I've been playing Minecraft 360 for a while now. I bought it solely to be able to play splitscreen couch co-op with my girlfriend, because I didn't want to go through the trouble of setting up servers and having her buy a pc copy and deal with lag and such. I could deal with the finite world thing just fine, but now it's becoming more of a bigger problem to us console players: It seems that 4J is shoving content without thinking that we don't have an infinite world like the PC version to be able to actually enjoy that content.. Don't get me wrong, I still can't stand the kids who keep posting all the time thinking there is a magic "Make inifinite worlds!" button that 4J doesn't want to press.
So I came up with a simpler solution than making bigger/infinite worlds.
But first let me tell you guys my current situation: After this new update, I wanted a new world with the new content. So I generated a new one, explored it by foot, didn't find everything. After that I deleted this world and started making new ones looking for stuff but in creative mode, flying: once I found a nice world, i'd create a survival one with the same seed. So I found one with an ocean monument, which is what I was aiming for. Then I settled on it in survival mode and started playing with my girlfriend.
But soon I realized: The world had no villages or jungles. I know there is a way, even though it's a little time consuming, to make a village from scratch (golden apples + weakness potions + villager zombie). But what about ocelots? How can I get them without a jungle? Then today I started to worry that the map doesn't have any abandoned mineshafts. I explored quite a bit and didn't find any. If it doesn't have an abandoned mineshaft, how will I get melons? In my opinion that is the problem that we face in consoles. I don't care about different colored clay or savannah trees or whatever, I care about the functional features that affect the game mechanics, like melons to make healing potions or ocelots to keep creepers at bay.
God help me if the map doesn't have pumpkins as well...
So my solution would be a relatively simpler one, at least simpler than trying to make infinite/bigger worlds: the ability to travel between worlds. It doesn't matter how, if we could, it would remove the problem of not having a resource or biome on a map. It could be something like a new portal, or maybe just touching the edge of the map. It would be as simple as making a new world (something that already is implemented), but you keep your current inventory and are able to go back to the other world. Just like, for example, in terraria, you can switch worlds and have your character keep his stuff.
Of course, friendly mobs would have to be able to go with you (so I could bring ocelots from other worlds if I didn't have jungles in my main world).
People suggest all the time "hey, just switch to creative mode and spawn some mobs/give yourself the items you need", but as someone who's been playing minecraft since alpha in 2010, i'm too proud to do that, as doing that would switch off rankings.
I hope that 4J hears me out. I literally never suggest things in games, mostly because I am a gave developer myself and I know how annoying it is when people keep trying to add things to your game, but I feel that I needed to suggest this because it's more of a usability fix than a new feature, because it simply makes no sense to waste time adding lots of content that your players won't be able to enjoy. In minecraft PC version it makes sense to add a ton of new biomes because people can just walk for a while and generate new chunks and they have their new content. I don't mind making new worlds on console, but it becomes an issue when even by generating a new map I can't have all the new features.
Sorry if this became some kind of wall of text. I just read the suggestion guidelines and I hope I followed them correctly. Thank you for your time and folks let me know what you guys think
All sorts of variants of this idea have been suggested before. The loop is that there is nothing stopping a person from entering a different world in creative mode, loading up, and then going into the survival world while retaining that inventory... so, it's no different than if the player went directly into creative mode except that then they would get "credit" for that creative mode inventory in a survival world (i.e. it becomes a cheat). Unlike Minecraft, Terraria doesn't have a Creative Mode.
Awhile ago, I did suggest a similar idea, but using instead a very limited "backpack" that would have to be crafted in the survival world first and that would not accept any items if it was worn in a creative world at all. The slots in the backpack could be limited to as few as 1 (although it could be made bigger). The materials transported would have to actually be mined or collected in that other survival world, so the transference would not boost the leaderboards. It would not solve for missing ocelots though (since spawn eggs are not available in survival). People would have to still be somewhat selective about choosing a survival world so that the only "missing" desireable blocks could be obtained in survival mode in a different world.
