Hey guys. I got another suggestion up for discussion. Now this would be for older saves that were made before certain updates. It would be a map option in the title screen that would give you the ability to unload chunks and force the regeneration of them, similar to how one can force the regenerationof the nether (thank you 4j for the infinite nether quartz). When you select the option, a map showing every loaded chunk appears. Here, you'll use a thumbstick to select the chunks that you want to unload, then press the "unload" button. Restrictions to this are that you will lose anything you have built there and you can't unload the chunk you or anyone else was last present in. (edit) As such, Any chunks containing the default spawn point or any beds can't be unloaded.
With this, it would make it possible to have any land changes caused by a new update to appear on your world even if you have explored the entire horizon. For good or ill, this could cause any ores, dungeons, ect to respawn, making a renewable resource of items such as diamonds, moss stone, and chiseled stone brick (as this could regenerate a temple).
(edit) Also you would only be able to unload a chunk a set number of times, thus limiting the easy mining and griefing potential. If you were to unload a chunk containing a player made chest, a warming will pop up asking if you're sure about unloadingbthe chunk that the chest resides in.
I am eager to hear your thoughts on this and how it could be made better. Also sorry if this was posted already.
I was a for the idea until you pointed out that you could obtain unlimited resources. All you would need to do is right down coordinates of a diamond vein, and keep reloading the chunk over and over again.
I'd rather not entirely wipe out all my progress in my Overworld, just to re-load the chunks so I 'might' get something new from a later TU... and I might not... and I don't want to haul everything over to the End or the Nether, just to protect some of my more valuable resources.
One obvious issue would be with player spawn points. You mention the chunk they were in last, but what about the chunk where they've last slept in a bed?
Of course, the ONLY person who could initiate this would be the host/owner of the world; but a rotten host could "eliminate" the builds of his/her guests just out of spite.
As mentioned, however, it could be used to obtain easy resources by reloading chunks with precious veins again and again. This would skew the leaderboards, so I think it should disable them in much the same way as creative mode does. Of course, once you do that, people will object and not use it just the same way they refuse to use creative mode now to introduce new blocks into old worlds.
However, with those changes, I personally have no issue with it. I'll still use creative mode... it's quicker.
I was a for the idea until you pointed out that you could obtain unlimited resources. All you would need to do is right down coordinates of a diamond vein, and keep reloading the chunk over and over again.
That's why I said for good or for ill. It would be good if say that you were unforunate enough to have only one vein of diamond and, to make matters worse,all but one diamond had despawned to make way for a lava pit, but it could be ill if someone just used it to hoard stacks of them and used them to own his friends. As you can see,this option can be both good and bad. It's not that I didn't think of that, I just believe that it can do more good than harm. The reason I put this up because in my survival built cities, there's quite a few chunks that I accidently loaded in that I didn't want, because those chunks were set to be the areas I could have a new tree, biome,ect. One day looking at my map, this suggestion came into my head. That's what I wanted to illustrate, but I wasn't going potential flaws in my idea. It does have potential though. I'll add something to it that might help.
I'd rather not entirely wipe out all my progress in my Overworld, just to re-load the chunks so I 'might' get something new from a later TU... and I might not... and I don't want to haul everything over to the End or the Nether, just to protect some of my more valuable resources.
I don't think that should be a problem unless you've established a presense throughout your world. Worst comes to worst you'd just have to move all of your belongings to another chunk. I do get your point, though.
Another issue that I forgot to mention is that this will create a lot of square mismatched terrain... e.g. hills that just saw off at a chunk boundary and suddenly change to a desert, etc. Because the inserted terrain would be dictacted by seed string combined with the current updates terrain generation formulae, there is no guarantee the newly created chunks will blend nicely with the ones the player wants to keep. I think most people would find the result mish-mash unappealing. A long while ago, Mustache_Guy posted some pictures of what this looks like (in reference to the biome shift that occurs when updates hit worlds that haven't been fully explored).
Another issue that I forgot to mention is that this will create a lot of square mismatched terrain... e.g. hills that just saw off at a chunk boundary and suddenly change to a desert, etc. Because the inserted terrain would be dictacted by seed string combined with the current updates terrain generation formulae, there is no guarantee the newly created chunks will blend nicely with the ones the player wants to keep. I think most people would find the result mish-mash unappealing. A long while ago, Mustache_Guy posted some pictures of what this looks like (in reference to the biome shift that occurs when updates hit worlds that haven't been fully explored).
