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L12[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180404 mappings to Forge Maven.
L13[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180404-1.12.zip
(mappings = "snapshot_20180404" in build.gradle).
L14[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L50[09:51:23] <gigaherz> interesting
L52[09:51:39] <gigaherz> people are going
to hate it XD
L53[09:51:49] <gigaherz> Elytra now
requires Phantom Membrane to be repaired
L54[09:51:50] <gigaherz> Phantoms now drop
Phantom Membrane instead of leather
L55[09:51:59] <gigaherz> meaning you will
have to kill phantoms to repair elytra
L56[09:52:10] <ben_mkiv> aww the ocean
looks sweet
L57[09:52:24] <ben_mkiv> well it required
another elytra before, didntit?
L58[09:52:51] <gigaherz> no
L59[09:52:57] <gigaherz> you could put one
elytra alongside leather
L60[09:52:58] <gigaherz> in an anvil
L61[09:53:03] <ben_mkiv> oh
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L72[12:17:17] <axel> can someone do an
explanation on how things like the stronghold are generated? i have
a lot of troubling imagining things from the code as actual
structures
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L77[13:05:27] <barteks2x> axel, I can
try
L78[13:07:07] <barteks2x> but first let me
re-read the code because last time I interacted with it was some
moinths ago
L79[13:09:20] <barteks2x> (ping me when you
are back)
L80[13:13:43] <axel> im back
L81[13:13:48] <axel> barteks2x
L82[13:14:40] <barteks2x> ok, so the
general idea of structure generators is shared between structures
and caves/ravines, and it's the MapGenbase class
L83[13:16:09] <barteks2x> It starts by
iterating over all chunk coordinates within some radius of the
currently generated chunk, and calls some generate() method on all
of them, but also giving the position of the actual currently
generated chunks. For caves, this allows the generator to only
carve the blocks for the current chunk, but for cave thet starts at
the position from the iteration
L84[13:17:00] <barteks2x> for actual
structures, this is used slightly differently: it doesn't actually
set any blocks, and just prepares the StructureStart object, which
(iirc) should contain enough information already to know the size
of the whole structure
L85[13:17:48] <barteks2x> and then the
actual block generation is called from populator, which uses the
already in memory information about structure positions
L86[13:19:56] <barteks2x> the data about
structures is also saved to NBT so it persists across server
restarts
L87[13:20:38] <barteks2x> then actually
generating the blocks correctly is a matter of creating
StructurePieces that set the right blocks, finding all the
StructurePieces that intersect the currently generated chunk and
generating the blocks
L88[13:21:25] <barteks2x> what makes it
doable is that when creating the whole layout of the structure in
code, you don't care about chunks, as long as you don';t need to
access any block data (and you shouldn't need to)
L89[13:21:58] <ben_mkiv> sounds pretty
complicated for the archived result xD
L90[13:23:04] <barteks2x> this is actually
surprisingle simple fopr what it achives
L91[13:23:33] <barteks2x> almost looks like
cheating
L92[13:23:43] <ben_mkiv> i would rather
parse some schematics and connect them "randomly"
L93[13:23:56] <ben_mkiv> based on the world
seed
L94[13:24:03] <barteks2x> instead of
parsibg schematincs you have that hardcoded
L95[13:24:07] <barteks2x> and they are
randomly connected
L96[13:24:11] <axel> you mean nbt
schematics?
L97[13:24:29] <barteks2x> the point is
knowing nwhat blocks to set when something asks you "set
bloicks for this chunk"
L98[13:24:29] <ben_mkiv> the format
actually doesnt really matter
L100[13:25:16] <ben_mkiv> well, thats just
how i would try to solve such problem, may have other
downsides
L101[13:25:23] <ben_mkiv> but it would be
more flexible in adding new structures
L102[13:25:34] <axel> thank you for the
explanation, barteks
L103[13:25:46] <barteks2x> it kind of IS
how it works, except the "schematics" are hardcoded. This
is not the hard part of it at all
L104[13:26:11] <ben_mkiv> isnt there like
some api interface or its in works?
L105[13:26:30] <barteks2x> for overworld,
not really, unless one PR got already merged
L106[13:26:40] <barteks2x> for custom
dimensions, you get what m,ojang made
L107[13:27:09] <barteks2x> you can
implement custom structures this way but it requires knowing a bit
about how it works
L108[13:27:13] <axel> im making a custom
dimension for the structure, so that doesnt really help me i
guess
L109[13:28:09] <barteks2x> if you have
custom dimensions, you can implement custom structures using
vanilla structure generation code
L110[13:28:17] <barteks2x> you need to
extend MapGenStructure
L111[13:29:48] <barteks2x> and really just
implement canSpawnStructureAtCoords, and getStructurStart
L112[13:30:09] <barteks2x> your
StructureStart constructor should prepare all the structure pieces
the way you want, with their bounding boxes set etc...
L113[13:30:35] <barteks2x> and then
vanilla will try to find all the structure pieces that intersect a
chunk being generated and call the right methods
L114[13:30:36] <ben_mkiv> so it generates
the structure before actually starting to spawn it?
L115[13:30:53] <barteks2x> it generates
in-memory representation of it before actually setting the
blocks
L116[13:32:05] <barteks2x> oh and
obviously you have to be able to serialize and deserialize your
StructureStart objects
L117[13:32:28] <barteks2x> but basic code
for it is al;ready provided in the basic StructureStart class
L118[13:32:44] <barteks2x> you only
override that if you need more data stored
L119[13:44:31] <axel> alright, thank you
again
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L150[21:55:18] <Majora320> I think the mdk
download links are currently broken
L151[22:03:41] <Majora320> Huh, never
mind
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