radfast
Forge Modder-
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Everything posted by radfast
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Microsoft buys Mojang/Minecraft ... FAQ for Forge Team/LexManos
radfast replied to Aridhol's topic in General Discussion
Hi and thank you for this FAQ. It is very useful for modders to hear these future plans as we have to plan our own lives too. This all seems very positive for 1.8. Thinking about Galacticraft, we're not going to be ready to be looking at a 1.8 version until at least January anyhow, as we like to make a new planet (or other celestial body) with each major version update. My take on the Microsoft takeover of Mojang: Microsoft are buying the company, not the game. They could just have bought the ownership of the game and left the company alone. If you buy a company, it means you are buying the team of people who work there. So everything points to the game (PC/Mac version) continuing to be updated by the Mojang team in Sweden. Microsoft's stated interest is merchandising and increasing the expansion of Minecraft to other platforms. The conversions to other platforms are not coded by Mojang anyhow - the work is done by 4J Studios in Scotland - so it doesn't seem likely Mojang will switch to working on those. -
Worldgen inner workings - how does vanilla oregen not freeze?
radfast replied to radfast's topic in Modder Support
That's great, thanks very much for the pointers. I now see that in vanilla the call to the decorator is deferred until IChunkProvider.populate() is called from Chunk.populateChunk() - which very cleverly, only calls the populate() if at least three of the neighbouring chunks are already generated. public void populateChunk(IChunkProvider par1IChunkProvider, IChunkProvider par2IChunkProvider, int par3, int par4) { if (!this.isTerrainPopulated && par1IChunkProvider.chunkExists(par3 + 1, par4 + 1) && par1IChunkProvider.chunkExists(par3, par4 + 1) && par1IChunkProvider.chunkExists(par3 + 1, par4)) { par1IChunkProvider.populate(par2IChunkProvider, par3, par4); } if (par1IChunkProvider.chunkExists(par3 - 1, par4) && !par1IChunkProvider.provideChunk(par3 - 1, par4).isTerrainPopulated && par1IChunkProvider.chunkExists(par3 - 1, par4 + 1) && par1IChunkProvider.chunkExists(par3, par4 + 1) && par1IChunkProvider.chunkExists(par3 - 1, par4 + 1)) { par1IChunkProvider.populate(par2IChunkProvider, par3 - 1, par4); } if (par1IChunkProvider.chunkExists(par3, par4 - 1) && !par1IChunkProvider.provideChunk(par3, par4 - 1).isTerrainPopulated && par1IChunkProvider.chunkExists(par3 + 1, par4 - 1) && par1IChunkProvider.chunkExists(par3 + 1, par4 - 1) && par1IChunkProvider.chunkExists(par3 + 1, par4)) { par1IChunkProvider.populate(par2IChunkProvider, par3, par4 - 1); } if (par1IChunkProvider.chunkExists(par3 - 1, par4 - 1) && !par1IChunkProvider.provideChunk(par3 - 1, par4 - 1).isTerrainPopulated && par1IChunkProvider.chunkExists(par3, par4 - 1) && par1IChunkProvider.chunkExists(par3 - 1, par4)) { par1IChunkProvider.populate(par2IChunkProvider, par3 - 1, par4 - 1); } } Wow that's smart, I never knew that existed before. Thanks again for prompting me onto the right path for this. -
Hi guys, first post at minecraftforge.net so please be kind... My question is this: The standard methods net.minecraft.world.World.getBlock() and net.minecraft.world.World.setBlock() act as temporary chunk loaders - meaning that if the chunk where the block is at is not loaded, then the chunk will be loaded so that the block can be got or set, and that in turn will involve a call to the ChunkProvider if the chunk was not generated before. The vanilla oregen method net.minecraft.world.gen.feature.WorldGenMinable.generate() calls World.getBlock() and World.setBlock() plenty, while creating a clump of ore blocks. Sometimes the vanilla oregen method will generate a clump of ore blocks close to the edge of the generated chunk, so that it will need to call World.getBlock() and World.setBlock() in the neighbouring chunk. So you would think, while generating the Overworld, the server would get itself into a never- ending cycle, adding ores to a chunk, which triggers generation of the neighbouring chunk, which generates its own ore, triggering loading the next neighbouring chunk, and so on recursively ... maybe forever or at least until there is a stack overflow. Why doesn't this happen? Or maybe it does happen, but the recursion eventually stops when random chance produces a chunk which has none of its ores close to the chunk edges? More explanation on getBlock() and setBlock() loading & generating chunks: see the vanilla methods World.getChunkFromChunkCoords() and ChunkProviderServer.provideChunk().