Yeah, I've seen that before. I was thinking about that while I wrote my replies. I don't think you can stop that in any way so, probably everyone's best bet is to fix it using dirt or whatever the new biome's ground is made up of.
Another issue that I forgot to mention is that this will create a lot of square mismatched terrain... e.g. hills that just saw off at a chunk boundary and suddenly change to a desert, etc. Because the inserted terrain would be dictacted by seed string combined with the current updates terrain generation formulae, there is no guarantee the newly created chunks will blend nicely with the ones the player wants to keep. I think most people would find the result mish-mash unappealing. A long while ago, Mustache_Guy posted some pictures of what this looks like (in reference to the biome shift that occurs when updates hit worlds that haven't been fully explored).
Yeah, I've seen that before. There's no real way around that. Anyone's best bet for that is to try and level it out or slope it down to the existing biome using dirt or sand.
I don't think that should be a problem unless you've established a presense throughout your world. Worst comes to worst you'd just have to move all of your belongings to another chunk. I do get your point, though.
A reset should be an all or nothing when implemented to a 'dimension', being able to reset specific chunks, or only parts of the map, not only opens the game to a huge amount of abuse, but it also (as UpUp_Away95 stated above) would cause odd chunk mismatched ends over time.
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Junokaii (although I'd recommend not adding me because I'm on literally like... once every month or two)
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No need... if you can't find all what you need within a world.. you're either lazy or something glitched... one of my worlds entirely survival.. I have literally half a chest full of IRON BLOCKS I've found so much iron for example... and many chests full of coal.
No support.. it's really unneeded.
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With this, it would make it possible to have any land changes caused by a new update to appear on your world even if you have explored the entire horizon. For good or ill, this could cause any ores, dungeons, ect to respawn, making a renewable resource of items such as diamonds, moss stone, and chiseled stone brick (as this could regenerate a temple).
(edit) Also you would only be able to unload a chunk a set number of times, thus limiting the easy mining and griefing potential. If you were to unload a chunk containing a player made chest, a warming will pop up asking if you're sure about unloadingbthe chunk that the chest resides in.
I am eager to hear your thoughts on this and how it could be made better. Also sorry if this was posted already.
Of course, the ONLY person who could initiate this would be the host/owner of the world; but a rotten host could "eliminate" the builds of his/her guests just out of spite.
As mentioned, however, it could be used to obtain easy resources by reloading chunks with precious veins again and again. This would skew the leaderboards, so I think it should disable them in much the same way as creative mode does. Of course, once you do that, people will object and not use it just the same way they refuse to use creative mode now to introduce new blocks into old worlds.
However, with those changes, I personally have no issue with it. I'll still use creative mode... it's quicker.
That's why I said for good or for ill. It would be good if say that you were unforunate enough to have only one vein of diamond and, to make matters worse,all but one diamond had despawned to make way for a lava pit, but it could be ill if someone just used it to hoard stacks of them and used them to own his friends. As you can see,this option can be both good and bad. It's not that I didn't think of that, I just believe that it can do more good than harm. The reason I put this up because in my survival built cities, there's quite a few chunks that I accidently loaded in that I didn't want, because those chunks were set to be the areas I could have a new tree, biome,ect. One day looking at my map, this suggestion came into my head. That's what I wanted to illustrate, but I wasn't going potential flaws in my idea. It does have potential though. I'll add something to it that might help.
I don't think that should be a problem unless you've established a presense throughout your world. Worst comes to worst you'd just have to move all of your belongings to another chunk. I do get your point, though.
Yeah, I've seen that before. I was thinking about that while I wrote my replies. I don't think you can stop that in any way so, probably everyone's best bet is to fix it using dirt or whatever the new biome's ground is made up of.
Yeah, I've seen that before. There's no real way around that. Anyone's best bet for that is to try and level it out or slope it down to the existing biome using dirt or sand.
A reset should be an all or nothing when implemented to a 'dimension', being able to reset specific chunks, or only parts of the map, not only opens the game to a huge amount of abuse, but it also (as UpUp_Away95 stated above) would cause odd chunk mismatched ends over time.
No support.. it's really unneeded.