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bluemapstructures's Introduction

Hi there! ๐Ÿ‘‹

animated version of my logo Programming's my art
Empty files are my canvas
And code is my brush

My name is Jelle (IPA: /หˆjษ›.lษ™/), and I like creating stuff! I'm currently studying Creative Media and Game Technologies at Saxion University of Applied Sciences to become a better game developer.

I love learning fun things and having fun learning things!

Click here to read about my full journey as a developer

My first start with programming was GameMaker 8.1 Lite when I was eight. I started off only using the visual programming, and I never really got into GML. Sadly, most of the games I made back then have been lost to time.

A year or two later I discovered Minecraft with its redstone, and I was sold. When command blocks were added a little later, I was even more hooked. I spent years playing with it, learning and getting better. I also loved the big tech modpacks, though my computer back then couldn't really run them well.

When I was around eleven, my primary school installed Scratch on their computers. Me being the curious type and seeing that a new icon had appeared on the desktop, I clicked it and almost immediately recognized it as being a similar thing to GameMaker. I quickly became quite good at it, though sadly most of those projects have also been lost.

Around thirteen, I tried my hand at making Android Apps with Android Studio, which was my first usage of a "real" IDE. It was difficult to suddenly use such a huge, complicated program, but ultimately, I did succeed in making an app that my parents still use to this day. I enjoyed learning Java during the process of making these apps, though I probably should have learned Java first, and only then started making apps with it.

Around 2017, I played a lot of the game Scrap Mechanic, and when they released the mod tool, I was one of the first people to release a mod onto the Steam Workshop. My most popular mod has been downloaded almost 50 000 times!

For the second half of secondary school, I had to buy a TI 84 CE-T calculator and I almost immediately started making useful programs and fun games in TI-Basic.

Then I discovered The Coding Train on YouTube and I started using Processing a lot. So for the next four or five years I used that for basically all of my programming. I don't use it that much anymore these days, but I still really like it.

I have also made a few Minecraft plugins in Java, scripts in Python, websites with raw HTML and CSS, and C++ and C programs, among many other things. I like to experiment with a lot of things and learn a lot.

During my first year at Saxion I have learnt C# with their GXP Engine, which I'm working on overhauling with a couple of fellow students. I also learnt Unity, which I have since made a couple game (prototypes) with.

In the vacation after that first year, I worked a lot on a project that I felt needed to exist: GitDroid. It's an Android app, made with Flutter, that allows you to easily install and update other Android apps from GitHub. It's still in development, but it's already quite usable.

During my second year at Saxion, I officially learnt C++ (I'd been tinkering with it off and on for a couple of years prior) and I'm also learning Unreal Engine. Learning Rust also seems like fun!

I've also been continuing my use of Flutter, and I've been making some other things with it as well, such as CMGTwitch. During my usage of Flutter, I've naturally been using Dart, which I've grown to like quite a lot.

Not only do I really like making games, I also really enjoy making tools for people to make their lives easier in some way. Some examples of things I made for other people are WesleyChess, LifeWrench, Hydr8, and Simple Block Commands. Hardly a week goes by where I don't automate some part of my own or someone else's life.

My logo was made by myself with Blender. Check out my other art on my ArtStation

Find me on other platforms

E-Mail Blog Twitter Linkedin ArtStation YouTube Ko-fi

Experiences

C# Unity C++ Java Flutter Python Unreal Engine

Git GitHub GitHub Actions Subversion Docker Jenkins

IntelliJ IDEA Rider CLion Visual Studio

Blender Krita

๐ŸŽฎ Games

Space Combat 3DX DigiSwamp AG Sea Spelunking Chthonic Metal CMGT Intake Afterparty Flappy Pong Doom Game She Can VR Phurey

๐Ÿ’ก Tech Demos

Flutter User Fonts Demo Vulkan Psychedelic Cloths

๐Ÿ“ฑ Apps

GitDroid Wesley Chess Life Wrench

๐ŸŒ Websites

TechnicJelle CMGTwitch BlueMap Marker generator

๐Ÿ”Œ Server Software

Post To Websocket Broadcaster (Dart)

