Upgrade to 1.4

Started by Tom, October 26, 2012, 05:47:40 PM

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Thorin

No worries, whenever you get it done.  Just as long as you tell us when the map is gonna be edited so we don't build stuff and then have it disappear :P
Prayin' for a 20!

gcc thorin.c -pedantic -o Thorin
compile successful

Tom

Quote from: Thorin on December 02, 2012, 01:51:50 AM
No worries, whenever you get it done.  Just as long as you tell us when the map is gonna be edited so we don't build stuff and then have it disappear :P
:P

I will be making a fresh copy of the map when doing the final edit. And if there's anything wrong with the map, its a simple copy/paste issue to revert.
<Zapata Prime> I smell Stanley... And he smells good!!!

Thorin

Thanks for upgrading the server, by the way.  One of the problems I was having with 1.3.2 was phantom drops - things like coal or cobble entities would drop to the ground and appear to be there, but when I moved over them I wouldn't pick them up.  This was happening all the time, so I kept moving over things I thought I could pick up.  Now that we're on 1.4.5, that problem has disappeared and phantom entities are a thing of the past (lets hope it stays that way).
Prayin' for a 20!

gcc thorin.c -pedantic -o Thorin
compile successful

LennyLen

Quote from: Thorin on December 02, 2012, 02:03:45 AM
One of the problems I was having with 1.3.2 was phantom drops - things like coal or cobble entities would drop to the ground and appear to be there, but when I moved over them I wouldn't pick them up. 

Those annoyed the hell out of me.  Glad to hear it's been fixed.

Mr. Analog

Quote from: Tom on December 02, 2012, 01:40:18 AM
So I've been working on the little tool. Progress is good. Just got it parsing the map. After some boilerplate stuff, I'll start writing the scanning code.

The easiest way to implement the feature is to just say if there are no things of interest in a given region (up to 1024 chunks, or 32x32 chunks, which are 16x16 blocks each, for a 512x512 block area). Or I can spend a bit more time writing serialization code as well, and properly support deleting individual chunks. Being the anal retentive, obsessive type person I am, I probably will end up doing that. But I'll try a run first that just deletes regions without interesting things on them and see how it goes.

If you're wondering why its taken so long, well I've gotten sick of half-assing code these days. I figure it will probably only take a little extra time to do it right. And I think I'll post the code to github pretty soon :)

Dude, yes take this to the limit

I'm sure there are more than a few people out there who could use a "map trimmer", it'd be cool if you could configure it to look for certain block / placed item types to ensure only truly empty areas stayed that way.

Way to go!!

Yes I DO NOT miss the phantom blocks!

Also it appears that slimes will spawn in a flat enough underground area!

I killed my first slime on this server on Saturday!
By Grabthar's Hammer

Tom

Quote from: Mr. Analog on December 03, 2012, 07:43:35 AM
Quote from: Tom on December 02, 2012, 01:40:18 AM
So I've been working on the little tool. Progress is good. Just got it parsing the map. After some boilerplate stuff, I'll start writing the scanning code.

The easiest way to implement the feature is to just say if there are no things of interest in a given region (up to 1024 chunks, or 32x32 chunks, which are 16x16 blocks each, for a 512x512 block area). Or I can spend a bit more time writing serialization code as well, and properly support deleting individual chunks. Being the anal retentive, obsessive type person I am, I probably will end up doing that. But I'll try a run first that just deletes regions without interesting things on them and see how it goes.

If you're wondering why its taken so long, well I've gotten sick of half-assing code these days. I figure it will probably only take a little extra time to do it right. And I think I'll post the code to github pretty soon :)

Dude, yes take this to the limit

I'm sure there are more than a few people out there who could use a "map trimmer", it'd be cool if you could configure it to look for certain block / placed item types to ensure only truly empty areas stayed that way.

Way to go!!
Yeah, thats pretty much the idea. I've started with the library part. The interesting part is it'll be useable enough to use in a proper map editor too. Or even if you wanted to make a clone you could use it to load up the map if you so wanted. It's internal data store may not be ideal for that though.

Quote from: Mr. Analog on December 03, 2012, 07:43:35 AM
Yes I DO NOT miss the phantom blocks!

Also it appears that slimes will spawn in a flat enough underground area!

I killed my first slime on this server on Saturday!
:o

I have one or two slime chunks in my mine. they harass the @%&# out of me. I have a bunch of slime balls. But yeah, anywhere there's a slime chunk, they will spawn there underground if theres room. I'm not sure how the above ground mechanics work however.
<Zapata Prime> I smell Stanley... And he smells good!!!

Mr. Analog

It's funny actually out of all mob types the only ones I hadn't encountered on the server yet was a slime (and the Ender Dragon).

So imagine my surprise when I saw my first slime!
By Grabthar's Hammer

Thorin

Really?  You've been on the server more than a year and you've never seen a slime?  I encountered a large slime above ground, drowning in the water between our Taj Moo Hal area and Melbosa's burning P area...  I put the poor thing out of its misery, since it couldn't figure out how to get out of the deep water.

So did you know that cows and sheep still breed with wheat, but pigs now breed with carrots and chickens now breed with seeds?  At first that kinda irritated me because I was used to the old way, but now that I've tried to breed some pigs and chickens in the area with all the cows, I've realized it's easier because when you're holding seeds you're not swarmed by all the cows!
Prayin' for a 20!

gcc thorin.c -pedantic -o Thorin
compile successful

Mr. Analog

Slimes spawning in swamps is also a new 1.4 thing (I think)

Before they'd only spawn in slime chunks but now they are less uncommon, which is good because I was always begging for slimeballs to make sticky pistons.

I'm no redstone wizard but having more sticky pistons is always useful for wacky gizmos.

There are quite a few things I want to build now, it's crazy.

I can feel Minecraft sucking me back in! lol
By Grabthar's Hammer

Thorin

Quote from: Mr. Analog on December 03, 2012, 09:42:35 AM
There are quite a few things I want to build now, it's crazy.

I can feel Minecraft sucking me back in! lol

Yay! :D  I never left, although I'm not sure what to build at the moment...  Which is why I'm talking about spreading the potato / carrot love around the map.
Prayin' for a 20!

gcc thorin.c -pedantic -o Thorin
compile successful

Mr. Analog

I think you are Opped right? You should start building teleporters around the map.

Ooh that reminds me I may have accidently deleted or damaged map_0 when I was in creative mode the other day (I kind of forgot I switched modes to take a picture from the sky) and placed my map in an item frame, it looked great, I bashed the frame to get my map back and it reset it to a blank map :C
By Grabthar's Hammer

Thorin

Oh yeah!  Teleport huts!  I'm thinking a central building near Spawn and then little red brick buildings scattered about the country side...

I think I wanna try some flower pots, too.

That's too bad about your map_0 :(
Prayin' for a 20!

gcc thorin.c -pedantic -o Thorin
compile successful

Mr. Analog

It's probably for the best I guess, I'll re-craft it and then go around the map again :)

Yeah we should make a multi-level airport type place for the teleporter hub
By Grabthar's Hammer

Mr. Analog

Remember how we were talking about putting beacons under a racetrack?

Sonic the Hedgehog in Minecraft!
http://youtu.be/Jg7D1iorZt0

(and the Mario Pigu Kart one)
http://youtu.be/iVxX8BIIkRg
By Grabthar's Hammer

Thorin

Watching Pigu Karto makes me wanna build a pig racing track!
Prayin' for a 20!

gcc thorin.c -pedantic -o Thorin
compile successful