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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]

    minecraft 1.8 contains sponges, but i havent ever found any ingame (naturally generated).

    finite liquids was a memory hog because the mod did way more than only water.

    having too many features in one mod can result in unnecessary calculations (even if the mod has to check if the feature is enabled, that causes CPU load, if the mod tries to start the feature 1000 times each second).

    more features also mean more potential compatibility issues and more problems for users who dont like fiddling with config.ini files to find out what is needed and whats not while it also can result in two players with the same mod not being able to play in MultiPlayer because their configs are different.


    i loved the volcanoes btw, but the worldblockphysics, realistic falling trees and whatwastheotherone just were too much.


    i advise you to look into the two other liquids mods and see for yourself. maybe there are parts that can help you and other parts that show you why something is a bad idea.

    Posted in: WIP Mods
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    posted a message on Dorven Realms, a Dwarf Fortress-Based Minecraft Terrain Generator.
    Values between 4-8 for blocks per embark tile work well. 4 gives steeper slopes, while 8 gives more extensive biomes.
    Cave
    height and width can change the feel of the caverns quite a bit. The
    default values give results that feel closer to DF caverns, but
    increasing height may be more to some people's taste.

    the most correct value would be 48. but noone here would understand why, as i had to do a little research to understand it myself:

    Tiles are the squares that form a map. There are 48x48 tiles in a a 1x1
    embark; this is also the scale of overland travel tiles in adventurer
    mode. 16x16 travel tiles, the maximum embark size, covers a world map
    tile. A single world map tile would contain 768x768, or 589824 local
    tiles. (source: http://dwarffortresswiki.org/index.php/DF2014:Tile )


    (Picture linked from: http://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide#Choosing_a_Good_Site)


    on the left(marked as "local"), a 4x4 embark site is selected, while each

    of those symbols represents an area consisting of 48x48 "map tiles"
    and each of those map tiles is almost equal to 1 MC block if ignoring "z-levels".

    each squareon the region map represents 16x16 symbols on the local map.


    this tool converts the symbols from the local map (but for the whole world as it seems) into minecraft blocks.

    so one square on the local map has to be multiplied by a factor to actually create a river and not a 1 block wide something.


    but that's not what i'd hope for:

    if one could actually export a world with all embark sites, where 1 maptile means 1 block, that'd be what i expected when i first read about this tool.

    i'd generate a tiny or small world with maybe 100 years history and have a surrounding for MC so huge, i'd never be able to finish crawling all the dungeons or gazing at all the amazing sites the civilizations built.


    i honestly think that converting each DF maptile into a 5x5x4 or 5x5x5 MC section is the only acceptable way as every maptile has a walkable height(at least 2 blocks in MC) plus a floor. i prefer having a ceiling height of 3, so that leaves me with 4 blocks height including the floor.

    now there's another problem to take into account: everything has to be accessible from all 6 directions.

    so even if i could build a stairway within a 3x3 section, it wouldnt be accessible from all of those directions, unless there's additional room around it, which isn't always the case, nor needed in DF.

    so after fiddling around in creativeMC, i built a few "structures" to show what i consider useable for this goal.

    every map tile converts to a 5x5x4 section, which is accesible by all 6 directions and completely safe to walk.

    the doors either will look odd/silly, but there are few ways of creating a doorway that works no matter which direction you create it.


    stairs down


    stairs up+ stairs down


    stairsup/down


    door



    of course that would make even smaller dwarven outposts look like epic halls, but otherwise you'd have impassable walkways, stairs, doors, ramps etc.

    Posted in: Minecraft Tools
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    posted a message on Dorven Realms, a Dwarf Fortress-Based Minecraft Terrain Generator.

    i like this idea. i began playing DF yesterday and i was stunned about how much detail is created along such a world.

    i sure would love to see that in minecraft.

    Posted in: Minecraft Tools
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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]

    of course the pipes and pumps in finiteliquidmod were great, but if this mod gets expanded with the pressure system and pistons can raise or lower pressure, it will be quite easy to create such with vanilla blocks without the need to add any new blocks to the game and that's what i'd prefer.

    maybe someone can create a totally optional pumps and pipes addon later.


    if it creates puddles during rain (like finite liquids mod), lakes and rivers will form. the riverbeds will sometimes carry more water, sometimes less.

    and it's finally dangerous to walk along a wadi (dried riverbed in the desert).

    Posted in: WIP Mods
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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]

    okay, so if this script is active, i could just push water upwards with pistons? what about sideways?

    that way i could build more efficient pump-systems.

    Posted in: WIP Mods
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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]

    oh, okay, my fault again ^^.

    thanks for picking up the mod.

    actually the 4 diagonals were just because it was difficult to calculate or something.

    it was just not implemented yet, because it was merely a study of what's possible.

    so if you can correct the diagonals, that'd be awesome!

    and if pistons can push water, i could build pumps where needed.

