I'm glad they are working to push more forward. The anvil format is definitely gonna help those mega builders. Especially cause of the world height. Looking forward to this update day after day. I cannot wait to play it!
I know nothing about creative mode, but am wondering if this quote from that article means that you can build something in creative and then transfer the build to survival?
"Cobbled together a labyrinth of doom in Creative? Go right ahead and fire the thing up in Survival for an experience that puts the "hard" in "hardcore". Or possibly the "cult" in "difficult".
I know nothing about creative mode, but am wondering if this quote from that article means that you can build something in creative and then transfer the build to survival?
Just a shame Anvil isnt the next update, (it says future update when its mentioned 1.8 specifically elsewhere anyway) as I believe that applies fine to current worlds too ?
Last but very much not least, Ross says Minecraft Xbox 360 will switch to the ANVIL map format in a future update. The new format improves how the game handles memory and makes it easier to mod. Here's a shortlist of features from Mojang's blog.
- Maximum build height has been increased to 256 (was 128)
- Empty sections of the world are not loaded into memory
- Block ids have been increased to 4096 (was 256) by adding a 4 bit data layer (similar to how meta data is stored)
- Block ordering have been changed from x/z/y to y/z/x in order to improve compression
- Packets for sending chunks have been updated (a full 128-high chunk is smaller than the old format, and a chunk with lots of empty space is much smaller)
- Biomes are saved per x/z column, which means they can be altered by tools
Last but very much not least, Ross says Minecraft Xbox 360 will switch to the ANVIL map format in a future update. The new format improves how the game handles memory and makes it easier to mod. Here's a shortlist of features from Mojang's blog.
- Maximum build height has been increased to 256 (was 128)
- Empty sections of the world are not loaded into memory
- Block ids have been increased to 4096 (was 256) by adding a 4 bit data layer (similar to how meta data is stored)
- Block ordering have been changed from x/z/y to y/z/x in order to improve compression
- Packets for sending chunks have been updated (a full 128-high chunk is smaller than the old format, and a chunk with lots of empty space is much smaller)
- Biomes are saved per x/z column, which means they can be altered by tools
one last time, anyone know what constitutes an "empty section"?
Is it a section a player is not near?
The only thing I could find (still looking) that resembled an answer was this Puma
"The sections that aren't loaded are not associated with air blocks, their associated with locations which have not been previously rendered via manually visiting said location. In other words, your world's memory usage will now be less than that of before because memory storage will only take note of locations which have been rendered before, not undiscovered locations which have yet to be generated"
No idea why the game would load non-generated chunks but hopefully that is the answer.
Where did you find this, might I ask?
Well that was why it was changed to anvil to increase perfermance. I just google it and stumbled upon the thread here on MC forums that was created in feb when anvil hit pc
wouldnt say one way or another, after all if you explore the current map then it would use the same memory as it does now unexplored but a bigger map can still be fully explored and then still take up more memory than current sizes, its not going to make the maximum size less i dont think so no bet.
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http://www.oxm.co.uk/44849/minecraft-xbox-360-update-superflat-worlds-anvil-map-format-and-chainmail-on-the-way/
"Cobbled together a labyrinth of doom in Creative? Go right ahead and fire the thing up in Survival for an experience that puts the "hard" in "hardcore". Or possibly the "cult" in "difficult".
that's pretty much exactly what they mean
- Empty sections of the world are not loaded into memory
Does this mean sections that have not been changed? Or sections that are not near?
And what would qualify as empty exactly?
Seriously?
Last but very much not least, Ross says Minecraft Xbox 360 will switch to the ANVIL map format in a future update. The new format improves how the game handles memory and makes it easier to mod. Here's a shortlist of features from Mojang's blog.
- Maximum build height has been increased to 256 (was 128)
- Empty sections of the world are not loaded into memory
- Block ids have been increased to 4096 (was 256) by adding a 4 bit data layer (similar to how meta data is stored)
- Block ordering have been changed from x/z/y to y/z/x in order to improve compression
- Packets for sending chunks have been updated (a full 128-high chunk is smaller than the old format, and a chunk with lots of empty space is much smaller)
- Biomes are saved per x/z column, which means they can be altered by tools
My concern really is if this new format will affect the length redstone power can reach.
As of the moment, the word on the street is that it will travel an entire Xbox Edition world.
one last time, anyone know what constitutes an "empty section"?
Is it a section a player is not near?
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Retired Staff"The sections that aren't loaded are not associated with air blocks, their associated with locations which have not been previously rendered via manually visiting said location. In other words, your world's memory usage will now be less than that of before because memory storage will only take note of locations which have been rendered before, not undiscovered locations which have yet to be generated"
Where did you find this, might I ask?
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Retired StaffWell that was why it was changed to anvil to increase perfermance. I just google it and stumbled upon the thread here on MC forums that was created in feb when anvil hit pc
http://www.minecraftforum.net/topic/1025680-new-minecraft-map-format-%E2%80%9Canvil%E2%80%9D/page__st__20
post 35 was where that was from. In no way is it offical MC developer, but it seems viable
wouldnt say one way or another, after all if you explore the current map then it would use the same memory as it does now unexplored but a bigger map can still be fully explored and then still take up more memory than current sizes, its not going to make the maximum size less i dont think so no bet.