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- Update mcInterface.py to work with 1.18 map format, https://minecraft.fandom.com/wiki/Chunk_format
- decode 9bit Heightmaps, expose to scripts
- unpack on read
- repack when chunk is saved to disc
- world height updated to 384? Yes, min height is -64, max is 319, for a total internal storage value of 384, modify world height and user-facing coordinates. Heightmaps store val+65.
- section format with block state palette
- block indexing is re-ordered to YZX (same as before)
- blank section generation
- read block data
- unpack block data and palette on chunk read
- pack block data with variable width packing on file save
- try to parse pseudo-code in the wiki: https://minecraft.fandom.com/wiki/Chunk_format#Block_format
- "Add byte array" optional? See if I can get an example to work with. Looks like this was before the palette system. Ignore.
- Is palette always sorted by occurrence frequency? Check.
- Block Entity Data would be nice to be able to parse and edit
- edit mobs too.
- Biome data is handy too, see if that's encoded standard
- test changing chunk Status to "light" in order to dirty the lighting and force a re-calc
- Once things are working again, see what you can do about deleting data_ob from all the tags. It shouldn't be hanging around as a shared pointer in all the NBT tag objects.
- decode 9bit Heightmaps, expose to scripts
- fix all existing scripts to work with the new block data format
- Forester Updates
- convert all foliage in section to non-decaying variety
- larger foliage clusters for larger trees
- branching roots and branches
- simulated growth with damaged sections for more interesting shapes
- use Squares and canvasses to do incremental growth of damaged sections?
- randomized offsets for each slice
- Ore Reduce Updates
- process all chunks in the save file?
- search for block types in section palette
- grab whole ID array and step through each item
- excavator, put all the "reduced" ore on the surface in a big pile
- mineshaft, piles tailings, builds shafts and tunnels to all ore spots
- consume appropriate amount of food from inventory?
- Line Rail Updates
- fix up linerail, there was some modified code somewhere, or just fix it up anew
- New Road Paving Script
- needs a catchy name
- slopes that follow terrain where possible
- obstacle avoidance and switchbacks
- Proper Bridges that rise up over water and deep gaps
- gravel fill for small gaps
- Street Lights
- StarStone
- excavate whole sections at once for larger craters
- estimate contents based on palette instead of checking each block
- aggregate block type by quantity instead of storing each one
- scatter blocks by distribution pattern instead of "toss" and "kick" each one individually
- Wizard Mountain
- fix log detection
- flood-fill trees and foliage
- update the heightmaps
- handle block entities and mobs properly.
- propagate fluids (water and lava?) at edges.
- Option to operate at the Section scale. Should work much faster.
- close single square islands?
- CaveDiver
- cavern mode? Progressively larger height-scale near the center. Spikes, etc.
- better stalactite code. Lower the ground and raise the ceiling?
- clean up the janky codebase
- better large-scale structures
- add pointed dripstone sparingly
- Garden script
- garden plots
- paths
- flowers
- trees
- wall around the outside
- Revive Groundwork
- semi-flatten the ground
- lay streets
- subway tunnels?
- make/fix a castle script
- convert "square" and canvas from CaveDiver and Wizard Mountain to stand-alone code
- inside mcInterface? Or in a separate module?
- Break out crossection and sphere from forester and starstone as well?
- Other helper classes or functions?
- offset layers
- partial selection offsets
- nested canvas
- get walls working
- use walls to build towers and main walls
- use main walls and towers to build castles
- add style
- look up cool castles
- ask the kids about the best castles
- houses, huts, and buildings (towers)
- roof in offset layers
- windows in high offsets
- stairs for roof material
- roof ridge decorations
- multi-level buildings
- stairs
- straight
- spiral
- open-center atriums
- uneven wall heights
- reducing and expanding floorplans
- stairs
- exterior decks
- doors and room connectedness
- roof in offset layers
- convert "square" and canvas from CaveDiver and Wizard Mountain to stand-alone code
- meta-script that calls other scripts
- linerail to go in the direction the player is looking
- trees planted around player
- crater(s) around player
- big crater + trees for a semi-walled grove, convert stone to cobble?
- pocket dimension
- nuggets to set size?
- crater and wizard mountain as excise shapes
- sort fort, to sort out all your chests
- uplift in Minecraft by moving and filling sections?
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