Blacraft Forum

Public Forums => Blacraft General => Topic started by: Bla on 2012 07 28, 21:42:45

Title: World Editing
Post by: Bla on 2012 07 28, 21:42:45
Discuss how I should crop the world for the next update, post bugs in the world which should be fixed (like corruped chunks, random floating objects, chunky borders etc.) or request biome changes.



For 1.3:

This is my proposal.

I'd like to know especially what Quontex and Roscuro think before I do this.

(http://universesandbox.com/forum/index.php?action=dlattach;topic=2724.0;attach=17638;image)

(The cropping has been done, so this is no longer relevant.)
Title: Re: World Editing
Post by: Darvince on 2012 09 06, 03:09:17
ok bla, do i have to raise all the water around plaidania by hand or can some be done with mcedit/worldedit?
Title: Re: World Editing
Post by: yqt1001 on 2012 11 09, 20:28:31
Hey Bla, this is a request for next time you crop the map, likely at the 1.4.4 update (I guess). Half of my stronghold ended up being in 1.7 generated territory so I have no end portal. You seemed ok with cropping out some of the 1.7 ocean biome around the stronghold out.

I'm not sure how the cropping process goes, whether you just draw a box around territory or if you need to know the exact x/z coordinates. So contact me about this when you get around to cropping the map.

Thanks a ton!
Title: Re: World Editing
Post by: Bla on 2012 11 10, 20:33:54
I crop by deleting chunks, the 16x16x256 pieces of blocks, so I need to know roughly where the stronghold is on the map. Then I can find it in MCEdit.
Title: Re: World Editing
Post by: yqt1001 on 2012 12 16, 00:44:14
It's been a month since the last discussion about the stronghold and I'm starting to feel like extending rail route 5 to mojikit stronghold and later to mt. olympus (maybe). The boundary between 1.7 and 1.8 generated territory is 544x (with the stronghold ending naturally at 598x) and the stronghold is in between -710z and -750z. I built an experimental slime farm on top of it, so you can crop it out if necessary.

Anyways, I'm unsure as to if you are going to crop the entire region or just the part of the stronghold which is found under 1.7 territory. I'd like to know this as the most direct route from (Vrus) Aahrus to Mojikit Stronghold is directly over the stronghold and I'd hate to waste a ton of ores on a region you are going to crop. If necessary I'll head directly under the nearby jungle.
Title: Re: World Editing
Post by: Bla on 2012 12 16, 09:57:48
Just mark the area you want cropped on the map.
Title: Re: World Editing
Post by: Bla on 2012 12 27, 16:10:34
People, please post the corrupted chunks you've found. You say there are many at Desertopia. I need to know how extensive this is.
You can mark them on the map but I'm also planning to make a map with a grid showing the chunks if that would make it any easier.

Also post when you want them reverted to from a backup, if you want that. Then I'll revert to the closest date around or the closest date before, depending on what you want.

Also I give no guarantee that I'll work on this at any moment. Especially when I don't know how big the problem is. If there are hundreds of corrupted chunks it'll be hard to dedicate a lot of time to all of them.
Title: Re: World Editing
Post by: bong on 2012 12 27, 16:27:06
I'm also planning to make a map with a grid showing the chunks if that would make it any easier.

Also post when you want them reverted to from a backup, if you want that.
Yeah the chunk map would be very helpful.
Also, how often does the server save? (So we know the backup time interval)
Title: Re: World Editing
Post by: smjjames on 2012 12 27, 16:49:47
I think it does an auto backup once a day.
Title: Re: World Editing
Post by: bong on 2012 12 27, 17:02:22
Minecraft day or real life day? :P
Title: Re: World Editing
Post by: smjjames on 2012 12 27, 17:08:37
Minecraft day or real life day? :P

Real life day, obviously.
Title: Re: World Editing
Post by: bong on 2012 12 27, 17:18:24
K, just making sure.
Title: Re: World Editing
Post by: Bla on 2012 12 27, 17:50:07
Once pr. day, but older backups many months back may not be available at that interval.
Title: Re: World Editing
Post by: Komrage on 2012 12 27, 19:21:25
People, please post the corrupted chunks you've found. You say there are many at Desertopia. I need to know how extensive this is.
You can mark them on the map but I'm also planning to make a map with a grid showing the chunks if that would make it any easier.

Also post when you want them reverted to from a backup, if you want that. Then I'll revert to the closest date around or the closest date before, depending on what you want.

Also I give no guarantee that I'll work on this at any moment. Especially when I don't know how big the problem is. If there are hundreds of corrupted chunks it'll be hard to dedicate a lot of time to all of them.

i know that stuff i put in chests have a habit of dissapearing and stuff i build sometimes unbuilds itself but i'm not sure if it means a corrupted chunk. i can mark out the areas that this happens, but i don't know if its caused by corrupted chunk or something else.
Title: Re: World Editing
Post by: bong on 2012 12 27, 20:46:02
When is the last time you built some thing major? Maybe 1.4.6 fixed it.
Title: Re: World Editing
Post by: Bla on 2012 12 28, 00:26:14
It's easy to test with torches (since they're easy to make). If they disappear later in certain places, the chunk is probably corrupted.
Title: Re: World Editing
Post by: Komrage on 2012 12 28, 00:43:14
when yqt tested the library chunks for corruption the torches did not dissapear but the cobblestone blocks he placed did. in addition the bridge built there afterwards did not dissapear, which might mean that corrupt chunks only will cause a rollback some of the times.
Title: Re: World Editing
Post by: bong on 2012 12 28, 00:49:53
Let's complain to Jeb.
Title: Re: World Editing
Post by: smjjames on 2012 12 28, 00:53:24
when yqt tested the library chunks for corruption the torches did not dissapear but the cobblestone blocks he placed did. in addition the bridge built there afterwards did not dissapear, which might mean that corrupt chunks only will cause a rollback some of the times.

