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Author Topic: Minecraft - Mods Thread  (Read 982734 times)

Rhodan

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Re: Minecraft - Mods Thread
« Reply #4770 on: April 09, 2014, 06:15:12 pm »

Agrarian Skies is amazing. Although right now I'm a a point where I have all the ore and dirt and power I need to progress, but I can't be bothered doing all the crafting just to fulfil the next quest requirement. Minecraft's crafting system can get a bit tedious.
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Elephant Parade

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Re: Minecraft - Mods Thread
« Reply #4771 on: April 09, 2014, 06:15:42 pm »

I'm using forge, so optifine is a no-no.

Ok, slightly expanding my query: what mods can be installed that don't need a world regen to be used? I'm playing with my sister over LAN, and we have a few buildings and terrain we don't want to lose right now.
How does that make it a no-no?

Optifine is actually easier to install with forge. Just stick the .jar into the mods folder after all the other mods.
It breaks with some things.
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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #4772 on: April 09, 2014, 06:33:56 pm »

"On hold" as in "being held by the devs because its not done yet"
ah.

Maybe I'll pick it up then.
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Skyrunner

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Re: Minecraft - Mods Thread
« Reply #4773 on: April 10, 2014, 04:28:03 am »

It looks like the NBT file format for minecraft regions is not sane at all, hahaha ;_; looks like my hopes for creating a Planetoids map generator for 1.7.2 go into the bin.
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bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

0x517A5D

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Re: Minecraft - Mods Thread
« Reply #4774 on: April 10, 2014, 09:45:48 am »

It looks like the NBT file format for minecraft regions is not sane at all, hahaha ;_; looks like my hopes for creating a Planetoids map generator for 1.7.2 go into the bin.

Dude.  Did someone tell you that you have to parse the mapfiles yourself?

There's an app a library for that.

What's your language of choice?
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Skyrunner

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Re: Minecraft - Mods Thread
« Reply #4775 on: April 10, 2014, 10:03:59 am »

I know that there are libraries for that. It still doesn't help that the file format even after being parsed is arbitrary and insane :P I'm sure I could make sense of it after many hours, but my will to do that doesn't outweigh my lack of time to do everything I want to do. I was hoping for a library that abstracted the NBT into a "select chunk, coordinates, and set block type" thing. The most downloaded Python lib for NBT is close to the raws, only parsing and not having a convenience abstraction.

In short? I'm too lazy to do this without a good library.
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bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

MagmaMcFry

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Re: Minecraft - Mods Thread
« Reply #4776 on: April 10, 2014, 04:52:18 pm »

In that case, have a good library.

Code: [Select]
/**
* A new, blank world.
*/
public MCWorld();

/**
* Generates region files and exports them to the given folder.
* @param regionFolder the region folder to write to.
*/
public void writeAllRegions(File regionFolder);

/**
* Sets the block at coordinates (px, py, pz) to the given blockID and meta.
* Note that this does not actually generate a tile entity for that block.
*/
public void setBlock(int px, int py, int pz, int blockID, int meta);

/**
* Sets the biome at coordinates (px, pz) to the biome with the given ID.
* For a list of biome IDs, look at the Biomes page on the MC wiki.
*/
public void setBiome(int px, int pz, int biome);

/**
* Marks the chunk containing the coordinates (px, pz) to be redecorated by the Minecraft
* biome decorator (This will add trees and grass and ores and animals and stuff). Defaults to false.
*/
public void markDecoratable(int px, int pz, boolean decoratable);

Usage example included as well. Have fun!
« Last Edit: April 10, 2014, 05:14:21 pm by MagmaMcFry »
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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #4777 on: April 10, 2014, 05:13:29 pm »

Putting code tags in a spoiler is bad. Code tags self-limit the size anyway so its also not necessary.
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MagmaMcFry

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Re: Minecraft - Mods Thread
« Reply #4778 on: April 10, 2014, 05:14:30 pm »

Putting code tags in a spoiler is bad. Code tags self-limit the size anyway so its also not necessary.
How's that bad?
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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #4779 on: April 10, 2014, 05:17:07 pm »

Putting code tags in a spoiler is bad. Code tags self-limit the size anyway so its also not necessary.
How's that bad?
The code tag comes out really tiny on some browsers. Unreadibly tiny.
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Skyrunner

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Re: Minecraft - Mods Thread
« Reply #4780 on: April 10, 2014, 07:18:07 pm »

In that case, have a good library.

