I don't know about everyone else, but I hate the end of the world. It's just a plain old ocean that you can't pass and can't break blocks at. It seems pretty stupid for the world to just 'end.'
I think there should be a world where it works similar to CastleMinerZ. When you reach the end of the world, it just restarts, essentially going around the world. Suppose you we're looking at a map in Minecraft and your on the end of the left side. When you reach the end of the map for the left side your icon would appear on the end of the right side of the map if you continued to walk east.
This would also solve not being able to mine blocks at the end of the world, especially if your in a cave and you are trying to mine a ore. What do you guys think?
I thought of this a while back, but I felt it would be a little too easy if you're at the edge of the world. Instead of traveling to the other side, all you have to do is just move over the border. Plus, it would look kinda ugly having two different biomes collide in a single line.
I thought of this a while back, but I felt it would be a little too easy if you're at the edge of the world. Instead of traveling to the other side, all you have to do is just move over the border. Plus, it would look kinda ugly having two different biomes collide in a single line.
I thought they had biome shifting when going into a other biome like a forest biome to a swamp biome.
It's an interesting idea, but I have a feeling this would make ocean biomes less frequent and thus makes mushroom biomes even harder to locate.
Nonetheless, I sort of like the idea.
It's an interesting idea, but I have a feeling this would make ocean biomes less frequent and thus makes mushroom biomes even harder to locate.
Nonetheless, I sort of like the idea.
It's not like a mooshroom island is going to be at the end of a world. If this is the case like you say, they could make the mooshroom islands spawn more frequently.
Good idea, although very difficult to program in smoothly.... This is especially if you don't want that stripe of biome clash and whether or not you want up/down and left/right to wrap around. I personally would rather have the left right wrap while the top side stay. Even then would cause a bit of problem.
This is not to mention that biomes would do a shift just like 1.8.2 did, since that is part of the code that you would have to change for it to work. Wouldn't mind them putting an option for it at world creation. That way people would have a choice in the matter, as it probably will come with a lot of problems.><
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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.
Good idea, although very difficult to program in smoothly.... This is especially if you don't want that stripe of biome clash and whether or not you want up/down and left/right to wrap around. I personally would rather have the left right wrap while the top side stay. Even then would cause a bit of problem.
This is not to mention that biomes would do a shift just like 1.8.2 did, since that is part of the code that you would have to change for it to work. Wouldn't mind them putting an option for it at world creation. That way people would have a choice in the matter, as it probably will come with a lot of problems.><
Reprogram seed generation so the biomes continue on the other side of the map?
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I love this idea. With the way things are now biome clashing would be a problem, but maybe they could make it an option for when you generate a new world that way the biomes can be generated spcifically so the dont clash at the end.
Not sure I'm too fond of the idea.
I'd rather something like loading another world when you reach the side.
Maybe on a boat you can make long sea travels to new worlds... Or access the loading screen.
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I put my shirt on one leg at a time, just like everybody else.
Reprogram seed generation so the biomes continue on the other side of the map?
That is what I was talking about. Since the biome code is quite complex in itself, this would actually make it even more so. That and the biome shift I mentioned. It would be a lot of redirecting coding if not figuring out how to go about it. Well on the coding aspect.
In all likelihood I just don't see them doing this even though it is a decent idea. At least not at the moment. This would probably take more resource than the world to do. I was mainly saying there would be a lot of problems. But once they figure on how to go about putting it in then the modifications can be done, and the testing could be ironed out. I am talking about the coding itself, not what it actually does. A lot goes into coding...
I would have to agree with this person more though...
Not sure I'm too fond of the idea.
I'd rather something like loading another world when you reach the side.
Maybe on a boat you can make long sea travels to new worlds... Or access the loading screen.
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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.
I don't see how biome clashing would be a problem as you guys are talking about. Right now, if you go to the edge of the world it does the normal terrain generation, as you get closer it tapers off, then goes to water for a few blocks, then it's ocean. The land ends before the world does, so if it were to wrap back around wouldn't there be a sort of river between them? You're in a desert, cross the river, and you're in a forest. That's a lot like how it works already right?
you are right and wrong about that... All you are talking about is the surface. Which is the dilemma in essence. Not the surface, but the underneath that would be the problem. Sure it could just be a general wrap, but still a very complex thing to do. I wasn't really talking about biome clashing, as that is only part in what I was talking about. To wrap a word or so to the next line is fairly simple, like in something such as wordpad or a text document, but think of it this way...
The ocean floor would be a little awkward since that does vary at the edge before it steps off to a certain level. Underground the caverns would be still looking like they hit a wall even though it hit the side of the world in which to wrap to. Even if you were to accept that, still it would mean it would not be a true wrap. Each layer Y coordinate would be a line to wrap to the other side. Hence my wordpad comparison. That alone is a chunk of process to establish initially.
If they can get it to work smoothly or find an efficient way to do it then yes this would be good. The surface is deceiving as it does not direct what goes on underground. So biome shift would be still in play, granted more around the borders of the map rather than the interior, but still a biome shift that could match 1.8.2. You would have to subjugate the border to what both sides have.
Think of a swamp that is on the border, that water will dead stop at the edge. Now with a flat out wrap, that would mean a line of swamp water that meats either regular water or frozen water. Still a chance that on the other side is swamp as well, but not usually likely as I don't see too many maps that have swamp in the exact same east/west coordinates as each other. Does happen though, but not often. The same goes for ice in a snow biome and the regular water.
The biome actually is designated all the way up to the border. If there happens to be an ocean biome then that is what it would stop at. The entire border is not ocean for the most part. It just gives an appearance of it. To have a strait line defining the border makes things a bit more predictable than what it already is in the generation. At least where the border is.