*whacks bong*

Give me some credit will you. :P The cobblestone grid was my idea and I had also tested with torches and that didn't work.

Still though, it was very odd that the torches didn't work because it's a pretty standard way of testing for corrupt chunks.
Title: Re: World Editing
Post by: bong on 2012 12 28, 00:55:06
Who are you whacking?
Title: Re: World Editing
Post by: smjjames on 2012 12 28, 01:02:31
Who are you whacking?

You :P
Title: Re: World Editing
Post by: kalassak on 2012 12 29, 00:15:27
Can I get all the water in here raised 1 block? I'll build a lock thing at the orange line.

(http://i.imgur.com/cbWYh.jpg)
Title: Re: World Editing
Post by: Darvince on 2012 12 29, 02:50:23
hey can this region be moved to where it isn't interrupting a continent since right now it's in the middle of another continent

(http://i.imgur.com/6M7ew.jpg)
Title: Re: World Editing
Post by: Bla on 2012 12 29, 12:40:52
Yes, I will do that when the area it used to be has been explored, so I know where to place it.
Title: Re: World Editing
Post by: smjjames on 2012 12 29, 14:10:41
Yes, I will do that when the area it used to be has been explored, so I know where to place it.

Where did it used to be? The northwest corner of that selection also needs to be explored a bit anyway.
Title: Re: World Editing
Post by: yqt1001 on 2012 12 29, 14:25:00
The first post of this thread has the picture of when it was moved.  :P
Title: Re: World Editing
Post by: bong on 2012 12 29, 14:46:06
Oh. That reminds me Bla,  I think you might have cropped out the spot where I built. :P
(first post)
Title: Re: World Editing
Post by: bong on 2012 12 31, 16:57:36
I want to donate the bottom part (below the back line) of B-ongatar to Ampluterra. ml_lk1pz has already accepted it, but it is not on the mapp yet. (area 3)

A few crop(s) ago, the white part i circled was ice. than Bla changed it to plains for whatever reason. Now I request that the white box i drew to be turned to ice biomes. Area one and two can be changed but do not have to be.
(http://universesandbox.com/forum/index.php?action=dlattach;topic=2724.0;attach=20315;image)
Title: Re: World Editing
Post by: bong on 2013 01 15, 21:57:14
bump yqt/bla kthxbai
Title: Re: World Editing
Post by: Bla on 2013 01 16, 06:56:36
Matty needs to accept the donation. The line will be squigglified in that case.

I changed it to plains because ice didn't fit that area, the ice biome was because of a seed change. I don't like the idea of making it ice again.
Title: Re: World Editing
Post by: yqt1001 on 2013 03 16, 04:37:55
1.5 overworld cropping ideas:

(https://dl.dropbox.com/s/2iamloi5rtswfry/1.5cropping.png)

Everything should be fine other than kipz's branch mine which is at the edge of the red lines. If he didn't want it maybe cropped he would've built it somewhere more reasonable :P

Nether:

(https://dl.dropbox.com/s/5mb13zwsbt9bun6/1.5nethercropping.png)

Everything should be fine other than the fact I have no clue where the molten portal goes to in the nether.

If there is anything that you want to keep outside of the red lines, let me know. If there is something near the red lines also let me know so I won't accidentally break something. :P
Title: Re: World Editing
Post by: Bla on 2013 03 16, 10:18:07
Seems reasonable to me. Also when you crop, be aware that sometimes it doesn't delete all the chunks in a selection, especially if the selection is very large.
Title: Re: World Editing
Post by: smjjames on 2013 03 16, 14:45:23
Looks good.

Although for the nether, you can move the southwestern red lines a chunk or two towards the amazonis fort and the torches are just to try and eliminate spawning areas for ghasts and the less wide open space in that area, the less annoying ghasts will be for me.
Title: Re: World Editing
Post by: Komrage on 2013 03 16, 21:31:10
the mining decentral is in the correct place so no complaints there

do you see the line of torches in the nether stretching from my base going left? can you include that.
Title: Re: World Editing
Post by: yqt1001 on 2013 03 16, 21:36:04
the mining decentral is in the correct place so no complaints there

do you see the line of torches in the nether stretching from my base going left? can you include that.

Is that the portal to the mining decentral or guodesia? Nonetheless, yeah I realized it was a portal after I made the red lines.
Title: Re: World Editing
Post by: Komrage on 2013 03 16, 21:40:31
the portal to guodesia is to the north, and it is cut off, but i don't mind anyways
Title: Re: World Editing
Post by: b-ong on 2013 03 16, 21:47:52
and, we really need to regenerate that nether quartz and glowstone
Title: Re: World Editing
Post by: smjjames on 2013 03 16, 22:45:26
There is a portal to the northwest somewhere of my amazonis base, but it doesn't go anywhere special. I don't think that grey platform to the west of my area is anything, so you can remove that.

