Hey Rei, if you're up to the challenge, could you look into adapting your great minimap to work in CubicChunks? I've been playing around creating a world and am currently building/mining where the average mountain height is around 800 blocks (600 odd above sea) oceans average about 200 blocks depth and below that well I'm not sure as I haven't dug down very far yet. However getting lost amid the mountains is a pain and currently your map and zan's alter classes which CubicChunks does so incompatible...sigh...
I have a question for you Exanadu. I've managed to automate the elevator so that it stops multiple floors, took a while to sort out the timing but got there eventually. The only problem being that I keep falling through the elevator as it moves off without me. I assume it's because I haven't actually clicked top or bottom to become part of the system. Is there any chance that it can be modified that a person will be picked up if they walk into the elevator block?
On another note, I've been playing with Cubic Chunks and when it's finally stable enough (it's fun to play with but has the occasional hitch as in gets a tad laggy every so often) but would love to add your elevator into the game when if you could extend the Y elevation beyond the 128 mark. Currently my mountains are anywhere from 700 to 1200 blocks high so 128 is a tad short...LOL..
By the way currently still using 1.73 as cubicChunks isn't 1.8 ready yet and not all the mods I use have been upgradedyet so until they are I'll stick with 1.73..LOL
My automatic subway station works fine now. 9 stations in the loop, a cart arrives waits 1 minute then departs automatically, approx 20 seconds later next cart arrives and so goes the circle. All I do at the beginning/end of day is to throw a switch to send carts to the PEZ or into the station loop, then press button for the automatic dispensing of carts begins then I can walk away and continue doing what I need to at the time.
As a bonus I even managed to set up indicator lamps that indicate the arrival and departure of carts from each of the stations...
First off love the Redpower Wiring and logic, I use them for controlling my minecart station/s. I've been working on a subway system that has minecarts moving in a continuous loop but at the moment I have to initially launch/call the minecarts to the first platform. I've worked out a way around that but am stuck on one point, can someone tell me how I can rest the counter logic circuit? I can set it to count down/up the number that I need but when it hits that number I need it to reset the count to zero ready to start cycle once more when button is pressed.
Thanks in advance
Cheers and keep up the great work.
I've been playing with CubicChunks 1.51 for a while and aside from the saving chunks screen of death that pops up from time to time have greatly enjoyed the increased height. One thing I would like to now though or perhaps two depending on how you want to look at it).
How do you get the mountains that I see in the pics? and are there any good/interesting seeds?The reason I ask is for some reason even though I do have the increased height/depth I haven't yet managed to generate a world with a mountain higher than y:150.
Installed the le.class file into the minecraft.jar (as well as the minecraft 1.73.jar file that HD patcher created just to be sure) and guess what... absolutely no change to how doors work... game runs fine, just zero, zip, nada... doors happily remain the same.
I'm using 1.73 as I won't move to update until all mods that I currently use are updated and as everything runs fine no need to hurry.
So any idea as to why nothing has changed?
Other than that would be a great mod from appearances.
Error #1 is fixed is 0.12. Also you won't be able to move that button on glowstone with elevator.
Error #2 is weird. I'll look at it later (maybe 0.13)
Error #3: What is that weird-shaped block to the left? Are these blocks like a part of craft or in the world?
Hi DiEvAl,
thanks for the reply. In regards to the weird shapes you mentiond, they are blocks from Kaevator Super Slopes. Great for making roofs, and giving a better look to right angle corners. worked great for a sloped base for a platform. The only sad part about them is that you can't place any redstone, rails, and such on them....
I'll have to see about relocating my moving button... and it was so handy... guess I need to add a few more blocks to my craft.
Oh well back to the tinkering, and who said one has to sleep?... I say Pfffffttt to them all, I'll sleep when I'm dead!
Maybe I wasn't clear enough about the Glowstone and Plank Blocks appearing and reappearing after I've destroyed them, exited the game and restarting.As I can't get pictures to load to the forum from my computer I've place them on my Picassa Webpage. Here's the link:
Love the mod. I'm using the Elevator with Cubic Chunks and testing at the moment. I have an elevator that goes to a height of 205 Blocks above the ground which starts at Y:82 so Top is 282 Blocks although I have the platform stopping at 282 allowing for a roof. I've managed to work out a catch an release of minecarts to and from the platform fine. However a couple of errors I've found, and they may have already been noted, however I'm still working my way through the 170 odd pages of the forum. Anyway, Redstone Powder, or Redstone torches tend to get pulled into the craft when clicking the Elevator Control Block. In this state they pass through blocks unaffected.
