If Overworld had a reset option that would solve the world size complaint. If it let us keep our items and player added structures, it would always make the world feel mysterious and infinite since it would change the terrain. This solves having to start new worlds for updates if reset just allows new biomes to be generated. Who cares if a player made structure became buried in a hill, uncovering it would be fun, if you don't like it just reset. This also means resources become infinite, ran out of redstone? Just reset! I really like this idea, being able to keep my items and generate new unexplored land any time adds endless replay!
By reset, I mean generating an entirely different seed, while letting you keep your items and structures. I want to keep the materials gathered and things built, but also see new terrain and not just "start a new world".
How could you possibly keep the player built structures while changing to a new seed.
Even if they had some weird co ordinate player placed block saving system you would get sucluded torches in the middle of nowhere underground.
And houses floating 20 blocks above an ocean biome.
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I put my shirt on one leg at a time, just like everybody else.
So you just reset it until it's a seed that doesn't do that, i'm sure they could have it delete torches to prevent that. Even if the structures can't be saved, I would be loving the idea of keeping the items you gathered; maybe when you do the reset you find all of your items in multiple chest where you spawn? Sounds good to me : P
Can't deny that this would make the world feel endless if you can keep seeing new land but get to keep the items.
Seariously that is not possibly to do in the way you are thinking without major repercussions, not to mention the bugs and errors that would give anyone a headache just looking at them.
You mind as well start a new world entirely, and build up again. As a whole world reset is just that. You can not change the seed just like that. The nether reset does nothing like that. It resets the nether of the seed you are on to be of the current version. So a whole world reset would be similar. If it were to keep custom placed blocks and such, you better be prepared to mine still, as some seeds you might end up having to dig up your base or clear out the inside of blocks.
I don't think that is a type of reset that would appeal to many. O_o
To change your seed of your current map would be like arbitrarily changing something in the file, which could lead to corruption in the long run. I can see a lot more problems than worth it with this kind of reset.
Although wouldn't mind the other I mentioned, but it would be something I would not use.
I wouldn't mind having a structure reset. where it would relay the structures; ie Mineshafts, Stronghold/w portal, Villages. As I believe the generation algorithm is separated in parts like that. If it happens to replace something I placed, then so be it, I will just build it over again. This would work if that generation works in the way I have in mind, as each item being generated is roughly being laid out. In what order, I can not say.....
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
Lol this one's a bit far fetched but i could have fun with it, especially if my buildings were buried under a sandy desert. Still, how would the computer know what blocks were player made and naturally occurring without a major coding overhaul to also track the data of each individual block as being either natural or player placed on top of all the other data it has to track.
Also would the new seed create more abandoned mineshafts and strongholds or would it also preserve the locations of those? If it keeps them then what keeps it from also generating new ones sue to the new seed data, so that the world doesn't just become a catacomb of crisscrossing generated structures?
How do you feel about a different strategy. Maybe they could be create a new interface that allows you to look at an overview of your world and lock chunks that you want to preserve and then reset the rest, overwriting them with the new seed data?
Lol this one's a bit far fetched but i could have fun with it, especially if my buildings were buried under a sandy desert. Still, how would the computer know what blocks were player made and naturally occurring without a major coding overhaul to also track the data of each individual block as being either natural or player placed on top of all the other data it has to track.
It does that already to a point, at least with certain blocks. Take natural leaf blocks decaying versus hand placed staying.
It does that already to a point, at least with certain blocks. Take natural leaf blocks decaying versus hand placed staying.
True, i hadn't considered that. Maybe the game does track that someplace. Now i wish we could talk to a dev to get a bit of insight to how the game tracks those sorts of blocks. Suddenly this one might be a possibility!
Lol this one's a bit far fetched but i could have fun with it, especially if my buildings were buried under a sandy desert. Still, how would the computer know what blocks were player made and naturally occurring without a major coding overhaul to also track the data of each individual block as being either natural or player placed on top of all the other data it has to track.
Also would the new seed create more abandoned mineshafts and strongholds or would it also preserve the locations of those? If it keeps them then what keeps it from also generating new ones sue to the new seed data, so that the world doesn't just become a catacomb of crisscrossing generated structures?
How do you feel about a different strategy. Maybe they could be create a new interface that allows you to look at an overview of your world and lock chunks that you want to preserve and then reset the rest, overwriting them with the new seed data?
Simple. It would cross reference the seed to what is there. However like I said it might even fill in those housing and such with what was there originally. That would be a lot of digging... Just to uncover what you made..O_o
Regardless that is the only way I can think of at the moment. I personally wouldn't want to do that for what I mentioned, since the worlds I have worked on turned into ocean mainly...>< or well the last time I checked...lol
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
Even if they had some weird co ordinate player placed block saving system you would get sucluded torches in the middle of nowhere underground.
And houses floating 20 blocks above an ocean biome.
Can't deny that this would make the world feel endless if you can keep seeing new land but get to keep the items.
Seariously that is not possibly to do in the way you are thinking without major repercussions, not to mention the bugs and errors that would give anyone a headache just looking at them.
You mind as well start a new world entirely, and build up again. As a whole world reset is just that. You can not change the seed just like that. The nether reset does nothing like that. It resets the nether of the seed you are on to be of the current version. So a whole world reset would be similar. If it were to keep custom placed blocks and such, you better be prepared to mine still, as some seeds you might end up having to dig up your base or clear out the inside of blocks.
I don't think that is a type of reset that would appeal to many. O_o
To change your seed of your current map would be like arbitrarily changing something in the file, which could lead to corruption in the long run. I can see a lot more problems than worth it with this kind of reset.
Although wouldn't mind the other I mentioned, but it would be something I would not use.
I wouldn't mind having a structure reset. where it would relay the structures; ie Mineshafts, Stronghold/w portal, Villages. As I believe the generation algorithm is separated in parts like that. If it happens to replace something I placed, then so be it, I will just build it over again. This would work if that generation works in the way I have in mind, as each item being generated is roughly being laid out. In what order, I can not say.....
Also would the new seed create more abandoned mineshafts and strongholds or would it also preserve the locations of those? If it keeps them then what keeps it from also generating new ones sue to the new seed data, so that the world doesn't just become a catacomb of crisscrossing generated structures?
How do you feel about a different strategy. Maybe they could be create a new interface that allows you to look at an overview of your world and lock chunks that you want to preserve and then reset the rest, overwriting them with the new seed data?
It does that already to a point, at least with certain blocks. Take natural leaf blocks decaying versus hand placed staying.
True, i hadn't considered that. Maybe the game does track that someplace. Now i wish we could talk to a dev to get a bit of insight to how the game tracks those sorts of blocks. Suddenly this one might be a possibility!
Simple. It would cross reference the seed to what is there. However like I said it might even fill in those housing and such with what was there originally. That would be a lot of digging... Just to uncover what you made..O_o
Regardless that is the only way I can think of at the moment. I personally wouldn't want to do that for what I mentioned, since the worlds I have worked on turned into ocean mainly...>< or well the last time I checked...lol