Code: [Select]
/**
* A new, blank world.
*/
public MCWorld();

/**
* Generates region files and exports them to the given folder.
* @param regionFolder the region folder to write to.
*/
public void writeAllRegions(File regionFolder);

/**
* Sets the block at coordinates (px, py, pz) to the given blockID and meta.
* Note that this does not actually generate a tile entity for that block.
*/
public void setBlock(int px, int py, int pz, int blockID, int meta);

/**
* Sets the biome at coordinates (px, pz) to the biome with the given ID.
* For a list of biome IDs, look at the Biomes page on the MC wiki.
*/
public void setBiome(int px, int pz, int biome);

/**
* Marks the chunk containing the coordinates (px, pz) to be redecorated by the Minecraft
* biome decorator (This will add trees and grass and ores and animals and stuff). Defaults to false.
*/
public void markDecoratable(int px, int pz, boolean decoratable);

Usage example included as well. Have fun!
Java doesn't count :P

Edit: to expand on that--I really don't feel like playing with Java in my free time. If I **have** to I will tolerate it (eg, for an assignment or there absolutely is no other way, eg Gephi Toolkit) but otherwise I'm hesitant to use Java.

Maybe I could create a Python script that writes abstract representations of a world to a json file or other, and then a tiny Java program that translate it into NBT.
« Last Edit: April 10, 2014, 07:21:10 pm by Skyrunner »
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bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

Hugehead

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Re: Minecraft - Mods Thread
« Reply #4781 on: April 10, 2014, 07:32:11 pm »

In that case, have a good library.

Code: [Select]
/**
* A new, blank world.
*/
public MCWorld();

/**
* Generates region files and exports them to the given folder.
* @param regionFolder the region folder to write to.
*/
public void writeAllRegions(File regionFolder);

/**
* Sets the block at coordinates (px, py, pz) to the given blockID and meta.
* Note that this does not actually generate a tile entity for that block.
*/
public void setBlock(int px, int py, int pz, int blockID, int meta);

/**
* Sets the biome at coordinates (px, pz) to the biome with the given ID.
* For a list of biome IDs, look at the Biomes page on the MC wiki.
*/
public void setBiome(int px, int pz, int biome);

/**
* Marks the chunk containing the coordinates (px, pz) to be redecorated by the Minecraft
* biome decorator (This will add trees and grass and ores and animals and stuff). Defaults to false.
*/
public void markDecoratable(int px, int pz, boolean decoratable);

Usage example included as well. Have fun!
Java doesn't count :P

Edit: to expand on that--I really don't feel like playing with Java in my free time. If I **have** to I will tolerate it (eg, for an assignment or there absolutely is no other way, eg Gephi Toolkit) but otherwise I'm hesitant to use Java.

Maybe I could create a Python script that writes abstract representations of a world to a json file or other, and then a tiny Java program that translate it into NBT.
You could probably use Jython, it lets you use Java classes in regular Python code.
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MagmaMcFry

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Re: Minecraft - Mods Thread
« Reply #4782 on: April 10, 2014, 09:15:13 pm »

Maybe I could create a Python script that writes abstract representations of a world to a json file or other, and then a tiny Java program that translate it into NBT.

Here, I did the Java part for you. Now you can create Minecraft worlds with pure Python.

So here's an example JSON file:
Code: [Select]
{
"blocks" :
[
[
[ 7, 7, 7 ],
[ 7, 7, 7 ],
[ 7, 7, 7 ]
],
[
[ 1, 1, 1 ],
[ 1, 1 ],
[ 1, 1, 1 ]
],
[
[ 1, 1, 1 ],
[ 1, 1, 1 ],
[ 1, 1, 1 ]
],
[
[ 1, 1, 1 ],
[ 1, 1, 1 ],
[ 1, 1, 1 ]
],
[
[ 2, 2, 5 ],
[ 2, 2, [5,1], [5,0]],
[ 2, 2, 2],
]
],
"biomes" :
[
[1, 1, 1],
[1, 5, 1],
[5, 5, 1],
],
"decorate" : false
}
Save it as world.txt in the download's main folder, then run convert.sh (if you're on Windows, rename that to convert.bat and then run that), and you'll automatically get your region files written into your region folder.
Place the region folder into a fresh Minecraft save, and there you go:



The biomes look wrong because visual biome smoothing, but otherwise everything is there, and you can now make awesome generated structures in pure Python (except tile entities like chests and furnaces, you'll have to place those manually for now). Oh, and I only made all this so you can do awesome stuff with it, so you better do awesome stuff with it. :P
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Skyrunner

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Re: Minecraft - Mods Thread
« Reply #4783 on: April 11, 2014, 03:06:44 am »



Pretty nifty. ( I filled in the rest of the gaping hole in the chunk :P )

How do you write more than one chunk, though? The current file only generates a 16x256x16 chunk's data, and omits the rest of the 512x256x512 Region :v
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bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

MagmaMcFry

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Re: Minecraft - Mods Thread
« Reply #4784 on: April 11, 2014, 05:37:20 am »

The program will generate any chunks that you touch. If you use higher coordinates, it will generate more chunks to fit those coordinates.
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