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1

Mojang obfuscate their code whenever they bundle it into a .jar, which is essentially renaming all their variables and methods to gibberish, presumably to prevent others from cracking or modding it The MCP team has done a great job of deobfuscating this code and deducting what each variable roughly means, but there are still some that are too arbitrary to ...


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Minecraft uses a tree-structured file format known as "NBT" (kind of like JSON or XML, but not text-based). There are no fixed offsets which you can rely on. You will need to use a library to parse NBT (or write your own parser) and then extract the information you want from the parsed structure.


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Easiest way for you to achieve that would be to use already created world engine. McEdit allows you to write plugins in python. You could write two plugins: First would load a file with points, create schematics of those regions. Second would load file with points and folder with schematics and paste them in. I don't know if McEdit can be used in a scheme: ...


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Turns out if you want to render only colour, but not texture you have to disable GL_TEXTURE_2D


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I don't believe you can do this with simply loading certain layers because of the problem of transitions. My inclination would be to store some metadata with each chunk: 1) Is the block entirely air. If so there's no need to render it. 2) For each face of the block is it opaque. An opaque face means you do not need to consider the next chunk. (Note, ...


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What you need to consider loading/creating one chunk above and below the surface in any given stack when the player is on the surface, so your generation algorithm needs to worry about stacks at the top level rather than chunks... when the player is below ground one above and below the current chunk level is fine. To clarify, a stack is a vertical column of ...


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you first create a set of parameters that you will generate, for example elevation, humidity, temperature then you can define a function that will return a biome from any combination of these parameters how you generate those parameters is usually with perlin or simplex noise but you can let it depends on other (previously generated) parameters like ...


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This is actually quite well-detailed at this page. Please note that I am going to detail the common protocol introduced in version 1.7. Additionally, a new protocol was introduced in 1.9pre4 that contains additional information not found in the previous protocol. Let me detail how to get the basic server information in 1.7+: Send a "handshake" packet with ...


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You can't just open the jar in Eclipse. Even if you have some kind of decompiler-plugin, you will only see obfuscated code. You will need the Minecraft Coder Pack to decompile and deobfuscate the jar (as well as MCP can anyway) so you can work with the code. Additionally, if you want do develop Minecraft-Forge mods you should check out this page. Forge ...


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I will just focus on just one topic in this answer: If you want to unload distant circuits to save CPU time and/or memory, what will happen to complex circuits that spred across multiple chunks? Igore this problem. Easy to implement, but unsatisfactional behaviour. Let player be aware of this problem, and give him a tool to display chunk bounds. I think ...


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Just an idea on a way to handle this without it bogging the game down too much. What you could do instead is enforce a game mechanic that only runs that "redstone block" when it is connected to some sort of rare or hard to craft "Power" block, suggesting that the presence of the player powers the "redstone" and is required to run it. I believe that how it ...


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What you can do, is, making a chunk 256 high in y-direction and divide it into 16 sections, each being 16 blocks high. You then generate the data for the chunk, and build the geometry inside the sections. One advantage would be, that you have access to the data of a complete chunk, which makes it easier to access the data above and below a section. This ...


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Tekkit (a popular minecraft mod) does this by allowing players to build anchors that keep a few blocks around them in memory regardless of player proximity. It might be a good choice if there is clear distinction between dynamic blocks that require the presence of the player (an automatic door) and others that don't (a generator of some sort). ...


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I've got three comments: Pathfinding, etc, should be tree-aware Checking to see if a block is loaded is cake The client and server will handle unloaded data differently Tree Aware You've mentioned that you're storing data in 16x16x16 chunks. Pathfinding and world interaction should operate on those chunks (in addition to their contained blocks). For ...


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I would mention a few specific games (such as Stonehearth, which is where most of the Qubicle character images come from) but there are a ton of games, art (e.g. on DeviantArt), demos, movies, etc that use different styles. Hence, I suggest an image search. Search for voxel characters, blocky characters, and "qubicle" characters. (Yes, put "qubicle" in ...


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In Minecraft, circuits in unloaded chunks simply do not work. Especially with pistons and other ways of interacting with the environment, it could get expensive quickly to keep far-away circuits running in an infinite world. I see three main possible choices for your game: Keep all chunks loaded. This is just a big nope. Keep nearby chunks loaded. For ...



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