mod-dev-talk Wednesday 23 June 2021

183 messages9 people

  1. Jack PapelTeam

    SIX
    Image shared by Jack Papel
  2. Frqnny

    that happens in vanilla with nether ruin portal
  3. LudoCrypt

    whats the error
  4. Jack PapelTeam

    Replying toFrqnnyinside a ChunkRegion#setBlockState it checks if its setting inside the prescribed…

    Thanks for the help, I'll see what I can do with this information
  5. Frqnny

    the method it checks for is unnamed
  6. Jack PapelTeam

    Seemingly there's not much I can do(edited)
  7. CDAGamingTeam

    Is there a way a sanity check could be added to ensure setBlock doesn't occur outside a certain distance
  8. Jack PapelTeam

    Maybe
  9. CDAGamingTeam

    As the error itself is basically saying, setBlock was used at x,y,z, but the position we're currently generating at is a,b,c So logically, the best case is adding sanity checks to ensure setBlock is only executing where we want it too
  10. Jack PapelTeam

    I added a check so that it wouldn't generate more than 10 blocks from the origin of generation, and the error still came up
  11. Jack PapelTeam

    Ok
  12. CDAGamingTeam

    O.o How do they not error in normal MC generation in that case?
  13. Jack PapelTeam

    Beats me
  14. CDAGamingTeam

    True, but that's more like a bandaid, especially if it's used in a larger scope
  15. Archanum

    Does the setblock issue happen to a newly planted tree, versus one that was generated there?
  16. CDAGamingTeam

    It only happens during feature generation, not to manually placed stuff
  17. Archanum

    Then could you grow trees instead of generate them, during feature generation? Is there a difference there
  18. Jack PapelTeam

    Can't really extend that to aerclouds and quicksoil anyway
  19. Archanum

    :thonk:
  20. LudoCrypt

    code?
  21. Haven King

    Features are limited to a 3x3 chunk area centered around the chunk they initially generate in.
  22. LudoCrypt

    Replying toHaven KingFeatures are limited to a 3x3 chunk area centered around the chunk they initially…

    is there any way to create a feature larger than that area? Like can structures do that or hm?
  23. CDAGamingTeam

    Replying toHaven KingThat is one reason cloud generation is difficult. You cannot make them very large. I…

    This theory can actually be tested with "genType": "legacy" in the data pack as I added support for generating the legacy clouds(edited)
  24. Haven King

    Replying toLudoCryptis there any way to create a feature larger than that area? Like can structures do that…

    Structures have a larger area, 5x5 chunks IIRC? I could be wrong though, it might be even larger.(edited)
  25. LudoCrypt

    anything larger than 5x5 :tiny_potato:
  26. Haven King

    Nope.
  27. LudoCrypt

    can i mixin into that range somehow i want to make features 60 chunks big (theoretically 😉)
  28. Haven King

    No, the world would simply fail to generate.
  29. CDAGamingTeam

  30. LudoCrypt

    yeah im sure 60 is too much but, how do features like that actually generate? Does each thing like check each chunk for features in a 3x3 radius or like whats up with that
  31. Jack PapelTeam

    Ah I think I can see the fix for fallen leaves now
  32. Archanum

    Show and tell time, class. :pcoffee:(edited)
  33. Jack PapelTeam

    the spread is set to 21, but should be set to at maximum 16 so that if the initial position is at a chunk boundary, it won't generate outside the 3x3 chunk zone
  34. Jack PapelTeam

    assuming spread is radius or manhattan radius
  35. CDAGamingTeam

    O.o Ooh
  36. LudoCrypt

    i just dont know how features actually generate
  37. Jack PapelTeam

    does anybody?
  38. CDAGamingTeam

    ^^ this
  39. LudoCrypt

    i think itd be cool to increase the range though
  40. Archanum

    Oh i do!
  41. Haven King

    Each feature is generated in each and every chunk if it can generate in that biome.
  42. Archanum

    Make all the clouds structures then
  43. CDAGamingTeam

    We just bend to our overlords at Mojang 😛
  44. LudoCrypt

    Oohh actually
  45. Haven King

    DecoratedFeatures are wrappers around features that make them generate more sparsely and sporadically.
  46. Haven King

    Replying toLudoCryptwhat if you like used simplex noise for generating clouds

    To get it to be at all performant you'd want a custom ChunkGenerator that can handle that. Speaking from experience, custom chunk generators are painful.
  47. LudoCrypt

    oh yeah
  48. CDAGamingTeam

    We also migrated off of a custom chunkgenerator, and i dont think anyone on the team wants another scenario of spagetti code xD
  49. Haven King

    No, I threw that thing out for a reason.
  50. CDAGamingTeam

    The horrors of that 1.14 chunkgenerator is stuff I never want to experience for awhile xD
  51. Haven King