Don't worry about the mess of torches around my place, just crop as close as you're comfortable with.
Title: Re: World Editing
Post by: yqt1001 on 2013 03 17, 16:31:58
The pre-1.5 nether is only 884 chunks now. 884 chunks is roughly the amount loaded when you go forward in one direction for a minute or so. Finding quartz should be no problem.
Title: Re: World Editing
Post by: Darvince on 2013 06 08, 13:48:31
i swear to god if we crop for 1.6 i am going to flip my sh­it
Title: Re: World Editing
Post by: yqt1001 on 2013 06 09, 03:09:59
i swear to god if we crop for 1.6 i am going to flip my sh­it

Bla will do it if it happens, I won't. :P
Title: Re: World Editing
Post by: Bla on 2013 06 09, 07:48:43
The most recent map is, uhh, I have no idea what has even been explored kol. No way to judge whether the world needs cropping.
Title: Re: World Editing
Post by: smjjames on 2013 06 09, 16:36:38
There was that attempt by me to go more than 8km away (until you swiftly applied the admin authority bat, or rather it was yqt that applied it), but I don't know if that was cropped already. Fiah may have done a bit of explorinig, but other than that, I don't think there has been.

There may have to be some cropping of already explored but unused lands to get horses to spawn though.

i swear to god if we crop for 1.6 i am going to flip my sh­it

Why? We might have to crop somewhat in order to get horses to spawn.
Title: Re: World Editing
Post by: b-ong on 2013 06 14, 22:39:18
there should be a thing where you can keep the physical things but change the spawning stuff accordingly to the updates
Title: Re: World Editing
Post by: smjjames on 2013 06 14, 22:50:00
Someone did develop a plugin to get quartz into previously explored areas, so, someone might be able to find a way to reset the plains so that the horses can spawn.

Alternatively, we can crop out portions of plains that are explored but undeveloped.

Also, we have no idea if the terrain generation would change for all unexplored areas since they made small tweaks to the desert generation. Or it may just be isolated to deserts without affecting anything else.
Title: Re: World Editing
Post by: b-ong on 2013 06 14, 23:30:48
but then we'd have to go father and farther out to get new stuff as time goes on, and that would be anoying
Title: Re: World Editing
Post by: b-ong on 2013 07 06, 17:40:46
cropcropcropcropcropcropcropcropcropcropcropcropc ropcropcropcropcropcropcropcropcropcropcropcropcr opcropcropcropcropcropcropcropcropcropcropcropcro pcropcropcropcropcropcropcropcropcropcropcropcrop 1.6 is out
Title: Re: World Editing
Post by: smjjames on 2013 07 10, 16:56:26
Where did Yqt get that horse that we saw in a screenshot though????
Title: 1.7 Terrain Update
Post by: yqt1001 on 2013 08 28, 17:24:05
The only real concern about this update is the terrain changes. How do we want to approach this?

Do we want to continue to just crop as close to development as possible, or do we want to try and crop a certain radius and have terrain after that as 1.7 land, allowing for the ugly chunk borders away from development? (ie only crop 2,500 blocks from 0,0 unless there is development out past there already)
Title: Re: 1.7 Terrain Update
Post by: AeriOwl on 2013 08 28, 18:46:45
radius would be interesting
Title: Re: 1.7 Terrain Update
Post by: yqt1001 on 2013 08 29, 18:42:49
Bla originally didn't approve of the way I worded this other option, so trying again. :P

Another idea I have is to explore the continent and just crop the outside of it, allowing for the chunk boundaries to be into the ocean. The continent is pretty big though and it would cause some logistic issues, so it's probably better to just do the radius to just crop as close as possible. We could also crop a specific radius around developed areas.
Title: Re: 1.7 Terrain Update
Post by: b-ong on 2013 08 30, 02:23:19
Inb4 official cropping standards
Title: Re: 1.7 Terrain Update
Post by: Bla on 2013 08 30, 05:08:25
I would say let's just crop the same way we've done in the past. Try to crop at the existing edges if we can, and remember to try minimizing the length of the line we're cropping so there's fewer edges to repair. We would make a cropping proposal map to see if people are ok with the cropping plan like in the past.
Title: Re: 1.7 Terrain Update
Post by: Darvince on 2013 08 31, 17:55:18
but with 1.7's new biomes and almost no oceans, we should just crop, say, 300 meters from claimed land.
Title: Re: 1.7 Terrain Update
Post by: Bla on 2013 08 31, 17:58:34
If we add 300 meters the edge will be longer and harder to repair. I would say at most 200 meters, you can only see around 160 meters anyway, but I would make that a general rule and not follow it very strictly, so that the cropping edge will be as short as possible.
Title: Re: 1.7 Terrain Update
Post by: yqt1001 on 2013 08 31, 18:41:45
Bla probably won't approve of this, but during what will likely be a 1.7 temp server, I'll go into amidst and look at the 1.7 blacraft map and maybe we could use this to crop. ie, if there is an ocean directly to the east, we could crop as close as possible and make fake beaches, where as if there is a continent directly to the west, we'll crop 200 blocks out.
Title: Re: 1.7 Terrain Update
Post by: AeriOwl on 2013 09 04, 15:51:23
i agree

also I want all of the land south of revolutea and the jungle cropped pl0x
Title: Re: 1.7 Terrain Update
Post by: b-ong on 2013 10 01, 21:57:45
one month and it still isn't out -.-
was there a rough estimate oh when it was going to be out?
Title: Re: 1.7 Terrain Update
Post by: yqt1001 on 2013 10 09, 03:07:30
With the update going to come out within a month or so we should probably start getting ready.

