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View Code? Open in Web Editor NEWReplica of the Earth in Minecraft
Home Page: https://minecraft.curseforge.com/projects/terrarium
License: GNU Lesser General Public License v3.0
Replica of the Earth in Minecraft
Home Page: https://minecraft.curseforge.com/projects/terrarium
License: GNU Lesser General Public License v3.0
If it is possible to add compatibility with Cubic Chunks it would be amazing but i think it may take quite a bit of code to make this work properly.
https://github.com/OpenCubicChunks/CubicChunks
Water edges are very sudden, and need a smoother transition.
It's become quite noisy with recent water changes. Will need to look into this more.
Structures such as villages and temples need to optionally generate.
Similar to how water tiles are set out, an environment map should be created with types such as FOREST, WATER, ROCK. All cover types would be associated with an environment type. This is useful because OpenStreetMap polygons can specify forest, but not a type of forest. When the environment map is merged, the mismatching areas can be flood-filled to match the nearest appropriate cover type.
It would be ideal if this mod supported Cubic Chunks, allowing 1:1 scale worlds without much of the world being "chopped off" at 256 blocks above the ocean.
Ocean depth seems to be inconsistent from when it is set through coastline floodfill, or is at a low height in the data.
Ideally as much as possible should be customizable through JSON. Presets could define all of this, which could then be shared.
Terrarium should support geofencing so that when you enter/exit a new area a status could optionally appear with the place name. This could be done through toasts or the status bar.
This freezes the server thread until the lookup is complete.
A few tweaks I've had in mind to improve the look of the Terrarium world:
Sometimes jagged borders or indents into the terrain are visible, especially at higher scales.
Parse the language files on the server with LanguageMap#parseLangFile
, and check the player's language with EntityPlayerMP#language
.
This could mean colder climate in polar regions, and hotter at the equator.
Hi just found out about this mod, is this 1.10.2 compatible?
so yeah the mod have some things that should've been other things (if you know what i mean :mr_bean:)
for example i used locations of a distiguished volcano
it should have a lot of snow and a hole on top but it has "trees" instead (u wot)
i mean just look at this reee https://imgur.com/PDh71JC
also there should be a config options for generating caves from user-given datas
k thx bye
I would really like to help out, but not having a license can cause issues down the line
(see BluSunrize/ImmersiveEngineering#2543 as an example)
Amazing work on the mod so far!
It will be great if this mod will be compatable with Open Cubic Chunks, it changes world height bounds to HUGE values https://github.com/OpenCubicChunks/CubicChunks
I'd like to explore mountains and plains and in 1:1 scale
The Earth toolbox, accessed through /geotool
, will bring up a menu with various tools relating to the Earth map. This issue is tracking those tools and their implementation.
Example: https://streamable.com/w2aer
The GUI currently only displays a preview, however it does not actually allow customization, and the settings are not applied to the generated world.
Could be caused by the recent scaleRatio
changes. Possibly was there before and scale should be worked out from the local data rather.
A GUI providing functionality to pre-generate the world & load data based on a selected area. This area could be selected based on a min/max coordinate on a map.
Definitely occurs in center of London, can't seem to find any consistency.
All files should use XZ instead of GZIP. Although CPU time is higher, it greatly reduces file size and therefore, IO time.
When the data is being retrieved from the internet, it's greatly beneficial for the file to be smaller, because that will (mostly) be the slowest task. This also applies to hard-drives, where loading from the cache is slow.
The height source should also encode slope
into the values with the upper 2 bits, allowing 4 "slope types".
Putting together a list of references for data that should be integrated with this mod.
The coastline glob adapter currently uses a flood-fill to create ocean and land based on OSM data. However, due to inaccuracies, this can lead to points being flood-filled more than once, or wrongly, which has a huge performance impact.
Instead of using flood-fill, this should rather create polygon(s) where the ocean would be, and directly fill that. All coastlines that have shared nodes should be joined to a single line for this process.
https://paste.dimdev.org/jemifoziko.mccrash
Running 1.12.2 and Forge 1739.
Could make use of natural:cave_entrace
tag: https://wiki.openstreetmap.org/wiki/Tag%3Anatural%3Dcave_entrance
I tried building on Fedora 22 and the latest Ubuntu and get the same error each time:
$ ./gradlew clean build
...
Applying SpecialSource...
:deobfMcMCP FAILED
FAILURE: Build failed with an exception.
java.util.zip.ZipException: duplicate entry: net/minecraft/command/AdvancementCommand$Mode.class
BUILD FAILED
Precomputed tiles with water polygons
If regions nearby to players have unloaded data, they should be prepared asynchronously at times of low traffic. If the region is then requested while generating on another thread, the main thread blocks until it has completed.
Although it might not be possible to have the server use localized time without heavy ASM, it could be created on the client by changing the time and weather sent to clients. It could also be possible to asynchronously query OpenWeatherMap to get real current weather in player areas. (To reduce server stress, could this be queried on the client?)
If this were to be implemented, it'd definitely have to be a config option / world setting.
Currently this just involves the state icon in the top left of the screen, although could involve world size so the client can figure out it's latitude + longitude.
The mod should feature extended generation from OSM data, allowing buildings and highways to be generated in detail.
A /geolocate
that could provide you with your latitude/longitude along with a place description.
The mod should warn users when using the world type for the first time, asking for confirmation if they are prepared to download remote data (which could potentially be large).
Will update with more features as this progresses
natural:volcano
, specifically the opening)The Terrarium world needs to be playable in survival. There are a few things that need to be considered:
This is likely due to the decoration code replacing the ground block, even if the tree may be unable to generate in that position.
If chunk generation fails due to lack of internet connection, it could be stored to be regenerated when that region can be successfully loaded.
I've compiled from commit d415403 and I get this error while generating chunks: https://pastebin.com/wEnPcqK2
The result is an infinite ocean with a depth of 1 and a floor of quartz at y=6.
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