but it's as slow as it would be to break obsidian with that tool and there's only a chance of getting the material rather than a guarantee.


    3. A new way that slightly changes the way ores work. When you break an ore block with a tool of a high enough tier for the base block and the ore, you break at the speed of that tool on the base block and receive the ore block. You can then put the ore block in the crafting grid with said tool to break it up into ore shards (or the base material if applicable, such as coal or diamond) and the base block. Ore shards can then be smelted into the appropriate ingots. If the tool you use is high enough for the base block but not for the ore, you break at the speed of that tool on the base block and receive only the base block. If the tool you use is high enough for the material but not the base block, you break at the speed of that tool on that ore (based on the current individual ore speeds) and receive the ore, but not the base block.


    4. The new way above, except if the tool you use is high enough for the base block but not for the ore, you break at the speed of that tool on the base block and receive the ore block, but can't break it up to receive the ore shards or base material until you have the appropriate tool.


    The way I see it, any of the above materials take into account all three of the tool, ore and base block involved, and make for a better and more varied experience (if slightly more complex). Got an iron pick and find some diamonds in stone? Great! Got an iron pick and find some diamond in obsidian? Well, you can have them, but you've gotta wait for it to break and you don't get your obsidian. Got a diamond pick? Great! You don't have to worry about anything!


    Anyway, for the concept as it is, if I'm understanding it correctly, I give Partial Support.


    Separate the ore and the block will be better. When mining a block, it drops both the base block and the ore chunks, which is to be smithed after furnacing.
    If I mine a stone with iron ore, I have to use above iron tier tools to get them both, otherwise, I will get only the stone, as it fits the tier.
    If I mine an obsidian with coal ore, I will need to use diamond pickaxe, as the block requires.
    Base breaking condition depends on the base block, but to obtain the ore, nessesary tool tier is required.
    A tricky situation will come for dirt/gravel/sand block that contains ores, this will require a shovel with matching tier to get the ore.
    Posted in: Suggestions
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    posted a message on [1.9] Levitation Elevator (Multi-Floored)

    Nobody is checking this forum :(

    Posted in: Redstone Creations
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    posted a message on You are granted the Power to create a planet....

    Name: Vac (vacant)

    Conditions: Greenish, unpolluted.

    Inhabitants: Plants, mostly herbivorous, solar-powered mechanism to build the planet, maintained by an intelligent specie, who loves peace, nature and science.

    Size: Slightly smaller than Earth.

    Climate: Slightly colder, 15~20 degree at the equator, below -10 degree at the poles.

    Terrain: 60% Water, 40% Land, various unpredictable terrains.

    Sun and Moon: Artificially controlled by the intelligent specie, continuously powered by the cycle of energy.

    Cycle of energy: The energies gained and lost are cycled through the elements of the planet, without escaping to the space. It's a self-maintained independent planet.

    Posted in: General Off Topic
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    posted a message on [1.9] Levitation Elevator (Multi-Floored)

    ?

    Posted in: Redstone Creations
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    posted a message on Super Sonic Surfboard (1.8+)

    Actually you just need a Repeat Command Block with "Always Active", and you can put anything you want in the area.

    Posted in: Redstone Creations
  • 1

    posted a message on [1.9] Levitation Elevator (Multi-Floored)

    I made a elevator using the new Levitation effect.

    Made in Minecraft 15w35e.

    It allows multiple floors selection, and the height of each floor can be changed by changing levitation speed and time.

    It allows addition of new floors just by cloning the redstone template and alter some variables(I can't use tilde coordinates on selectors)


    Images:



    If someone wants to make this an one-command-block mod and make it to an item(I don't know how to make spawn eggs that clones my redstone), it will be appreciated!


    Download Link: http://www.mediafire.com/download/rf37s2n3xs9g51d/Elevator.zip

    Posted in: Redstone Creations
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    posted a message on Connected World Boundary
    Quote from Writr»

    See, but that's the problem. Most - if any - Minecraft players don't play long enough or build far enough out for that to EVER be an issue. You would have to build out to the coordinates of 12 million (in either x or z) in order to start having that problem; can you honestly tell me whether you have EVER built a world out to that point, and not just for the sake of getting to the Farlands?