A new map is probably required to start off with, and determine where we will be cropping well beforehand so we can explore the developed areas in 1.6.4 so we save the things.
Title: Re: 1.7 Terrain Update
Post by: b-ong on 2013 10 09, 19:04:49
i suggest we get a new world map if we're going to crop

edit: is this suppose to come out in 1 month but will come out in 3, or will this really come out in 1 month?
Title: Re: World Map and Land Division Thread
Post by: smjjames on 2013 10 23, 13:49:32
The 1.7 full release is coming up pretty fast and while I know we have to wait for the bukkit update, here is my cropping proposal for my area.

I think we should keep the part of the peninsula area with the village up to the river, but Fiah may differ on the specifics. I don't know what he wants to do with the area further east though.

Edit: Yqt said that he and Bla have tons of school stuff this week, so there won't be any cropping for now.

(http://universesandbox.com/forum/index.php?action=dlattach;topic=2724.0;attach=23670;image)
Title: Re: Re: World Map and Land Division Thread
Post by: Bla on 2013 10 23, 18:30:26
Remember that cropping can only be done chunkwise, so it will be impossible to follow a river like that. Anyway, here is my cropping proposal for the entire overworld. I tried to follow your plan around your regions.

(http://i.imgur.com/iie8gXp.png)

Given that I think everyone is very excited about the new terrain, I have tried to be a bit stalinent?? (the opposite of leninent?) with the cropping, in other words, I have even cropped out some parts that I left there in previous cropping, such as northern Vatallus. I have marked some areas that I am unsure about in yellow, and feedback from people active in those areas would be useful.

1: Here I saw some circles on the map that were clearly player-made, I think in stone material. I guess stuffhappens might be the one responsible for them. I judged that they weren't important enough to preserve, so I plan to crop them, but I may be wrong, I could tp there I guess. If someone could inform/ask stuffhappens, that'd be useful, I don't really know any way I can contact him and he's rarely online.

2: This island had a ravine that I think Ventus, Mudkipz, possibly Darvince, Atomic and maybe Yqt explored long ago, and a camp in the ravine, but besides from that I don't think the island has anything special and that it has been abandoned for a long time, so I suggest that we just get rid of it now. If those who explored it want it to be preserved, say so.

3: Northern Vatallus. The decision of whether to preserve this area which includes a town is up to Mudkipz.

4: This area has the UBSR resource station I used as base for digging desert and stuff in October and the area includes the skyrail segments outside the red. Yqt wanted the skyrail demolished and my plan is to get on sometime soon and remove it so that we can just crop the area.

5: This desert, I built a road through it to the old Rossjungles and it had a village that I think is now dead... I liked the road a bit but it's not a big deal. It doesn't seem like anyone cares about the area anymore, anyway it's closest to Fiah so he should complain if he wants it to stay.

6: Quontex's settlement on the new quontinent he discovered long ago, this time I plan to just preserve the settlement and move it to near Quontia, since when he comes online I guess he'll be more excited about exploring post-1.7 terrain anyway. He probably won't have access to com to respond to this but if he really wants the entire island preserved I guess I could paste it back from a backup later.

7: Mystic Marsh I suggest be moved to the swamp near UYP and Mount Olympus, that Mudkipz built a road through. It seems like the most natural place to put it because of the biomes rather than having it spawn in the middle of whatever terrain will generate there after the crop.

8: Quontex's mushroom island I plan to move near Quontia, again because there probably will not even be an ocean around it after the crop.

So discuss. And I don't know how much time I'll have to crop it in the weekend, but I think I might have time. The math for next week is pretty easy and already mostly done, but on Saturday I have promised to help our local Unity List with putting up some election posters and spreading some election flyers around where I live, so Idk yet. The sooner people comment and agree, the earlier I can start working on the cropping.

Edit: Decided to shave some more land off Swamphold Swamp, down to the orange area instead. I think even more of it can be cropped actually, the ocean there is big, but I would have to be careful with the stronghold.
Title: Re: Re: World Map and Land Division Thread
Post by: b-ong on 2013 10 23, 19:16:38
1. (black) I think kipz build some kind of ice area or something like that
2. (red) is it possible to keep some of the ocean? when the update comes all ocean is going to be gone and i want to keep some of it. also i like the islands
(http://i.imgur.com/XZzgbCD.png)
Title: Re: Re: World Map and Land Division Thread
Post by: smjjames on 2013 10 23, 19:22:26
2: This island had a ravine that I think Ventus, Mudkipz, possibly Darvince, Atomic and maybe Yqt explored long ago, and a camp in the ravine, but besides from that I don't think the island has anything special and that it has been abandoned for a long time, so I suggest that we just get rid of it now. If those who explored it want it to be preserved, say so.

I also visited that island at the same time as the others, and I think that was before yqt joined. It was ages ago, way back to last year.