I hope I explained what I was talking about better.:D
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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.
you are right and wrong about that... All you are talking about is the surface. Which is the dilemma in essence. Not the surface, but the underneath that would be the problem. Sure it could just be a general wrap, but still a very complex thing to do. I wasn't really talking about biome clashing, as that is only part in what I was talking about. To wrap a word or so to the next line is fairly simple, like in something such as wordpad or a text document, but think of it this way...
The ocean floor would be a little awkward since that does vary at the edge before it steps off to a certain level. Underground the caverns would be still looking like they hit a wall even though it hit the side of the world in which to wrap to. Even if you were to accept that, still it would mean it would not be a true wrap. Each layer Y coordinate would be a line to wrap to the other side. Hence my wordpad comparison. That alone is a chunk of process to establish initially.
If they can get it to work smoothly or find an efficient way to do it then yes this would be good. The surface is deceiving as it does not direct what goes on underground. So biome shift would be still in play, granted more around the borders of the map rather than the interior, but still a biome shift that could match 1.8.2. You would have to subjugate the border to what both sides have.
Think of a swamp that is on the border, that water will dead stop at the edge. Now with a flat out wrap, that would mean a line of swamp water that meats either regular water or frozen water. Still a chance that on the other side is swamp as well, but not usually likely as I don't see too many maps that have swamp in the exact same east/west coordinates as each other. Does happen though, but not often. The same goes for ice in a snow biome and the regular water.
The biome actually is designated all the way up to the border. If there happens to be an ocean biome then that is what it would stop at. The entire border is not ocean for the most part. It just gives an appearance of it. To have a strait line defining the border makes things a bit more predictable than what it already is in the generation. At least where the border is.
I hope I explained what I was talking about better.
You have, but if it takes as long to reprogram the seed generation to go around the world as long as it takes a TU, I would love this to be implemented.
I actually like endless ocean TBO.
It's a great backdrop for your ships and coastal fishing towns.
Not to mention how strange it would feel walking in a line directly across the map and ending up where you started.
Call me close minded but I like my good ol bordered world the way it is.
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I put my shirt on one leg at a time, just like everybody else.
You have, but if it takes as long to reprogram the seed generation to go around the world as long as it takes a TU, I would love this to be implemented.
Yeah would be nice, if it were an option as I mentioned before, that way people could choose whether to have or not. Kind of like working with two slightly different sets of seeds.
So for me as I said either way I still neutral (50-50) on the idea. Depending on how it would be put in.:D
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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.
I think there should be a world where it works similar to CastleMinerZ. When you reach the end of the world, it just restarts, essentially going around the world. Suppose you we're looking at a map in Minecraft and your on the end of the left side. When you reach the end of the map for the left side your icon would appear on the end of the right side of the map if you continued to walk east.
This would also solve not being able to mine blocks at the end of the world, especially if your in a cave and you are trying to mine a ore. What do you guys think?
Yes, but I think it would look weird having it all in one straight line as opposed to having more natural "curves" at the edges of biomes
Nonetheless, I sort of like the idea.
Stay fluffy~
This is not to mention that biomes would do a shift just like 1.8.2 did, since that is part of the code that you would have to change for it to work. Wouldn't mind them putting an option for it at world creation. That way people would have a choice in the matter, as it probably will come with a lot of problems.><
I'd rather something like loading another world when you reach the side.
Maybe on a boat you can make long sea travels to new worlds... Or access the loading screen.
That is what I was talking about. Since the biome code is quite complex in itself, this would actually make it even more so. That and the biome shift I mentioned. It would be a lot of redirecting coding if not figuring out how to go about it. Well on the coding aspect.
In all likelihood I just don't see them doing this even though it is a decent idea. At least not at the moment. This would probably take more resource than the world to do. I was mainly saying there would be a lot of problems. But once they figure on how to go about putting it in then the modifications can be done, and the testing could be ironed out. I am talking about the coding itself, not what it actually does. A lot goes into coding...
I would have to agree with this person more though...
The ocean floor would be a little awkward since that does vary at the edge before it steps off to a certain level. Underground the caverns would be still looking like they hit a wall even though it hit the side of the world in which to wrap to. Even if you were to accept that, still it would mean it would not be a true wrap. Each layer Y coordinate would be a line to wrap to the other side. Hence my wordpad comparison. That alone is a chunk of process to establish initially.
If they can get it to work smoothly or find an efficient way to do it then yes this would be good. The surface is deceiving as it does not direct what goes on underground. So biome shift would be still in play, granted more around the borders of the map rather than the interior, but still a biome shift that could match 1.8.2. You would have to subjugate the border to what both sides have.
Think of a swamp that is on the border, that water will dead stop at the edge. Now with a flat out wrap, that would mean a line of swamp water that meats either regular water or frozen water. Still a chance that on the other side is swamp as well, but not usually likely as I don't see too many maps that have swamp in the exact same east/west coordinates as each other. Does happen though, but not often. The same goes for ice in a snow biome and the regular water.
The biome actually is designated all the way up to the border. If there happens to be an ocean biome then that is what it would stop at. The entire border is not ocean for the most part. It just gives an appearance of it. To have a strait line defining the border makes things a bit more predictable than what it already is in the generation. At least where the border is.
I hope I explained what I was talking about better.:D
It's a great backdrop for your ships and coastal fishing towns.
Not to mention how strange it would feel walking in a line directly across the map and ending up where you started.
Call me close minded but I like my good ol bordered world the way it is.
Yeah would be nice, if it were an option as I mentioned before, that way people could choose whether to have or not. Kind of like working with two slightly different sets of seeds.
So for me as I said either way I still neutral (50-50) on the idea. Depending on how it would be put in.:D