The second error faced with is for some reason random blocks of planks and glowstone (the elevator is constructed of Planks and the Guide rails are glowstone which I excluded from the craft via the configuration file) I could live with that but the problem is they appear in the way of the Elevator platform so I come to a halt and have to destroy them before I can continue. I've exited the game and restarted several times and these blocks appear every time even though I've destroyed them before exiting.
Any ideas for solving without the need for me to start a new world and rebuild?
I'd post pictures but I don't know how as the forum won't accept upload from my computer.
You could try overwriting CC's "px.class". I'm 80% sure it just fixes rain/snow for y<0 or something like that. You'll probably just have rain abruptly stop at the old bedrock layer.
MC Extended is ~100% guaranteed not to work with CC. Overwriting CC's "fd.class" is going to cause a crash.
I don't remember off the top of my head what the classes that are BetterThanWolves incompatible do. You could try overwriting if you like. It might work.
Also, I think it would look nicer if you put the list of BlockIDs in
[spoiler][/spoiler]
Ahh so that's how you do the spoiler section. See it just goes to show that an old dog can learn something new every day. I'll remember that for next time and my apologies. I'll give the Clear waters a go and see what happens tomorrow, oops I mean later today as it's almost 5Am and I've forgotten to go to bed...sigh...
Anyway was having a ply with the zepplin elevator on a test world here's a link in case you want to check them out. The height of the elevator for the test is 205 blocks, which began at Y:82 and ended at Y:287 (allowing for Height of roof above the platform stop.
You could try overwriting CC's "px.class". I'm 80% sure it just fixes rain/snow for y<0 or something like that. You'll probably just have rain abruptly stop at the old bedrock layer.
MC Extended is ~100% guaranteed not to work with CC. Overwriting CC's "fd.class" is going to cause a crash.
I don't remember off the top of my head what the classes that are BetterThanWolves incompatible do. You could try overwriting if you like. It might work.
Also, I think it would look nicer if you put the list of BlockIDs in
Wow astromutt, thanks for sharing that list! Any chance you could take that one further and let us know what ID's you had to change for what?
Also, have you tried the Zeppelin Mod with all of those? 0.11 of the Zeppelin Mod also has an Elevator & Ship control block and is Cubic Compatible with an adjustable height limit and no depth limit. (See it's listing here for instructions on how to adjust it's height limit.)
Yes, I've installed the Zepplin mod and it's working also
Here's the list for the Block ID's, I didn't change any of the Item ID's. Take note anyone who wants to use this that it's best to start with a new world as any changes to Block ID's in an existing worlds would most likely cause parts of your world to either disappear due to different Block ID's or crash. I think I have about 15 to 20 Block ID's left until your patch for the increased Block ID's comes out.
For those late to the game here's the incompatible files I've found
CrystalClearWaters v3.10.zip Notes: changes following class files same as CubicChunks px
Minecraft Extended V0.7_07 Notes: changes Class files same as CubicChunks fd, lm, n, px, to and wr
BTWMod2-91 BetterThanWolves Notes: changes Class files same as CubicChunks gk, tl and yh
Also since last message have installed and running fine with Agons_Xzen_V2_1_x86 128 bit Texture map.
Note: RedstoneGate_v1.0_alpha2 uses Block ID 129 and as it doesn't have a config file I can't change this
ExtraBuildcraftPipes (even though this does have a config file in the config folder when I change it for
some reason it reverts back to these settings...sigh...)
bouncePipe=158
crossoverPipe=160
extractionPipe=157
insertionPipe=159
You install ModLoader first, then Forge 1.0.6, then Cubic Chunks.
Minecraft Extended will not work, because both it and Cubic Chunks modify Chunk.java. Sorry. I intend to make a patch that should allow up to 4096 BlockIDs, as long as you're using Forge, within a week or two.
Oh well, I'll wait for the patch. before I go any further. On a side note I noticed when I opened the Better Than Wolves mod v2.91 that it also modifies the following class files: gk.class, tl.class and vh.class as Cubic Chunks does.. I'll assume that being the case would also not be compatible with Cubic Chunks... sigh...
Thanks anyway.
and I'll keep an eye out.
EDIT: It's a couple of hours later and Been busy installing mods. I noticed that Both Zan's Minimap and Rei's Minimap alter the uq.class file so can we gather that this would conflict also?
On a side note, I've managed to get the following mods working after a lot of juggling with the block ID's.
and yes pressing F4 brings up Cubic Chunks Co-Ords and FPS, which according to the screen varies between 40 -65 FPs depending on chunk updates. Also keep in mind that I "m running the basic Minecraft as I haven't tried changing texture packs yet.
