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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]

    I haven't played without a shader mod in a while, so I can't remember whether sunlight casted shadows move at all.


    Sunlight Problem: As it is now, shadows are cast at an angle relative to the sun. Nothing would need to change. If a wall is blotting out the sun, then it will obviously cast a large shadow. If the wall is out of view, then it wouldn't cast a shadow. For those of you who want a more complete solution like a real game scenario such as digging inside a mountain with a large enough hole in it that the ceiling isn't rendered and the game thinks the sun is reaching you, make a mod that checks if each chunk is getting sunlight. If it is, mark it as a source of light. This way, all chunks on the outside of the previously (or currently) rendered area count as the sun reaching it since there is no way to know if the sun ISN'T reaching it because other chunks between it and the sun haven't been loaded yet. With every chunk marked as either source of light, source of light reaching it, or having shadow casted on it (when a chunk is updated, block place/delete etc, it knows the shadow outline it needs to be casting relative to the current chunk source of light (which is probably unloaded and very far away) also relative to the current suns position in the sky (the angle of light touching the world is the same for each light source chunk, they're like vectors, the sun is just a prop in the sky not really doing anything)), That way, shadows are cast normally and the chunks you have loaded always know the shape of shadows they need to be casting, if any, and whether they need to be casting light at all. There is your solution. Cubic Chunks doesn't need to address any of this, it says so in the OP. A 250 block wall blocking the side of the world when the sun is rising will cast a large shadow, when it's no longer in view, no shadow will be cast from it, Cubic Chunks is entitled to use the same system vertically.

    Posted in: Suggestions
  • 0

    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Quote from aaronfranke

    That's like saying a horizontal river you made that is around 20 chunks long would have its water drain. That's just not how water works.

    Simple solution: Have block updates in or adjacent to water load all the chunks around water. However, I know people are going to complain about having rogue chunk loaders, but there's simply no better way. Cubic Chunks is still an improvement over the old system so there's no reason to complain. Besides, rogue chunk loaders caused by water would only be issue if somebody had the dumb idea of making a superflat world endlessly deep with air with a later of water generated. Either that or if somebody had the idea of teleporting up to y=30,000,000 and placing water source blocks. To prevent world-destroying griefing, admins could set a limit to how high and low water can exit


    I do not see what the big deal about this problem is that you are all describing. If you just disallow water to flow into chunks not currently loaded, then the problem is solved. That is not initial water flow, that is all water flow ie: water does not move.
    Posted in: Suggestions
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    posted a message on Mod Efficiency
    I've always wondered if say making a very large scale MC mod, would it be more efficient if someone used one big texture file for all their textures(basically like vanilla mc does), or many small separate files? Which would be better in terms of overall fps?
    Posted in: Mods Discussion
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    posted a message on Looking for a specific mod...
    This mod makes it where if you mine a block halfway and leave, it stays half-mined, what's the name of it? Can't find it anywhere now.

    On an unrelated note, I've always wondered if say making a very large scale MC mod, would it be more efficient if someone used one big texture file for all their textures(basically like vanilla mc does), or many small separate files? Which would be better in terms of overall fps?
    Posted in: Mods Discussion
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Quote from Calacbolg

    There will be Forge and non-forge versions.

    Barteks is currently trying to fix slow generation. A big issue is cave generation - the same cave generation is run 16 times as many times with Cubic Chunks than without.



    By Forge and non-forge versions, does this mean that there will be a mod applicable to the base vanilla server, and one availible for MCPC-Plus? (MCPC Plus being bukkit, spigot, and forge in one) or is forge compatibility not enough, will it need to actually be a bukkit mod for it to also work or... how would compatibility with MCPC Plus work being that forge is compatible, does that mean that cubic chunks would also be compatible?
    Posted in: Suggestions
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    posted a message on Craftable Animals v2.5.0.2 - see last post for 1.10 and 1.11 versions
    "this mod adds more than 63,840 items" considering cap is 4k your a liar, im not going to download if your going to over-exaggerate by a LONGSHOT - all the major mods of minecraft to date put together is still only 3kish items.
    Posted in: Minecraft Mods
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    posted a message on Carpenter's Blocks
    +rep this goes hand-in-hand with Forge Multipart thats how great it is, absolutely perfect for builders but those who wish to stay true with the blocky aspect of minecraft will want to have this work for microblocks, then builder's perfection
    Posted in: Minecraft Mods
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    posted a message on I'm Needing A Good Modding Team (APPLY HERE!)
    I like how multiple people say 10/10 as in they are some of the best coders in the entire history of minecraft and mod development for games yet have 2-4 forum posts and have absolutely no indication that they've had any experience.
    Posted in: Mods Discussion
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Hm. Will the save file format be the same as Robinton's in 1.7.3? Could we simply drag over our 1.7.3 worlds and use them with this cubic chunks and everything above y=128 still be intact?
    Posted in: Suggestions
  • 0

    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Quote from Calacbolg

    There will be Forge and non-forge versions.