๐Ÿ“ Scripts

My AutoHotKey Scripts Discord Reactor

๐Ÿค– Discord Bots

Hydr8

๐ŸŽจ Skins

Wikipedia Fix

๐ŸŒŒ Simulations

Solar System Fireworks Display in PGE PWS

๐Ÿ“š Libraries

Update Checker Java

โ› Minecraft Plugins

MCUtils Simple Block Commands Discord Inviter

๐ŸŒ BlueMap Addons

BMUtils BlueMap Offline Player Markers BlueMap Sign Extractor BlueMap Chat Markers BlueMap MC Map Sync BlueMap Floodgate BlueMap Structures BlueMap Death Markers BlueMap BlueMap Area Control BlueMap Player Control BlueMap Distance Measurer BlueMap Custom Skin Provider

bluemapstructures's People

Contributors

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Stargazers

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Watchers

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bluemapstructures's Issues

Fabric version

I'd like to make a Fabric version of this plugin sometime...

Backport to 1.13+

Currently only supports 1.20.4 chunks. Should support 1.13 and up, too.

Idea: Toggle which structures can appear.

Referring to issue #5.

In the config file, have a list of supported structures along with their setting.

# Choose how each type of structure is handled.
# Options include: plugin (plugin's internal value for the structure), global (use global setting), show, hide, ground (tries to limit based on visibility).
# The option for "global" only include plugin, show, hide, ground.
  structures:
    global: ground
    ocean_monument: show
    ruined_portal: global
    mineshaft: global
    desert_temple: plugin
    stronghold: plugin
    mansion: plugin
    ...

The "internal value" should be a planned out set of values that aim to hide structures that are generally hard to spot from regular above ground exploring, so that someone who doesn't want them too easily found isn't suddenly struggling with toggling them. The default values should be "global=plugin" and all the others are set to global. So all someone has to do is mess with the global setting to turn them all on or off (show/hide), but then can fine tune from there. The "ground" setting, well, I'm hoping you have an easy way to figure out how to make that work. If there isn't any easy way, then I guess using the sea level as the cutoff point (y=60 I think?) and the docs would just say that ground is considered to be 60+.

Ideally, people wouldn't need to change any of the settings, but for those who want to tweak them, they can. So someone might decide to have ocean monuments shown while all ruined portals are hidden, for example.

Create config file

  • MarkerSet options:
     # Marker Set Options
     # Documentation: https://bluemap.bluecolored.de/wiki/customization/Markers.html#marker-sets
     MarkerSetName: "Structures"
     Toggleable: true
     DefaultHidden: false
  • Which structures to display (blacklist/whitelist)

Ideas for options.

I'm aware that its still in the early stages, so this isn't a "you forgot a feature" post, but just some ideas.

Toggle what kind of structures appear. Ocean monuments, ruined portals, mineshafts, etc.

Location toggle. By this, I mean by Y axis, both in a static value, and in regards to if it's above ground or underground.

Blocks to ignore when determining if something is above or underground. By default, this should be mostly empty.

Separate toggle for if water is considered or not. Useful for ruined portals (as an example).

Separate toggle for trees/leaves/vines/flowers.

Separate toggle for number of grass/dirt/farmland/path blocks to ignore. (0 = don't ignore)

Idea of the ignores is if something is "above ground" mostly, but may have a few blocks that might get it counted as being underground. A percentage might also be a good idea. The Y axis would allow saying that anything below a certain height is automatically not shown. So if a ruined portal if really deep down, like at Y=20, it can be hidden if desired, so that only those that are higher up and easy to spot are shown.

Should work for shipwrecks too, where if a good part of it is visible from above the water, it'll be shown, but covered by water and it wouldn't be. For things that are not going to be considered above ground (ocean monuments, mineshafts, strongholds), those toggles should take priority over the over/under ground setting. So that shipwrecks that are under water can be hidden, but ocean monuments can be shown.

I'm sure the above seems like a lot, but again, ideas for you. The main two things are which structures, and being able to toggle if being covered will override it or not. Perhaps certain types of structures can be "show (always), above ground only, or hidden" for the tricky ones? Either way, you're good with what you do, so you'll no doubt know of a great way to make it simple but very flexible.

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