Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
Poll: Which parts of this system do you like?
Ended May 15, 2014
Poll: Which parts of this system do you NOT like?
Ended May 15, 2014
Poll: Do you support this system's implementation overall? (If yes, if
Ended May 15, 2014
Quite unrealistic to expect someone to slog through 212 pages worth of stuff imho.
Then you obviously either didn't read what this mod is, or would do, or you have no idea how Minecraft chunks work. Chunks are 2D, Cubits are 3D. Simple. Now, implementing a new system based on cubits, that isn't simple.
Fixed. Check out the latest snapshot and press F3.
Sorry, nothing for the latest version, or most versions. It's mostly a concept for now. There are still a few issues to be worked out.
How does the debug menu have anything to do with a completely different system of terrain storage? As far as I know, Mojang is going to stick with chunks, as it simplifies a number of key issues with lighting and terrain generation.
Chunk: 12 2 1 in 62 8 0
Explain the three dimensions. They converted to cubic chunks. Terrain generation is not affected. Maximum height is still in place.
100% Support.
Also related, mob spawn rules would have to be changed for Cubic Chunks to work without problems; currently it is based on how many chunks are loaded server-side (the server's "view distance"), with the result that spawn rates are highly dependent on render distance in 1.7.4 and after due to the loaded chunk count tracking render distance (instead of loading a fixed number of chunks as in 1.7.2 and before), resulting in this bug in singleplayer (something they should have fixed before changing the chunk loading in 1.7.4).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
What Mojang did was half-implement the CC system. The world is divided into 16x16x16 mini chunks, but, it can't load each separately. What it does do is it makes it so that any CC that is only air is counted as an "Air Chunk", and is ignored for all calculations. The difference between that and true CC is that the real thing can load each CC independently, which will then save even more processing power, and allow for infinite height.
Well, then they've got something half-right...
maybe that will make implementing easier?
This NBT tag contains the hex values "3F 00 00 00 3F 00 00 00 3F 00 00 00 3F 00 00 00" repeated for 1024 lines. This tag appears to have the same value for every chunk I check.
also you should check out Link Removed
That is nothing new:
As far as I can tell, it has been present ever since the Anvil file format was introduced in 1.2; here's a look at a world started in 1.5.1/played through 1.6.2:
Of more interest are the new things added in 1.7, the lightPopulated and V tags, not present in worlds(chunks) created in 1.6.4 and earlier, but I'm sure they have nothing to do with Cubic Chunks; no idea what the V tag is but LightPopulated is likely a flag to indicate that light levels were updated (probably to improve performance so the game doesn't have to recheck), similar to TerrainPopulated (in your case the chunk hasn't been populated yet, with only basic terrain and caves).
ETA: I just created a world in 1.2.1 and the HeightMap tag was present, so it is part of the basic Anvil file format, maybe even used in MCRegion (Wiki doesn't say).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?