Edit in response to b_ong: Yeah, kipz has a mining center in that area somewhere.
Title: Re: Re: World Map and Land Division Thread
Post by: AeriOwl on 2013 10 23, 19:25:36
this is what i want
give it to me or there will be revolutions
(http://i.imgur.com/iBWFXWg.png)
Title: Re: Re: World Map and Land Division Thread
Post by: b-ong on 2013 10 23, 19:27:32
@smjjames: it's b-ong to you!!! /sarcasm
@fiah: wow that took me like a minute to understand. so i guess you don't need 5
Title: Re: Re: World Map and Land Division Thread
Post by: smjjames on 2013 10 23, 19:41:52
No idea about the area in box 1, however the ice island doesn't have anything important as far as I know. We did make an outpost up there, but I don't think anybody has used that or been over there since, not recently anyway.
Title: Re: Re: World Map and Land Division Thread
Post by: Komrage on 2013 10 23, 19:42:48
the iceplains around 140 degrees from east going ccw and as distant as forssa using spawntown as the origin are developed by a mining decenter and a bunch of well...mines

i guess you can move it closer if it's necessary but that'd screw up the ice tunnel and portal system
Title: Re: Re: World Map and Land Division Thread
Post by: Bla on 2013 10 23, 19:53:39
To Blotz 2: There is still plenty of ocean, look around Mudkipz's farms, the area east of Azecliffs, a lot of ocean around smjjames' settlements and Fiah too, and Matolony. I don't think it's worth preserving.

To Fiah, ok the new map is here, another time it'd be nice if you didn't rotate the map and spent more than 20 seconds editing so it would be easier to understand. :l
To Mudkipz, I assume that means you want it preserved, that'll be a lot easier than moving it, so the new cropping plan includes it in preserving region below.

(http://i.imgur.com/iv6fIfY.png)

I inspected the stone circles to the north and this is how they look. I plan to crop them and if someone is missing them I'll just refund the materials. I also just mined the rails from UBSR resource post (and looted chests there etc.) to Kaministiquia's jungle border.

(http://i.imgur.com/sOOnAxu.jpg)
Title: Re: Re: World Map and Land Division Thread
Post by: smjjames on 2013 10 23, 19:57:02
Also, when me and Fiah tried to look for the third stronghold, the eyes of ender kept centering roughly along the northern shoreline of the lake north of that desert ghost town, so might want to bump the red line a chunk or two north there to be sure that the end portal does spawn. You (or Yqt) can check on that in single player or something.

Of course though, that IS technically Quontexes land, which is co-owned by Bla I believe.
Title: Re: Re: World Map and Land Division Thread
Post by: Bla on 2013 10 23, 19:59:02
We're changing the seed so the previous eyes of ender won't apply.
Title: Re: Re: World Map and Land Division Thread
Post by: smjjames on 2013 10 23, 20:01:25
We're changing the seed so the previous eyes of ender won't apply.

Good point. Do you know the max distance from the map center the strongholds spawn? I think it might be 3km or something.
Title: Re: Re: World Map and Land Division Thread
Post by: yqt1001 on 2013 10 23, 20:05:38
It's 1,000 blocks I think. Mojikit Stronghold is 500 whereas Swamphold is 600.

Anyways what I want changed:
(http://dl.dropbox.com/s/kmzd21sfpf2dg64/uypcropping1.7.png)

1. This is Mystic Marsh, I'd like it extended to include part of the taiga to it's east. There is a dual cave spider spawner under there I'd like to convert into a string farm since I have no string anymore. As far as moving it to where you said, that'd be ok, but if you do I'd like it to be part of the continuous UYP.

2. I don't have any plans for this half of Nunatriche. The half with the big lake I have plans for and the desert (Kinar) I have plans for, otherwise the half outside of that boundary can be cropped and become 1.7 land.

Other areas of concern:
Those stone circles are from a friend of stuffhappens. When I cropped for 1.5 I left them in and it's not really a big deal as he's not active anymore.
There is an island far out to the west where Rocksolid set up a base. He hasn't logged on in nearly a year so it probably doesn't matter but still, he's there.
Title: Re: Re: World Map and Land Division Thread
Post by: b-ong on 2013 10 23, 20:19:52
wait so thre will be 3 more strongholds right?
Title: Re: Re: World Map and Land Division Thread
Post by: AeriOwl on 2013 10 23, 22:43:37
it's possible that there will be 3 more strongholds, however most likely there will be 1 more or none at all.
Title: Re: Re: World Map and Land Division Thread
Post by: smjjames on 2013 10 23, 23:48:34
Unless the distance at which the strongholds spawn was changed, it's technically impossible for a new stronghold to spawn without cropping one of the abandoned/inactive areas.
Title: Re: Re: World Map and Land Division Thread
Post by: b-ong on 2013 10 24, 01:58:52
wait so remind me why we are changing the seed
like chunky borders oh well that always happens
and gave the seed away-didn't everyone delete it? and also nothing has happened so??
Title: Re: Re: World Map and Land Division Thread
Post by: Bla on 2013 10 24, 04:38:26
Yqt, could you tell me where you want Mystic Marsh moved then?