Love the bigger worlds!
Great work by all of you and look forward to more improvements. Currently playing with vanilla 1.73 and CubicChunks 1.51 64k version.
I amlooking to install my various mods,and see that some of them are compatible so that's fine but I do have a question before I go about installing them.
In the beginning it says MinecraftForge 1.06 and modloader comparible. I know that modloader needs to go first but do I install MinecraftForge before or after CubicChunks?
On another note due to the number of mods I have/wish to install any idea if Minecraft Extended will work?
Doesn't matter if you don't know as I can always try and see what happens, but thought I'd add the question in case you know the answer off the top of your head.
0
Hey Rei, if you're up to the challenge, could you look into adapting your great minimap to work in CubicChunks? I've been playing around creating a world and am currently building/mining where the average mountain height is around 800 blocks (600 odd above sea) oceans average about 200 blocks depth and below that well I'm not sure as I haven't dug down very far yet. However getting lost amid the mountains is a pain and currently your map and zan's alter classes which CubicChunks does so incompatible...sigh...
Thanks in advance
0
I have a question for you Exanadu. I've managed to automate the elevator so that it stops multiple floors, took a while to sort out the timing but got there eventually. The only problem being that I keep falling through the elevator as it moves off without me. I assume it's because I haven't actually clicked top or bottom to become part of the system. Is there any chance that it can be modified that a person will be picked up if they walk into the elevator block?
On another note, I've been playing with Cubic Chunks and when it's finally stable enough (it's fun to play with but has the occasional hitch as in gets a tad laggy every so often) but would love to add your elevator into the game when if you could extend the Y elevation beyond the 128 mark. Currently my mountains are anywhere from 700 to 1200 blocks high so 128 is a tad short...LOL..
By the way currently still using 1.73 as cubicChunks isn't 1.8 ready yet and not all the mods I use have been upgradedyet so until they are I'll stick with 1.73..LOL
Cheers and thanks in advance
0
My automatic subway station works fine now. 9 stations in the loop, a cart arrives waits 1 minute then departs automatically, approx 20 seconds later next cart arrives and so goes the circle. All I do at the beginning/end of day is to throw a switch to send carts to the PEZ or into the station loop, then press button for the automatic dispensing of carts begins then I can walk away and continue doing what I need to at the time.
As a bonus I even managed to set up indicator lamps that indicate the arrival and departure of carts from each of the stations...
Go me!...LOL
Thanks again
cheers
0
Thanks in advance
Cheers and keep up the great work.
0
How do you get the mountains that I see in the pics? and are there any good/interesting seeds?The reason I ask is for some reason even though I do have the increased height/depth I haven't yet managed to generate a world with a mountain higher than y:150.
Thanks in advance for any help.
Cheers
0
Cheers
0
Installed the le.class file into the minecraft.jar (as well as the minecraft 1.73.jar file that HD patcher created just to be sure) and guess what... absolutely no change to how doors work... game runs fine, just zero, zip, nada... doors happily remain the same.
I'm using 1.73 as I won't move to update until all mods that I currently use are updated and as everything runs fine no need to hurry.
So any idea as to why nothing has changed?
Other than that would be a great mod from appearances.
Cheers
0
Hi DiEvAl,
thanks for the reply. In regards to the weird shapes you mentiond, they are blocks from Kaevator Super Slopes. Great for making roofs, and giving a better look to right angle corners. worked great for a sloped base for a platform. The only sad part about them is that you can't place any redstone, rails, and such on them....
I'll have to see about relocating my moving button... and it was so handy... guess I need to add a few more blocks to my craft.
Oh well back to the tinkering, and who said one has to sleep?... I say Pfffffttt to them all, I'll sleep when I'm dead!
Cheers
0
https://picasaweb.google.com/102018366273900802231/CubicChunksAndZepplinElevator?authkey=Gv1sRgCM7BxPO1jpe-8AE
Scroll down and the errors are the last 4 pictures.
Hope that clarifies things
Cheers
0
The second error faced with is for some reason random blocks of planks and glowstone (the elevator is constructed of Planks and the Guide rails are glowstone which I excluded from the craft via the configuration file) I could live with that but the problem is they appear in the way of the Elevator platform so I come to a halt and have to destroy them before I can continue. I've exited the game and restarted several times and these blocks appear every time even though I've destroyed them before exiting.
Any ideas for solving without the need for me to start a new world and rebuild?
I'd post pictures but I don't know how as the forum won't accept upload from my computer.