    Carvers could theoretically be used to make clouds using simplex noise, but carvers are also painful.
  52. LudoCrypt

    well technically you could just have a feature that generates at the corner of every chunk and then use simplex noise to generate clouds
  53. Archanum

    This must be where all the space garbage is falling from
  54. Jack PapelTeam

    Replying toJack Papelthe spread is set to 21, but should be set to at maximum 16 so that if the initial…

    misread, this actually fixes the error with aether brush. still don't know how to fix leaf piles. but at least I fixed the brush
  55. Haven King

    Because they have a 3x3 chunk area available to them, while they're generating they actually lock all nine of those chunks. Chunk generators and carvers, on the other hand, only have one chunk of access/locking, so they are much faster.
  56. Jack PapelTeam

    Oh boy my computer is on 5%
  57. CDAGamingTeam

    Nice job so far 😄
  58. Jack PapelTeam

    Thanks
  59. CDAGamingTeam

    Hey, it's better we're dealing with this hurdle now rather then later when it becomes a bigger snowball 😄
  60. CDAGamingTeam

    @cr24 Implemented your suggested fix for calculateIncrease, test it in SP and let me know if it fixes it
  61. cr24Team

    I'm at work i cannae test it for another hour
  62. CDAGamingTeam

    Ah, ok
  63. cr24Team

    Since i code in java for work tho i'm going to test it lol
  64. CDAGamingTeam

    Sweet
  65. cr24Team

    oh shit lol
  66. CDAGamingTeam

    O.o
  67. cr24Team

    zanite gets faster with lower health?
  68. CDAGamingTeam

    Lemme check GG's calculation
  69. Jack PapelTeam

    is getDamageValue() zero when the tool is undamaged or equal to getMaxDamage()?
  70. cr24Team

    faster with better durability
  71. Jack PapelTeam

    gotcha
  72. CDAGamingTeam

    I'll probably just use the GG method, since our call is doing stuff completly different xD
  73. cr24Team

    unless damage is the amount of damage taken
  74. CDAGamingTeam

    Pushed, deploying to server in a few minutes
  75. Jack PapelTeam

    I've gotten quicksoil and aerclouds sussed out, right now it's just fallen leaves giving me trouble(edited)
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    • 🈂️2
  76. CDAGamingTeam

    xD Getting closer at least 😄
  77. Jack PapelTeam

    I can't seem to find where the radius of the fallen leaves pile is in code
  78. cr24Team

    it's probably on the json side
  79. Jack PapelTeam

    Hold on I think I may have something
  80. cr24Team

    lol
  81. Jack PapelTeam

    I figured out *i think* how to change the radius
  82. Jack PapelTeam

    Fixed* fallen leaves
  83. CDAGamingTeam

    Nice xD
  84. Jack PapelTeam

    Wonderful news
  85. CDAGamingTeam

    Sweet, PR it and I'll deploy it to the server 😄
  86. Jack PapelTeam

    Alright
  87. CDAGamingTeam

    That should be fine for the most part
  88. Jack PapelTeam

    Glad I could get that one done 😄
  89. CDAGamingTeam

    Merged 😄 Deploying to server in a few moments
  90. Jack PapelTeam

    lol
  91. CDAGamingTeam

    Detected setBlock in a far chunk [15630, 15617], pos: class_2339{x=250080, y=39, z=249873}, status: minecraft:features, currently generating: ResourceKey[minecraft:worldgen/configured_feature / the_aether:rainbow_fallen_leaves]
  92. ColdFlame53

    Ahh good ol sodium
  93. CDAGamingTeam

    Hehe, but the other fixes worked perfectly xD
  94. Jack PapelTeam

    Did the blue aercloud changes
  95. Jack PapelTeam

    Thanks for taking care of the rainbow leaves for me CDA
  96. cr24Team

    Replying toAzzyypaarasTime for a new redstone device :yeefuckinhaw:

    But what about the mobs :sadcat:
  97. CDAGamingTeam

    Happy to do so 😄
  98. AzzyypaarasTeam

    Real quick
  99. CDAGamingTeam

    I fixed that
  100. AzzyypaarasTeam

    Are wisteria woods dead again?
  101. CDAGamingTeam

    Jack didnt know they spawn in wisteria woods xD
  102. AzzyypaarasTeam

    :tater:
  103. CDAGamingTeam

    Also as of now, the critical worldgen issues are fixed too, so no more log spam
  104. AzzyypaarasTeam

    :smug:
  105. CDAGamingTeam

    In 15 minutes, the server testing is gonna get a lot more intensive xD
  106. AzzyypaarasTeam

    perhaps
  107. CDAGamingTeam

    I put the queued announcement I have planned in staff chat, but yea I think this is worth the ping xD