    Most large maps really only extend out to 10-20K blocks square. Back when Shaboozey was up, their maps only extended out to 12K, because the server couldn't handle generating much more than that; even then, with around 150 consistent players on at a time, the world never at all felt crowded.


    But I would like to see this idea to become real, maybe for smaller maps it can be toroidal.

    Take a look at the RPC I mentioned at the first post, it can resolve the lag issues for this system.


    And also if this was to be real, expansion to "outer space" is possible because the world is "one planet", not an infinite plane.

    Posted in: Suggestions
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    posted a message on Connected World Boundary
    Quote from Writr»

    This seems overly complicated for something that most players would never experience. By the time you start getting far enough out to where the world becomes all glitchy, you're at...what, 12 million away from 0,0? Most players maybe spread out to 10K if they spend enough time in a world, if even that. Most players would never venture far enough out to actually experience this mirroring effect, and so it seems a bit pointless to have it at all.


    But let's say you've been playing on the same map for many years and have built out to that point for some reason. Why would this be necessary? It not only removes the "infinite" aspect of Minecraft (though maps tend to become glitchy to a point of broken past 32 million), and the mirroring effect (from what I can tell in all the comments) would cause a buttload of lag without a high-end PC.


    No support, sorry.


    It is intended for large maps that have been played much long to reach a boundary.

    If it is possible to do without lag issues, let players to opt the world size and the repeating.

    Posted in: Suggestions
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    posted a message on Connected World Boundary

    ...Or I can limit the number of renderers and have them removed after passing the boundaries.

    A maximum of 4 renderers will occur at corners...

    Leaving the area will stop renderers to continue rendering.

    Posted in: Suggestions
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    posted a message on Connected World Boundary
    Quote from jcm2606»

    It's nothing to do with chunks, or data, or multiplayer. Forget that idea. It's to do with rendering the world a second time, placing a second player on your computer, in your game, in your world, and feeding the data the camera is giving you back to a custom renderer in world. It has absolutely 0 to do with anything except rendering. It's a limitation in the way the game itself is coded to render the world out. The data is not changing, it's not to do with areas not being in sequence. You're placing a new player within your own game out in the world at the location and the camera information is being sent back to you.


    If you don't understand, I advise you reread everything I've said, I cannot explain it any more simpler than that. But I'm telling you as a mod developer myself, and it has nothing to do with how chunks are loaded or how multiplayer works, this will cause lag. In the best case scenario you may halve the total FPS, in the worst you could drop it to 0. No matter if you make the most efficient chunk loading algorithm in the world that uses multiple threads to concurrently load chunks, it will not help.


    I have a thought, can I separate the boundaries area out as a single world when a player is approaching boundaries?

    For example, I have Player A alone near a boundary, so I can make Player A to another "world" where the origin of sequence is changed to ±30,000,000. And then Player B reaches the opposite side of the world, he gets moved to the "world" where Player A at too.

    Is this possible to reduce lag? Yet this method will disable spawn's update in that "world".

    Posted in: Suggestions
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    posted a message on Connected World Boundary
    Quote from jcm2606»

    That's because it's rendering within a single cycle. Rendering works in cycles. By default the game renders the world once from the viewpoint of the camera / player, it has no issues doing this. Add another camera, it has to rerender it a second time, add a new cycle for that camera. A third and it adds another cycle. This is about as simple as I can make it. I can't exactly explain it without getting technical, I can show the lag it causes though. Just trust me when I say as a mod developer this will cause tremendous lag even on beastly machines.


    I suggest you watch the video below from the time I linked (just in case it screws up, the time is 3:50). It's a mod by iChun which adds a portal which you can actually see through, similar to the portals in the game Portal. It's rerendering the world in 3 cycles actually, 1 for the actual world your player is seeing, and 2 more for the 2 doors. Add more doors, and 2 more cycles are added. Now your suggestion would require much more than 2 cycles to accurately make it appear as if the world wraps around.



    Can't I change the sequences of chunk arrangement like this?


    So it is like a dynamic moving world.

    I saw the mod that causes cycles because the areas loaded are not in sequence, and may vary for any doors you created.

    But connection of world boundaries are fixed coordinates and will not change no matter what.