    Posted in: WIP Mods
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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]

    oh :( that's embarassing.

    i just went to forge and on 1.8 there's versions 1491 and 1493.

    i already used 1450 for 1.8 shadersmod, so i thought everything with a higher build will be for 1.8+ too

    also what programs do i need to compile your repository with?



    excerpt from the changelog of 1492:


    [...]
    Build 1.7.10-10.13.4.1490-1.7.10:
    cpw: Actually rebuild the fluidNames each rebuild, don't just try and force changes in. Should fix #1973
    cpw:
    Wake up the FluidRegistry before any mods start loading. Should stop mods claiming to own water or lava (depending on who accessed
    FluidRegistry first)
    [...]


    so that's what now hinders compatibility between the two mods as cofh also wants to change fluids and what ever is loaded first gets to do so, while the other is locked out.

    Posted in: WIP Mods
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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]

    so, Keybounce, can i use your version with MC 1.8 ?

    do i have to compile the files or are they ready for playing?


    i just opened the 1.7.10 version, deleted/overwrote its content with yours, so i basically emptied it and copied in your files, so they form the same folder structure.

    yours has two "mcmod.info" files - i used the one from the "bin" directory.

    will this work with 1493 too? because 1492 isnt available for download anymore.


    maybe i did something wrong, but it just won't show up as active plugin and doesnt work: water behaves like vanilla.

    Posted in: WIP Mods
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    posted a message on Realistic Fluids Overhaul - Finite Water and Stuff [WIP]

    where can i find the github of this project?

    Posted in: WIP Mods
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    posted a message on [1.17.1] MumbleLink [Forge] [SMP] [LAN] [Mumble] [TS3] [Realism] [Directional VOIP]
    Quote from SnipingCoward»

    Pvt_Pirate, what did you mean by having to use the out-dated version for testing?

    The mod should work with the latest version too.



    To every one: If this mod is not working anymore please notify me as I am not playing Minecraft anymore and therefore am not checking the state.

    If it needs fixing you need to tell me! I am not checking myself!


    Sorry, i should've been more precise:

    i had to use 1.8 instead of the newer 1.8.8.

    your mod works perfect.

    i wish they'd update forge to a newer 1.8.x version, since 1.8.0 produces an unbearable amount of lag and low FPS, which renders the game almost unplayable.

    or is this version of forge compatible with all 1.8.x versions?

    Posted in: Minecraft Mods
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    posted a message on [1.17.1] MumbleLink [Forge] [SMP] [LAN] [Mumble] [TS3] [Realism] [Directional VOIP]

    @Leafy: Sorry, i misinterpreted a few things, as they just sounded as if you wanted to run the mod on the server:

    "I am trying to run this with my tekkit classic server"

    "I'd really like to use this mod for the server"


    It's too bad, that i don't know how to interpret the logfile either.

    I hope you get the help for this problem.

    Posted in: Minecraft Mods
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    posted a message on [1.17.1] MumbleLink [Forge] [SMP] [LAN] [Mumble] [TS3] [Realism] [Directional VOIP]

    Ok, so I know I'm going to sound dumb of this most likely and probably. But I am trying to run this with my tekkit classic server. I'm using version 2.4.4 of this mod and running tekkit classic. I'm looking all over to get this to work with no luck. I don't know if you'd be willing to help out since I'm using an old version of the mod, but his is my error report:
    [...]

    I'd really like to use this mod for the server, but I need to figure this out so I can help everyone download it. Thanks!


    First Sentence in the Openeing post should answer the question completely:

    A client-side Mod so that Minecraft now natively supports Mumble's positional audio feature.

    This means that the mod is not to be installed on servers as it it sufficient to install it on your client

    Posted in: Minecraft Mods
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    posted a message on MAtmos - Environmental sound atmosphere simulator

    without any explanation on what is done, this video is absolutely useless to me.

    i need to know the following:

    - a complete list of all needed software

    - a complete step by step tutorial from conversion of the sound files, assigning the files and packing them correctly

    Posted in: Minecraft Mods
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    posted a message on MAtmos - Environmental sound atmosphere simulator
    Quote from JonasTheRoman»

    Wow, Pvt_Pirate, it would be so cool if you enter a church you've build and a peaceful melody would start playing - kinda like a theme song.

    Couldn't you limit this to only specific block types, so random dirt crosses wouldn't trigger this?


    yes, it would be cool, but how do you specify this correctly, so it doesnt play unintended?

    i know:

    condition one: 3 cross structures with maximum x blocks of eachother

    (condition two: at least one GoldBlock within x blocks range of the centre of any of the crosses) or is condition one already sufficient?


    this way you don't need to have any too rare conditions

    Posted in: Minecraft Mods
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    posted a message on MAtmos - Environmental sound atmosphere simulator

    well, my idea was to use already existing triggers and replace/expand on the sounds played at those triggers.


    i currently can't think of any new triggers to build, except religious symbols (e.g. crosses) but i don't want sounds played at every occassional "cross" structure that might randomly get created by the worldgen.

    Posted in: Minecraft Mods
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