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1.19 Savanna Village False Positive + Abandoned Village Feature Request #168

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Nel-S opened this issue Oct 16, 2022 · 2 comments
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@Nel-S
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Nel-S commented Oct 16, 2022

On v2.5.1, Cubiomes Viewer claims 129537913620 has a savanna village at (-1264, 176) despite no such village existing in the actual world. (My guess is this is because the corresponding block, which I'm assuming is where the starting piece is, is in a river biome.)

In addition, while reporting this I thought I would also take a moment to suggest a feature: currently village searches can be set to only include abandoned villages, but there is no way (to my knowledge) to search exclusively for non-abandoned villages. As a result, for example, a search I'm currently running for (among other things) an abandoned village and a non-abandoned village of each biome is turning up several false positives where one or more of the non-abandoned villages are replaced by abandoned ones. Given a three-state checkbox already exists in the biome selection menu, I would imagine this wouldn't be too terribly difficult to implement.

@Nel-S
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Nel-S commented Oct 20, 2022

Update: 59694 also has a false positive village at (64, -960), this time a snowy village whose corresponding block is in an ice spikes biome as opposed to a snowy plains. I am 95% sure that issue (misidentifying what biome the village would attempt to generate within) is the root of the problem.

Cubitect added a commit that referenced this issue Nov 13, 2022
* added UI event buffering to the anaylsis results, making it much more performant with many seeds (#122)
* added custom separator option for csv export (#122)
* added DejaVuSans monospace font for a more consistent look (#107)
* added filter for biome center locations with scale 1:256 for versions up to 1.17 (#63)
* changed biome statistics UI to display seeds as rows (#122)
* changed matching seed list and some anaylsis results to be tristate sortable
* changed zoom limits for the goto dialog, allowing a larger manual zoom range (#162)
* changed abandoned village and end ship modifiers to be a tristate with exclude option (#168)
* fixed incorrect progress display for anaylses (#165)
* fixed stronghold filter so it doesn't skip the last inner ring stronghold (#171)
* fixed slightly inaccurate biome check location for some villages and bastions (#168)
* + few more minor fixes and tweaks
@Cubitect
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I have expanded the "abandoned" village and "end ship" end city specifier to support exclusions in 2.6.0.
The biome check location for villages and bastions depends on the bounding box. This had a slight offset for some starting pieces and rotations and should be fixed now.

@Nel-S Nel-S closed this as completed Jan 2, 2023
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