"There is a limit of three strongholds per world. All strongholds are located at random positions in a radius between 640 and 1152 blocks from the world's original spawn point, at 0/0 (but may extend further in or out of that area). The three strongholds are spawned at roughly equal angles from the center point of the world (that is, each stronghold is in the region of 120 degrees from the others, measured from the origin). The game will not generate a stronghold partially above-ground: any portion above the ground layer will be replaced with air blocks, leaving a cutaway."
http://minecraft.gamepedia.com/Stronghold

Blotz, chunky borders aren't the reason why we change the seed, they just mean that there is simply no reason to keep the old one and I can't verify that people actually deleted the old seed so don't ask me if everyone did it.
Title: Re: Re: World Map and Land Division Thread
Post by: Darvince on 2013 10 24, 04:51:14
@bla about bong: i remember that he wanted to build farms like forssa out there with the base on those islands which he called ijky islands.
Title: Re: Re: World Map and Land Division Thread
Post by: AeriOwl on 2013 10 24, 11:23:25
Unless the distance at which the strongholds spawn was changed, it's technically impossible for a new stronghold to spawn without cropping one of the abandoned/inactive areas.

Well we're cropping the desert east of revolutea and there is a possibily it will spawn there
there is also a chance it will spawn under my territory (eye of ender) and bla can mcedit it in
Title: Re: Re: World Map and Land Division Thread
Post by: yqt1001 on 2013 10 24, 13:26:09
Yqt, could you tell me where you want Mystic Marsh moved then?

Must've misunderstood me. The spot you're moving it to is fine.
Title: Re: Re: World Map and Land Division Thread
Post by: Bla on 2013 10 24, 13:36:00
Ok, the new official cropping plan is this. The area with Mystic Marsh is a bit big and I'd prefer if it were smaller but I guess it'll work.

The deadline for complaints is 22 hours from now.

(http://i.imgdiode.com/GmxPja.png)

And yes I moved some posts and merged some topics.
Title: Re: World Editing
Post by: b-ong on 2013 10 24, 21:32:44
everything outside of red is cropped except for moving light-blue stuff?
black and yellow?
or is it everything that is circled going to be not-cropped
Title: Re: World Editing
Post by: smjjames on 2013 10 24, 22:35:31
Everything outside the red lines are being cropped except for the bits circled in blue which are getting moved to the area of Molten. Although I think the parts that are in orange are bits that Bla is going to crop to instead of the red line. The parts in yellow were just areas Bla wasn't sure about.

As for the stronghold, there is a chance it could spawn in the area to the west and north of swamphold. I believe the swamphold fort is 600 or 800 blocks from spawntown, so there is some room for it over there.

As for the final cropping plan, it looks good to me.

Just a thought, shouldn't the area where square 6 is being moved to be explored a bit? Not sure if it matters.
Title: Re: World Editing
Post by: Bla on 2013 10 25, 04:40:47
It doesn't matter, because if we explored the area it would be cropped anyway according to the plan. No point in exploring something we delete anyway.

Everything outside the red line will be cropped, and the orange line was just a quick fix I made, the plan is to crop what is outside of it, so here is the same plan. Cyan will be moved.

(http://i.imgdiode.com/BwpP62.png)
Title: Re: World Editing
Post by: yqt1001 on 2013 10 25, 13:24:19
1.7.2 is out. I hope everyone saved their generated structures!
Title: Re: World Editing
Post by: Bla on 2013 10 25, 13:33:45
I ran CraftBukkit's structure saver, so all structures in all worlds should be saved now whether they were visited or not. I just made a backup that I'll download now to work on, so if people play on the server, progress will not be saved to the world. (But don't go griefing stuff etc. before I write specifically that normal playing rules no longer apply.)

Idk how long the transition will take, but I guess it would be too big a mess to set up a temporary map, if you want to have temporary fun, I'll recommend playing on our temporary 1.7 snapshot world on Multiplay, that I'll consider changing to proper 1.7.
Title: Re: World Editing
Post by: smjjames on 2013 10 25, 14:01:20
Sounds cool.

Perhaps I'll go 'scorched earth' on what was rossjungles since that is getting cropped anyway.
Title: Re: World Editing
Post by: Bla on 2013 10 25, 14:04:59
The server is down and I don't recommend playing on it until I get the new map up and ready. I recommend playing on the Multiplay server until then.
Title: Re: World Editing
Post by: Bla on 2013 10 25, 18:25:20
I have cropped the world mostly according to the plan (I accidentally deleted slightly more land than the plan showed south of Revolutea, sorry Fiah, tell me if you need it MCEdited back in when I upload a map), edited the biomes slightly and changed the seed.

Currently I have removed everybody else from the whitelist, because I don't plan to put on a temporary map and I'm currently uploading the cropped world, and I don't want to risk people logging on and loading terrain again with 1.6.4. I'll put the old whitelist back when the server is running Bukkit 1.7, which still seems to be in development.

http://dl.bukkit.org/downloads/craftbukkit/

You can mess on the Multiplay server while waiting.

