Random Chitchat 2012-2016
I have the AnvilStats module for springs working, here's some initial results for a small world:
[Image: vanilla_springs_initial.png]
Now I need someone to run this on a huge untouched Nether world.
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How did you create that huge overworld map? Just flying around?
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Minecraft Land Generator, https://sites.google.com/site/minecraftlandgenerator/

Finally got results for the huge 50GiB world:
[Image: vanilla_springs_huge.png]
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i finished the core plugin. you now can't walk of the edge of the world. http://www.mediafire.com/?yaikz9ikmlxvt4b
as for the nether world. it doesn't seems like that generator can generate nether terrain Sad but luckely i found out that the maker of the generator has created a mod that the server only generates nether terrain.
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What exactly does your graph display? What do the x and y axis represent?
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x = height, y = total count of springs. If in doubt, look in the AnvilStats/SpringStats.cpp file.
I also have the same dataset, but split per-biome. But those need normalizing with biome counts (currently it says there are 40k springs in ocean biome, but without knowing that ocean biome had 400k columns, that info is pretty worthless), so I'll need to either do some post-processing or embed some new code into AnvilStats.

STR, you should learn to use SVN and ask FakeTruth for write access Smile
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i'm kinda afraid i accidentally delete the svn ;S but what i can do is before commenting something download the svn.
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You wont suddenly delete the svn lol.
If you do a wrong upload just undo it the older rev will still be there.
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i need a way that do something for each block in a certain area around a player. i now have this code:
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local X = math.floor(Player:GetPosX())
local Y = math.floor(Player:GetPosY()) - 1
local Z = math.floor(Player:GetPosZ())
local XX = math.floor(Player:GetPosX())
local YY = math.floor(Player:GetPosY()) - 1
local ZZ = math.floor(Player:GetPosZ())
local World = Player:GetWorld()
local Radius = tonumber(Split[3])
 
while Z ~= ZZ - Radius do
    Z = Z - 1
    while Y ~= YY - Radius do
        Y = Y - 1
        while X ~= XX - Radius do
            X = X - 1
            Execute( X, Y, Z, Player, Split, Target, World ) --is the function that does something for a block.
        end
    end
end
but it doesn't realy work for me. It also has to work when the player is in negative coordinates.
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1, Use a "for" loop, because you know the limits beforehand; a for loop is usually better optimized than a while loop. Also it's more readable.
2, Use a cBlockArea object to read the data around the player and then access it easily on a block-by-block basis. The cBlockArea should be properly documented in the Wiki
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