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  1. #1
    Travelling Knight Senior Member Nigel's Avatar
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    Default Re: Org Minecraft Server

    Well, I would agree with BSmith on that.

    In order to smooth those over I have to do it immediately when generating the new terrain, or not at all.
    But, TinCow, perhaps you can explain a bit more about how that process works.
    Do you have a program to do it? Or would you do it manually in one big session?

    As I think about is, my biggest concern is, that we get a lot of cliffs by getting old-ocean / new-land borders.
    I imaginge, as long as we get old-ocean / new-ocean borders, we should be ok, but as soon as the newly generated border tarrain is not an ocean, a cliff would probably be happening.
    Last edited by Nigel; 11-01-2013 at 22:10.

  2. #2
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Org Minecraft Server

    Quote Originally Posted by Nigel View Post
    Well, I would agree with BSmith on that.


    But, TinCow, perhaps you can explain a bit more about how that process works.
    Do you have a program to do it? Or would you do it manually in one big session?

    As I think about is, my biggest concern is, that we get a lot of cliffs by getting old-ocean / new-land borders.
    I imaginge, as long as we get old-ocean / new-ocean borders, we should be ok, but as soon as the newly generated border tarrain is not an ocean, a cliff would probably be happening.
    First of all, there is no way for me to force old ocean/new ocean borders. The only way I could possibly even attempt such a thing would be to generate an identically sized world in 1.7.2 with our seed, then overlay it on the existing map, find exactly where water boundaries intersect, then write down all the coordinates for those boundaries and crop the existing world to match that kind of outline. That would take me an extremely long time and even then it wouldn't help most boundaries. So, we have to live with a situation where the new terrain is going to generate on its own and there's nothing we can practically do about making certain stuff appear in locations where it looks good. The best we can do is make sure that as many boundaries as possible are old ocean/new land, rather than old land/new land. The land/land mismatches are usually the worst, so it's best to focus on avoiding those.

    The process I use to blend old land and new is a bit complex. First, I have to take the server offline and download the entire world to my local PC. Then I have to find all the structures that need to be moved to save them and manually relocate them to new areas using MCEdit . When that's done then I delete the old land using MCEdit. Deletion has to be done on a chunk-by-chunk basis, which means that I cannot make nice curves or perfectly follow contours of existing rivers. Chunks are squares that are 16x16 in size, so all borders are going to be straight lines that can turn, at most, every 16 blocks. Then I run mcmerge to trace the outline of the remaining world. Then I get the server running on my local machine and use a console command from the WorldBorder plugin to regenerate all of the deleted area in the new version. Then I take the world offline again and run mcmerge a second time to smooth the boundaries (described below). Then I re-upload the world files to the server. Then I put the server back online and run a new dynmap render to get it updated. I would be surprised if this process took less than 48 hours, as some of the steps can take a lot of time to complete due to the size of the world being manipulated.

    What mcmerge does is blend the matching areas by making rivers between the old areas and new, and blending any land on both sides down to the river so it looks more natural. Since it's just a river, when ocean meets ocean you don't even notice. When land meets ocean, it just looks like coastline. When land meets land, it looks like a new river. Here are examples from our server:

    First, these are the old Cliffs of Mojang we are trying to avoid. These were created years ago in one of the very early version updates:
    Click image for larger version. 

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    Here is mcmerge at work on a land/ocean boundary. In this case, this is where Sigurd's castle is located. The ocean was the old terrain and the land where he built his castle was the new terrain. The coastline between them was the result of mcmerge:
    Click image for larger version. 

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    Finally, here is mcmerge at work on a land/land boundary. The straightish/angular river diving the tundra biome from the desert and jungle biomes is the work of mcmerge:
    Click image for larger version. 

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    Taking a screenshot of ocean/ocean with mcmerge is pointless as it just looks like ocean and you'd never know otherwise.
    Last edited by TinCow; 11-01-2013 at 23:44.

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  3. #3
    Do you want to see my big Member spankythehippo's Avatar
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    Default Re: Org Minecraft Server

    My faith has been restored. I will work on this after the 21st of November.



    EDIT: One major requirement, this must be built in the spawn chunks. If it is, then it will continue to produce iron even when no one is logged on.

    I don't know how to resolve this issue, only the mighty TinCow can pass such judgment. I could build this right in the middle of the spawn chunk, but it would need to be elevated really high. The only downside with that is aesthetics. It would look really odd to have this floating contraption. I could beautify it, however.
    Last edited by spankythehippo; 11-02-2013 at 03:58.


  4. #4
    Member Member BSmith's Avatar
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    Default Re: Org Minecraft Server

    If it's not it would produce iron only when players are near? What is the production rate? May not be that much of a problem if the rate is high for it to be off by itself.
    Always meet on the level, act by the plumb and part on the square.
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  5. #5
    Member Member Ishmael's Avatar
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    Default Re: Org Minecraft Server

    Quote Originally Posted by BSmith View Post
    If it's not it would produce iron only when players are near? What is the production rate? May not be that much of a problem if the rate is high for it to be off by itself.
    I glanced at the video, and it has to be in the spawn chunk in order for the villages to not merge, due to the way chunks are loaded when players are in the nether and the like.

    There seems to be a lot of spare space underneath the farm, so it could always be enclosed, beautified slightly, and turned into the city's industrial sector (for other automatic farms). Just a thought.

  6. #6
    Do you want to see my big Member spankythehippo's Avatar
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    Default Re: Org Minecraft Server

    Quote Originally Posted by Ishmael View Post
    I glanced at the video, and it has to be in the spawn chunk in order for the villages to not merge, due to the way chunks are loaded when players are in the nether and the like.

    There seems to be a lot of spare space underneath the farm, so it could always be enclosed, beautified slightly, and turned into the city's industrial sector (for other automatic farms). Just a thought.
    Also, it would need to be floating, so that doors on ground level don't interfere with the village chaining mechanic. I was thinking about making it as high as possible.

    I am thinking of making a sugar cane factory of massive proportions. It would probably be underground, but in the spawn chunks.

    Quote Originally Posted by BSmith View Post
    If it's not it would produce iron only when players are near? What is the production rate? May not be that much of a problem if the rate is high for it to be off by itself.
    It would produce iron constantly. At a rate of 1700 iron/hour. That's 26 stacks in an hour. That's 624 stacks in a day. About 11 double chests. So yeah, it would produce A LOT of iron.
    Last edited by spankythehippo; 11-03-2013 at 01:03.


  7. #7
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Org Minecraft Server

    Quote Originally Posted by spankythehippo View Post
    Also, it would need to be floating, so that doors on ground level don't interfere with the village chaining mechanic. I was thinking about making it as high as possible.

    I am thinking of making a sugar cane factory of massive proportions. It would probably be underground, but in the spawn chunks.



    It would produce iron constantly. At a rate of 1700 iron/hour. That's 26 stacks in an hour. That's 624 stacks in a day. About 11 double chests. So yeah, it would produce A LOT of iron.
    That's a lot of villagers and a lot of golems producing a lot of iron, presumably without an off switch. Is that going to lag the server?


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