Edit: Done uploading cropped world, verified the new seed is working, also used the structure saver once more to ensure MCEdit or the biome painter shouldn't cause anything to be lost.
Now we're just waiting for Bukkit 1.7.
Title: Re: World Editing
Post by: AeriOwl on 2013 10 25, 21:25:53
it's fine
Title: Re: World Editing
Post by: Bla on 2014 05 11, 00:06:12
<rodvenio>if possible can you change yukitown's biome to coldtaiga because with 1.7 update it rains instead of snowing

Next time there's an opportunity to touch biomes, I'll try to remember this
Title: Re: World Editing
Post by: Darvince on 2014 05 11, 00:40:24
*remembering intensifies*
Title: Re: World Editing
Post by: b-ong on 2014 06 19, 13:30:04
Water dungeon.  We gotta crop. Just read water dungeons page on game pedia . Like new boot enchant wat. Anyways I can get puff err fish for water breathing. But crop thanks
Title: Re: World Editing
Post by: Darvince on 2014 06 19, 13:31:47
we'd need to crop anyways because of the new "ores"
Title: Re: World Editing
Post by: b-ong on 2014 06 19, 13:40:43
My darvince when. Oh it spawns in old oceans somehow bUT I still want to crop
Title: Re: World Editing
Post by: Bla on 2014 06 19, 18:29:15
Yes, we'll probably crop when the update happens, I'll consider how when we get closer to the release so we have a better idea of what areas are developed by then.
Title: Re: World Editing
Post by: Darvince on 2014 06 27, 19:53:42
Hey, could these two chunks be restored to what they were before in the cropping? They're really out of place. I think they generated in 1.6, but I'm not sure.

(http://i.imgur.com/jpASSp0.png) (http://i.imgur.com/jpASSp0.png)
Title: Re: World Editing
Post by: Bla on 2014 06 27, 20:20:57
I know there are a couple of those chunks, also one in Zuntriio, and yes, the plan is to restore them, even though I can't promise it.
Title: Re: World Editing
Post by: Komrage on 2014 07 11, 04:43:31
https://i.imgur.com/9JabamI.png

strange blocks found floating above desertopia/deoland border. suspected corruptness?
Title: Re: World Editing
Post by: Darvince on 2014 07 11, 10:53:11
OH FU­CK THATS THE SAME CORRUPTION BLA WITNESSED IN THE VERY EARLY SERVER AND HE HAD TO RESTORE FROM A BACKUP
Title: Re: World Editing
Post by: Bla on 2014 07 11, 13:30:23
https://i.imgur.com/9JabamI.png

strange blocks found floating above desertopia/deoland border. suspected corruptness?
It looks like an error has caused some blocks to be replaced in the chunk yes, if you mark the area on a map, then I'll restore the chunk to an earlier version next time I world edit.
I suspect it's still possible to interact with the chunk though and it's not corrupted as such. But the fact that it got corrupted in the first place is a big problem. Do you know when this happened?
When this happened in early Blacraft it was after my com got a BSoD.

OH FU­CK THATS THE SAME CORRUPTION BLA WITNESSED IN THE VERY EARLY SERVER AND HE HAD TO RESTORE FROM A BACKUP
I don't have to restore the entire world because this happens in a few chunks. I only have to replace the chunks.
I didn't know a lot about world editing when the server was very new. All I learned was from managing the server.
Title: Re: World Editing
Post by: Komrage on 2014 07 11, 21:49:02
it's been there for at least 6 months or so. i only noticed after i built the roof because i wasn't high up enough to see it. there's only a few blocks so i can just remove it manually instead of loading an earlier chunk?
Title: Re: World Editing
Post by: smjjames on 2014 07 12, 13:04:28
https://i.imgur.com/9JabamI.png

strange blocks found floating above desertopia/deoland border. suspected corruptness?

I spotted those months ago, I assumed that they were just a glitch though. So yeah, 6 months at least, possibly more.
Title: Re: World Editing
Post by: Bla on 2014 07 12, 15:01:06
it's been there for at least 6 months or so. i only noticed after i built the roof because i wasn't high up enough to see it. there's only a few blocks so i can just remove it manually instead of loading an earlier chunk?
Yes
Title: Re: World Editing
Post by: b-ong on 2014 07 24, 02:03:27
would it be to hard to filter out all the cactus and cobblestone in soviet japan
Title: Re: World Editing
Post by: Bla on 2014 07 24, 19:24:42
It would take a lot of time (or if it's done in bulk with the other world editing not very long), but I don't think doing it is justified in the first place.
Title: Re: World Editing
Post by: b-ong on 2014 07 25, 02:30:46
*sigh* fine
Title: Re: World Editing
Post by: b-ong on 2014 09 02, 16:55:21
proposed plan for north
(http://i.imgur.com/kz8WsjL.jpg)
Title: Re: World Editing
Post by: Bla on 2014 09 02, 17:06:25
Before we decide what will be cropped, we need to check whether the terrain gen has been affected so much that cropping results in chunky borders between 1.7 and 1.8 terrain and how the code that should generate new stuff in existing land works (I read a bit about it but Idk how it works - would granite etc. be generated in chunks we don't delete for example?)
Bukkit will probably take a while to update like in the past, so I don't think there's any need to rush. In any case I don't know when I'll have time to do all those things atm.
Title: Re: World Editing
Post by: Bla on 2014 09 05, 22:38:47
I propose this cropping plan for 1.8, where areas surrounded by red are preserved.
The plan is based on the 1.7-1.8 transition being seamless without chunky borders as the code as far as I know hasn't been changed in ways that make chunky borders at the transition. I haven't tested this.
So it's going to be as tight as possible so we can have plenty of granite and areas with increase in ores etc. (Idk how the postgen thing works, if that would generate in 1.7 lands when they get loaded the first time).

