Home
Forum
Help
Login
Register
Username
Password
Anarchic Frontiers Minecraft Server
/
Forum
/
Anarchic Frontiers Forums
/
Anarchic Frontiers Chat
/ Topic:
Test map issues list
Pages: [
1
]
« previous
next »
Print
Author
Topic: Test map issues list (Read 8542 times)
Intangir
Global Moderator
Posts: 5164
Test map issues list
«
on:
December 25, 2012, 05:08:20 pm »
glowstone isnt lighting anything up by default
floating waterfalls in forestcaves biome
the ponds at bottom of forest caves sometimes float above land.. needs the beach biome around it
[corrected] add ghasts to volcano biome also
double checked:
[corrected] make volcanos even more rare
[corrected] plains hills are way to few
[corrected] check floating savanah distribution
[corrected] Taiga hills didnt generate..
[corrected] too many damn dead twigs in a few biomes
[corrected] remove dead twigs from snow biomes (ice plains)
[removed] reeds break off on growth ticks in swamp
[removed] desertcactus biome's cactuses despawn when growth ticks occur ;(
[removed] remove lava shrooms...
[removed] remove lava pools from most biomes
[corrected] some trees in mystichills have spawners
[corrected] remove diamonds at higher altitude from floating island (and double check the others)
[corrected] growth tick removes grass plants from sand in sink holes
[corrected] check all the bo2s for spawners
[corrected] it doesn't snow on glaciers
[corrected] remove any other extra spawners
add your issues on the list also (reply)
«
Last Edit: December 28, 2012, 10:08:09 pm by Intangir
»
Logged
vbelac
Public
Alias: vbelac - Steam
Alias: (◕‿◕✿)
Posts: 274
jorts are cruise control for a swanky life
Re: Test map issues list
«
Reply #1 on:
December 25, 2012, 05:22:08 pm »
The natural glowstone in the Forest Cave biome doesn't light up.
Logged
Stay Determined.
vbelac
Public
Alias: vbelac - Steam
Alias: (◕‿◕✿)
Posts: 274
jorts are cruise control for a swanky life
Re: Test map issues list
«
Reply #2 on:
December 25, 2012, 09:11:48 pm »
I just used /kill on myself and Java immediately crashed, now it's crashing every time I try to join the server. Any idea what's wrong?
Logged
Stay Determined.
Intangir
Global Moderator
Posts: 5164
Re: Test map issues list
«
Reply #3 on:
December 25, 2012, 09:41:53 pm »
try now
Logged
cBameron
Guest
Re: Test map issues list
«
Reply #4 on:
December 25, 2012, 11:47:15 pm »
Question: Is there naturally occurring glowstone in the forest cave biome? I placed several blocks there earlier, so I am wondering if that is what people are seeing.
Also, I realize the lighting of these blocks is a separate issue. It seems to be a draw distance issue, even when I have Optifine enabled to generate chunks far in the distance, the distance between the light source and me is too great, and only turns on when I get closer.
I guess I'm saying, with the biome being that huge, is that a problem that can be fixed? My understanding is that the Beacon is the only light block capable of lighting up an area outside of the drawn chunk area, going to 256 blocks.
http://www.minecraftwiki.net/wiki/Beacon#Usage
Logged
Intangir
Global Moderator
Posts: 5164
Re: Test map issues list
«
Reply #5 on:
December 26, 2012, 12:34:17 am »
there is naturally occuring glowstone in a few of the new biomes, including forestcave.
the problem is it is recalculating light levels with it until you get closer or update the area, im not sure why.. probably some sort of optimization, it can probably be fixed. ill figure something out
Logged
cBameron
Guest
Re: Test map issues list
«
Reply #6 on:
December 26, 2012, 03:27:07 am »
[ author=Intangir link=topic=2346.msg16524#msg16524 date=1356503657]
there is naturally occuring glowstone in a few of the new biomes, including forestcave.
the problem is it is recalculating light levels with it until you get closer or update the area, im not sure why.. probably some sort of optimization, it can probably be fixed. ill figure something out
[/]
Cool, thank you for the response and info. As a MC noob and non-programmer type, I'm rapidly gaining an understanding that this game is highly malleable for people with the skills to change it. Whatever I can do to help... whacking "non-breakable blocks" to test them and the like, let me know.
Edit: And apparently hitting "quote" without additional formatting does not post correctly, but this is coming from a guy who couldn't figure out how to hyperlink something in an earlier post.
«
Last Edit: December 26, 2012, 03:28:42 am by cBameron
»
Logged
Intangir
Global Moderator
Posts: 5164
Re: Test map issues list
«
Reply #7 on:
December 26, 2012, 01:21:08 pm »
ya i probably broke it when i was trying to disable some of the tags that spammers are always using..
this is a really really really old code base that has been tinkered and modified too many times and is now not totally functional hehehe
but it is functional enough for me to not really want to bother with it
Logged
cBameron
Guest
Re: Test map issues list
«
Reply #8 on:
December 26, 2012, 01:37:35 pm »
I know this isn't the final version, but it's beautiful! Check out this western entrance to the forest cave biome. The ravines are so deep sunlight doesn't reach the bottom.
[attachment deleted by admin]
Logged
cBameron
Guest
Re: Test map issues list
«
Reply #9 on:
December 26, 2012, 02:56:14 pm »
Check this biome out!
Stone/sand/dirt plateaus with lakes underneath!
[attachment deleted by admin]
Logged
Hterag
Public
Alias: Hteragareth
Posts: 21
Re: Test map issues list
«
Reply #10 on:
December 26, 2012, 04:00:36 pm »
Did anyone notice that the jungle biomes are mostly oak wood? Is it supposed to be like that? If not then it should probably be replaced with jungle wood.
Logged
Intangir
Global Moderator
Posts: 5164
Re: Test map issues list
«
Reply #11 on:
December 26, 2012, 04:07:01 pm »
good eye gareth
Logged
vbelac
Public
Alias: vbelac - Steam
Alias: (◕‿◕✿)
Posts: 274
jorts are cruise control for a swanky life
Re: Test map issues list
«
Reply #12 on:
December 26, 2012, 05:22:38 pm »
Yeah Gareth I noticed that too, it is a little odd.
Logged
Stay Determined.
SavanahMile
Public
Posts: 1056
Re: Test map issues list
«
Reply #13 on:
December 26, 2012, 05:50:20 pm »
floating rail tracks in an abandoned mineshaft. cords x=17080, z=27205, i walked up and it let me pick up the floating tracks. also I noticed the minetracks are sideways
found floating de-spawned flower x= 16905, z=27160, y = 91
«
Last Edit: December 26, 2012, 06:02:53 pm by SavanahMile
»
Logged
Intangir
Global Moderator
Posts: 5164
Re: Test map issues list
«
Reply #14 on:
December 26, 2012, 08:41:55 pm »
was there water next to the tracks?
Logged
Pages: [
1
]
Print
« previous
next »
Jump to:
Please select a destination:
-----------------------------
General Forums
-----------------------------
=> General Forum
-----------------------------
Anarchic Frontiers Forums
-----------------------------
=> Anarchic Frontiers Chat
=> Trades and Auctions
=> Points of Interest
=> Griefers and Bounties
=> Anarchic Frontiers News
Loading...