    Barteks is currently trying to fix slow generation. A big issue is cave generation - the same cave generation is run 16 times as many times with Cubic Chunks than without.



    By Forge and non-forge versions, does this mean that there will be a mod applicable to the base vanilla server, and one availible for MCPC-Plus? (MCPC Plus being bukkit, spigot, and forge in one) or is forge compatibility not enough, will it need to actually be a bukkit mod for it to also work or... how would compatibility with MCPC Plus work being that forge is compatible, does that mean that cubic chunks would also be compatible?
    Posted in: Suggestions
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Quote from JonReed

    Everything mentioned there is something other mods would have to add, as such, there is no real answer here. A quick search shows that this topic has also come up many times and should be added to the faq, unless it has already been added, in which case, the faq should have a larger title.


    Its not in the faq. But i did read the last ~9 or 10 pages and didnt see anything similar so i just decided to reply

    Edit: after another ~40 pages or so, now i realize current terrain generation can already support infinite hights, but if generated terrain goes above/below height limit it simply gets cut off. As for the world generators/editors, its up to the respected owners to release compatibility for it(which lets face it, they will), this simply enables increased y axis and everything vanilla already supports it, some mods will have to be changed a bit to fit with this though(most likely forge, map modifiers, etc)
    Posted in: Suggestions
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    In Long:
    As with the new terrain generation that will be implemented with the first public release of this mod and possibly future support for multi-layered biomes being planted before they are actually released-will we be able to create(through an api of sorts) different generation and biome code without compromising compatibility as minecraft mods do now-or will we have to modify base classes if we would want to generate our own biomes?(considering all of this would seem to need to be modified for release and considered functional thus meaning youd also have to write your own api for creating new biomes/etc similar to how forge/modloader currently do it). Essentially, are you making this forge compatible so that players can have their own biomes generated?(or would forge-coders have to make forge compatible with this mod rather than the other way around to be able to add in our own stuff on top of this mod that are also related to what this mod does, being generation of chunks, ores, and perhaps even working something with the devs of voxelsniper for specific terraforming accustomed to cubic chunks?)

    In Short:
    Can players add in their own terrain generation mods to override cubic chunks' default, the same way vanilla minecraft/forge(or modloader) now do it or will forge/modloader need to add support for cubic chunks to be able to do that? Also, will there be a decent terraforming mod/plugin for cubic chunks? I suppose voxelsniper would work best but idk about it being better suited to worlds like cubic chunks generated ones...(perhaps ENORMOUS treegen and volcanogen commands etc)
    Posted in: Suggestions
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    posted a message on Convicted [Classic Prison Server] [Non-OP]
    IGN:QOOOOOOOOQ
    Current rank on the server: B
    Reason you were banned: "Choc can see all."
    Warden/Alpha that issued your ban: Doesn't say.
    Approximate time of ban: No clue, it was quite a while ago and didn't specify at all.
    Why you deserve to be unbanned: I've no idea what it was about, I mean I could have appealed way back then, but I just decided I would move on, besides.
    Any additional information: I appeared to be the only on the server and was in the shop selling items, this was about 8 months ago (I wrote it down on a piece of paper the details in case I had ever wanted to make an appeal, good thing too).
    Posted in: PC Servers
  • 0

    posted a message on Convicted [Classic Prison Server] [Non-OP]
    Quote from themobster00

    DangersClose I was banned by The_Bomber because I had killed one player in the sandstone mine with a lava bucket. I am banned for 7 days. After reading this I think that I was banned unfairly. If possible can u please unbanned me. PS. My IGN is themobster00. I feel that I should have just gone to jail.


    No offence but i believe killing players, not even attacking, KILLING players in non-pvp enabled zones is technically bug abusing, along with disregard of rules(no killing in non-pvp zones) along with it only being a temp ban... when instead i think its supposed to be permanent...
    Posted in: PC Servers
  • 0

    posted a message on Convicted [Classic Prison Server] [Non-OP]
    IGN:QOOOOOOOOQ
    Current rank on the server: B
    Reason you were banned: "Choc can see all."
    Warden/Alpha that issued your ban: Doesn't say.
    Approximate time of ban: No clue, it was quite a while ago and didn't specify at all.
    Why you deserve to be unbanned: I've no idea what it was about, I mean I could have appealed way back then, but I just decided I would move on, besides.
    Any additional information: I appeared to be the only on the server and was in the shop selling items, this was about 8 months ago (I wrote it down on a piece of paper the details in case I had ever wanted to make an appeal, good thing too).
    Posted in: PC Servers
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