Tell me if there are any more areas that need to be preserved or other changes are needed.

The plan: http://i.imgur.com/i7ZoFFP.jpg

(http://i.imgur.com/i7ZoFFP.jpg)

Blank: http://i.imgur.com/EtQyMsU.jpg
Title: Re: World Editing
Post by: AeriOwl on 2014 09 06, 14:42:43
I officially recommend this plan
Title: Re: World Editing
Post by: b-ong on 2014 09 07, 01:11:21
i have a portal in that far away savannah but it's ok i guess i can explore easilier
Title: Re: World Editing
Post by: smjjames on 2014 09 07, 17:31:33
Maybe keep more of that eastern mesa? Otherwise looks good I guess.
Title: Re: World Editing
Post by: Bla on 2014 09 07, 21:47:06
Maybe keep more of that eastern mesa? Otherwise looks good I guess.
Could you mark the area and why?
Title: Re: World Editing
Post by: b-ong on 2014 09 08, 00:09:44
more savannah i guess
Title: Re: World Editing
Post by: Bla on 2014 09 08, 08:46:05
Remember, the plan assumes the land will generate in the same way. A savannah from 1.7 will just regenerate in 1.8 with granite and all that. We only need to crop to preserve stuff we've made.
Title: Re: World Editing
Post by: Darvince on 2014 09 08, 14:34:31
Speaking of which, I haven't built anything in the mountains of Akėnakii yet, so hiah is my proposal (the savanna area is a place where Quontex and I started building a town)

https://dl.dropboxusercontent.com/u/45288313/dar_cropposal.png
Title: Re: World Editing
Post by: yqt1001 on 2014 09 09, 00:48:14
Updated to include a few of my lesser known eastern ocean developments

(https://dl.dropbox.com/s/apg2pbyh63790mi/croppingstuff.png?dl=0)

The two black boxes, the one tiny little island that TMC and I built and the savannah island/peninsula that doesn't have much of a significant development but if it could be saved would be convenient. :P
Title: Re: World Editing
Post by: Bla on 2014 10 29, 22:36:28
Edits to the world for 1.8 done:

- Has been cropped according to the plan in Yqt's post
- Quontex's mushroom island has been moved next to Dothian Desert and Dimwood. New terrain will generate east of Quontia, that should fit with the terrain to the east and north.
- 5 chunks around Yukiland and Zuntriio have been replaced with chunks from a backup from August 9, 2012, after the 1.3 cropping.
- Smoothed biome transitions between Swamphold and the land west of it, and changed Spawntown's park from forest to savannah.
- Verified that the worldgen seed isn't broken.
- Cropped the nether leninently. The remaining parts can be seen below.

http://i.imgur.com/aKYwrzZ.jpg

The temp world is still up, these are just the changes that have been made.
Title: Re: World Editing
Post by: Komrage on 2014 10 29, 23:23:33
i'm confused about the nether map. what does the blurry parts / checkboard pattern parts / grey colored parts / empty blue parts all mean?
Title: Re: World Editing
Post by: Darvince on 2014 10 29, 23:55:25
!!!!!!!!!!! my tunnel to the distant jungly base is gone

oh well, i can just remake it unless the jungle temples move
Title: Re: World Editing
Post by: Bla on 2014 10 29, 23:56:09
I blurred it so it wouldn't reveal details, I just intended to show the overall area that remains and leave outlines of the places people know for reference. The rest is basically irrelevant (checkboard pattern is background, grey parts I'm not sure, chunks that didn't render I think, empty dark blue areas are areas without chunks)
Title: Re: World Editing
Post by: Komrage on 2014 10 29, 23:59:59
oh ok
Title: Re: World Editing
Post by: Darvince on 2014 11 01, 04:19:43
kolok that makes of sense
Title: Re: World Editing
Post by: Bla on 2015 01 22, 19:56:52
Blacraft is now running Spigot 1.8.1 and the world has been re-cropped according to the cropping plan above.
Title: Changing Biomes
Post by: Ventus on 2015 06 01, 19:04:51
So as of recently I've noticed that it doesn't snow anymore in my city (Yukitown in Chazabethia), but rains. It was odd because I remembered it snowed a few updates ago, but I suppose something must've changed it, so I request that in the next time the world is edited or changed, the taiga biome in the region be changed to the snowy taiga biome so that it may snow again.
Title: Re: World Editing
Post by: Bla on 2015 06 01, 19:19:23
So as of recently I've noticed that it doesn't snow anymore in my city (Yukitown in Chazabethia), but rains. It was odd because I remembered it snowed a few updates ago, but I suppose something must've changed it, so I request that in the next time the world is edited or changed, the taiga biome in the region be changed to the snowy taiga biome so that it may snow again.
Approved, will be changed next time there's a good chance to make biome edits
Title: Re: World Editing
Post by: Bla on 2015 06 27, 11:29:49
So as of recently I've noticed that it doesn't snow anymore in my city (Yukitown in Chazabethia), but rains. It was odd because I remembered it snowed a few updates ago, but I suppose something must've changed it, so I request that in the next time the world is edited or changed, the taiga biome in the region be changed to the snowy taiga biome so that it may snow again.
Approved, will be changed next time there's a good chance to make biome edits
Done, Yukitown's biome has been changed from taiga to cold taiga.