Cheers
astromutt
1
Ahh so that's how you do the spoiler section. See it just goes to show that an old dog can learn something new every day. I'll remember that for next time and my apologies. I'll give the Clear waters a go and see what happens tomorrow, oops I mean later today as it's almost 5Am and I've forgotten to go to bed...sigh...
Anyway was having a ply with the zepplin elevator on a test world here's a link in case you want to check them out. The height of the elevator for the test is 205 blocks, which began at Y:82 and ended at Y:287 (allowing for Height of roof above the platform stop.
https://picasaweb.google.com/102018366273900802231/DropBox?authkey=Gv1sRgCL-q_tG89tuvsgE&feat=email
Cheers
Edit:
I've gone back and edited my previous posts with the as suggested. Thanks again for the tip.
0
2
Yes, I've installed the Zepplin mod and it's working also
Here's the list for the Block ID's, I didn't change any of the Item ID's. Take note anyone who wants to use this that it's best to start with a new world as any changes to Block ID's in an existing worlds would most likely cause parts of your world to either disappear due to different Block ID's or crash. I think I have about 15 to 20 Block ID's left until your patch for the increased Block ID's comes out.
For those late to the game here's the incompatible files I've found
CrystalClearWaters v3.10.zip Notes: changes following class files same as CubicChunks px
Minecraft Extended V0.7_07 Notes: changes Class files same as CubicChunks fd, lm, n, px, to and wr
BTWMod2-91 BetterThanWolves Notes: changes Class files same as CubicChunks gk, tl and yh
Also since last message have installed and running fine with Agons_Xzen_V2_1_x86 128 bit Texture map.
Have fun
Cheers.
Advanced Carts boosterTrack = 97
breakerTrack = 98
woodenPressureTrack = 99
stonePressureTrack = 100
catchReleaseTrack = 101
locoTest = 400
Kaeveator Super Slopes
Slopes_Opacity=0
BlockKaevDirtCorners=102
BlockKaevDirtIntCorners=103
BlockKaevDirtSlopes=104
BlockKaevGrassCorners=105
BlockKaevGrassIntCorners=106
BlockKaevGrassSlopes=107
BlockKaevSandCorners=108
BlockKaevSandIntCorners=109
BlockKaevSandSlopes=110
BlockKaevSnowCorners=111
BlockKaevSnowIntCorners=112
BlockKaevSnowSlopes=113
BlockKaevGravelCorners=114
BlockKaevGravelIntCorners=115
BlockKaevGravelSlopes=116
BlockKaevWoodCorners=117
BlockKaevWoodSlopes=118
BlockKaevWoodIntCorners=119
BlockKaevCobblestoneIntCorners=120
BlockKaevCobblestoneCorners=121
BlockKaevCobblestoneSlopes=122
BlockKaevGlassCorners=123
BlockKaevGlassIntCorners=124
BlockKaevGlassSlopes=125
BlockKaevSandstoneCorners=126
BlockKaevSandstoneIntCorners=127
BlockKaevSandstoneSlopes=128
BlockKaevBricksCorners=130
BlockKaevBricksIntCorners=131
BlockKaevBricksSlopes=132
BlockKaevStoneCorners=133
BlockKaevStoneIntCorners=134
BlockKaevStoneSlopes=135
BlockKaevSteelCorners=136
BlockKaevSteelIntCorners=137
BlockKaevSteelSlopes=138
BlockKaevGoldCorners=139
BlockKaevGoldIntCorners=140
BlockKaevGoldSlopes=141
BlockKaevObsidianCorners=142
BlockKaevObsidianIntCorners=143
BlockKaevObsidianSlopes=144
BlockKaevDiamondCorners=145
BlockKaevDiamondIntCorners=146
BlockKaevDiamondSlopes=147
Note: RedstoneGate_v1.0_alpha2 uses Block ID 129 and as it doesn't have a config file I can't change this
ExtraBuildcraftPipes (even though this does have a config file in the config folder when I change it for
some reason it reverts back to these settings...sigh...)
bouncePipe=158
crossoverPipe=160
extractionPipe=157
insertionPipe=159
mod _Zepplin block.controller.id=179
Elevator bottomBlockID:180
topBlockID:181
UsefulTNT
DirectionUnitID = 182
DirectionalTNTID = 183
WideID = 184
PlaneID =185
CubeID = 186
ChunkID = 187
FreezeID = 188
NetherID = 189
SpongeID = 190
MeltID = 191
WeatheringID = 192
ClusterID = 193
RedstonePipe RedstonePipeID=194
Wireless Redstone
WirelessRedstone.ReceiverID=195
WirelessRedstone.TransmitterID=196
WirelessClocker.ClockID=197
Couldn't get RedPowerArray to work at all for some reason but I can live without it.