    I found a problem that players in multiplayer at both ends of the world will cause 2 identical chunks spawned repeatedly at different locations(both ends). In this case, I can use teleporting the player to the another side of the world, to meet the other guy at that side, and the useless identical chunk is removed from records.

    Posted in: Suggestions
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    posted a message on Connected World Boundary
    Quote from jcm2606»

    The problem is it's not in relation to any new chunks. It's in relation to the game being rendered twice. Imagine having two Minecraft windows open at once on the same server, both account standing in the exact same spots that I was talking about. Take out the CPU-bound updates and focus on rendering, that's what it's having to do. re-render the world over again. Granted in this scenario it'd be doing this all within the same game, not two different ones. It's essentially just re-drawing all the blocks on your screen a second time.


    What you mentioned in terms of not rendering it if you're not near the border is known as distance culling and is helpful when not near it, but it'll still drop your FPS to 0 if near-by.


    Let's take a look first at current multiplayer.

    In servers, Player A is at (0,0) (I ignore the Y-axis), Player B is at (18,0), which is the adjacent of the chunk where Player A stands.

    It won't cost any lag when Player A can render Player B and the chunk he is standing, and vice versa.


    In world boundaries, it works the same but the server will tell the clients to render the other part of the world, instead of void.

    EDIT: The server will load the other part of the world and send the packages to the client.

    I think it won't do anything to burden the clients and the server.



    I don't know what I have misunderstood, please kindly give me any flaws you found and I shall give improvements.

    Posted in: Suggestions
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    posted a message on Connected World Boundary
    Quote from jcm2606»

    The problem that I see is more so how the world would be rendered. The renderer is currently not equipped to efficiently "mirror" sections of the world and duplicate them visually to other parts, you'd effectively have to re-render the world over again from a different place and paste that viewport as a custom renderer for a block or whatever, which is super expensive to do (iChun was working on one of the most efficient and accurate implementations of this, dropped a computer running 60+ FPS with Fraps recording to 30 and below 30 with one of these renderers, XCompWiz has been working on another one of these renderers that didn't lag too badly, but the resolution was reduced internally so everything was pixelated and "blurry"). It's quite easy to make the world seem like it's wrapping around, you could just teleport the player to an interpolated position in-world when they reach the border (in other words, when they touch the border try and find the exit point at the other side). However making the world appear as if it was wrapping around isn't as easy. Re-rendering the world, per chunk, for each chunk on the border would be incredibly inefficient and would likely reduce the framerate of all players to 0.


    One possible solution is to periodically, every couple seconds perhaps, mirror the actual chunks across rather than just visually. That way you're not re-rendering the world, rather updating the world. But, this would pose problems in itself again with lag in large scales.


    Thanks for your feedback.

    You mentioned about "teleporting" the player to another place, instead of having "duplicated" world rendered.

    What I mean is, since the chunks only record their own entities and blocks, we can connect the chunks at X/Z: 30,000,000 with X/Z: -30,000,000, and this rendering will only occur when a player reaches the boundaries. When they leave that area, they are dis-spawned like normal.


    For instance, if I stand near a boundary at X:29,999,990, I can see the chunks(and their entities) over the boundaries X:-30,000,000 to -29,999,990, for example. Vice versa, I can see the same from the other side X:-29,999,990


    For the corners, chunks from 3 different areas are rendered, it works with the same mechanics.

    For instance, if I stand at (n, n) where it is very close to a corner, I can see (n, -n), (-n, n) as well as (-n, -n).


    The number of rendered chunks are remained unchanged compared with current chunk loading system, hence it won't cause any lagginess to the game.

    Posted in: Suggestions
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    posted a message on Connected World Boundary
    Quote from coolcat430»

    I know it works like chunk loading as normal, but wouldn't the generation mess up once it moves to the other side of the world? I understand how once you move far enough you'd be where you were before after a long time. Also, I said it should be an optional setting because some people like the normal world borders, or else they wouldn't have added the customizable world borders


    Look at the examples above, you can see the sequence of loading chunks are not affected mostly, it just treats the world as a LARGE chunk and duplicates them.

    World borders I find them a little troublesome since when travelling from one edge to the other side of the world, the world border will hurt the player. It should be remade to be compatible with connected world boundaries.


    EDIT: Try to look at FAQ (2), I have made an explanation about your problem.

    Posted in: Suggestions
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