RedPowerWiring WiringID=198
RedPowerLogic LogicID=199
RedPowerLighting
LampOnID=200
LampOffID=201
Buildcraft
autoWorkbench.id=204
builder.id=205
cobblestonePipe.id=221
diamondPipe.id=226
drill.id=206
engine.id=207
filler.id=208
frame.id=209
goldenPipe.id=224
ironPipe.id=223
marker.id=210
miningWell.id=211
obsidianPipe.id=225
oilMoving.id=202
oilStill.id=203
pump.id=212
quarry.id=213
stonePipe.id=222
tank.id=214
template.id=215
woodenPipe.exclusion=
woodenPipe.id=220
IndustrialCraft 2
blockAlloy=227
blockAlloyGlass=228
blockCable=229
blockDoorAlloy=230
blockDynamite=231
blockDynamiteRemote=232
blockElectric=233
blockFenceIron=234
blockGenerator=235
blockHarz=236
blockITNT=237
blockLuminator=238
blockMachine=239
blockMachine2=240
blockMetal=241
blockMiningPipe=242
blockMiningTip=243
blockNuke=244
blockOreCopper=245
blockOreTin=246
blockOreUran=247
blockPersonal=248
blockReactorChamber=249
blockRubLeaves=250
blockRubSapling=251
blockRubWood=252
blockRubber=253
2
Oh well, I'll wait for the patch. before I go any further. On a side note I noticed when I opened the Better Than Wolves mod v2.91 that it also modifies the following class files: gk.class, tl.class and vh.class as Cubic Chunks does.. I'll assume that being the case would also not be compatible with Cubic Chunks... sigh...
Thanks anyway.
and I'll keep an eye out.
EDIT: It's a couple of hours later and Been busy installing mods. I noticed that Both Zan's Minimap and Rei's Minimap alter the uq.class file so can we gather that this would conflict also?
On a side note, I've managed to get the following mods working after a lot of juggling with the block ID's.
Installed in order:
01 ModLoader
02 ModLoaderMp 1.7.3 Unofficial
03 Property Reader v2.0
04 Mod_IDList 1.7.3.1
05 SinglePlayerCommands-MC1.7.3v2.10_2
06 TooManyItems2011_07_01
07 GuiAPI0.10.4-1.7
08 Minecraftforge-client-1.0.6
09 AudioMod
10 MAtmos__1_7_3__r5
11 CubicChunks V1.5.1_B1.7.3_Client
12 WirelessRedstone v1.4
13 WirelessRedstoneClocker02
14 WirelessRedstonePowerConfigurator05
15 WirelessRemote04
16 WirelessSniffer05
17 RedPowerCore-1.7.1
18 RedPowerWiring-1.7.1
19 RedPowerLighting-1.7.1
20 RedPowerLogic-1.7.1
21 RedstoneGate_v1.0_alpha2
22 InstaWire
23 buildcraft-client-A-core-2.1.1.zip
24 buildcraft-client-B-builders-2.1.1.zip
25 buildcraft-client-B-energy-2.1.1.zip
26 buildcraft-client-B-factory-2.1.1.zip
27 buildcraft-client-B-transport-2.1.1.zip
28 mod_extrabuildcraftpipes-client-2.0.1.2.zip
29 RedstonePipe-2.0.1.1.zip
30 IndustrialCraft²_v1.00.zip
31 IndustrialCraft²_v1.00_Sound-Files.zip
32 Minecarts Advanced v1.9 for 1,73.zip
33 Kaevator_SuperSlopes_v2.1_MC_1.7.3.zip
34 UsefulTNT_1.7.3_8_1.zip
35 Elevator v1.6 for 1.73.zip
and yes pressing F4 brings up Cubic Chunks Co-Ords and FPS, which according to the screen varies between 40 -65 FPs depending on chunk updates. Also keep in mind that I "m running the basic Minecraft as I haven't tried changing texture packs yet.
cheers
0
Great work by all of you and look forward to more improvements. Currently playing with vanilla 1.73 and CubicChunks 1.51 64k version.
I amlooking to install my various mods,and see that some of them are compatible so that's fine but I do have a question before I go about installing them.
In the beginning it says MinecraftForge 1.06 and modloader comparible. I know that modloader needs to go first but do I install MinecraftForge before or after CubicChunks?
On another note due to the number of mods I have/wish to install any idea if Minecraft Extended will work?
Doesn't matter if you don't know as I can always try and see what happens, but thought I'd add the question in case you know the answer off the top of your head.
Cheers