I agree that this hunting around for a suitable seed sucks big time and prevents people from even getting started playing the actual game. My preference would still be if they could devise a method where we could specify what sort of world we would like to create (i.e. which biomes and structures we would like in it... keeping in mind that some fun worlds are all about NOT having everything the game possibly offers - like "treeless survival island" or "superflat survival.") Still, this sort of transference of items between worlds could be an alternative.
There is something stopping me from doing it, which I mentioned: not being listed on the ranking.
That is effective the only penalty that going into creative mode does now (once a person gets all the achievements). So, again, you're suggestion is really just a means of gaining access to a creative mode inventory and taking it into a survival world... where you could, for example, set down a stack of diamond ores out of your inventory and mine them all in the comfort of your house... and get them credited to the leaderboards for mining them in a survival world. So, carrying an inventory between worlds without somehow disabling carrying an inventory from a creative world into a survival one is no different in any meaningful way than just going into creative mode now.
That is effective the only penalty that going into creative mode does now (once a person gets all the achievements). So, again, you're suggestion is really just a means of gaining access to a creative mode inventory and taking it into a survival world... where you could, for example, set down a stack of diamond ores out of your inventory and mine them all in the comfort of your house... and get them credited to the leaderboards for mining them in a survival world. So, carrying an inventory between worlds without somehow disabling carrying an inventory from a creative world into a survival one is no different in any meaningful way than just going into creative mode now.
No, what the hell, I didn't say that. I thought it was common sense that to move from a survival world to a creative one would also disable the rankings.
No, what the hell, I didn't say that. I thought it was common sense that to move from a survival world to a creative one would also disable the rankings.
What you said was: "People suggest all the time "hey, just switch to creative mode and spawn some mobs/give yourself the items you need", but as someone who's been playing minecraft since alpha in 2010, i'm too proud to do that, as doing that would switch off rankings." So, you're only saying that the reason you don't want to use creative mode now is because it turns off the rankings. That implies that you don't want your suggestion to turn off the rankings so that you would use it."
IF it does turn off the rankings, it's no different than creative mode (so why have two mechanics that do essentially the same thing); and if it doesn't, it's a possible cheat. As I said, the big difference between Minecraft and Terraria is that Terraria doesn't have a creative mode. You have to mine every single block by hand in Terraria regardless of which world you obtain it in.
ETA: Sorry, got interrupted... IF you just arbitrarily disable the rankings for anyone who goes from any creative world into a survival world... you'll be arbitrarily penalizing everyone even if they don't want to transfer any inventory between worlds. How do you propose distinguishing them from people who transfer creative inventory into a survival world. That's why I suggested a separate "backpack."
I would suggest that entering a world from or to one that was in creative would prompt a message stating the achievements would be disabled
Let me try to explain this better... Saincai... you've just looked at a bunch of seeds, right? Did you look at them in survival or creative? I looked a numerous seeds in creative... and deleted them all as not being what I wanted. Now, under this proposal... just because I could have possibly loaded up an inventory, my achievements forever would be disabled even though if I didn't actually transfer any inventory into a survival world. The probably is that, as long as the player's inventory is used, the game has no way to tell if that inventory was 1) collected in survival and just retained, unchanged when the player "went through" a creative world; or 2) contains items placed in the player's inventory from a creative world menu that they've been in. Message or no, I don't think a player who just occasionally plays in creative mode should lose their ability to gain achievements when playing in a survival world after that point.
The action that's the cheat is not playing creative just sometimes, but transferring creative menu items into survival. Having a totally separate inventory (in the form of a backpack) that just can't be added to in a creative world would solve that issue. Anything transferred between worlds would have to be gained in a survival setting (just like in Terraria now... because Terraria doesn't have a creative mode). It just wouldn't solve an issue with "missing" passive mobs in the main survival world... so one would just have to put having a jungle (for ocelots) and a forest (for wolves) at the top of the biome priority list. Other animals will spawn in virtually any world (even many survival island worlds) if enough grass land is laid down for them to do so. As for rabbits, I'm sure some sort of fix for their current spawning issues will be forthcoming in the next bug fix.
Let me try to explain this better... Saincai... you've just looked at a bunch of seeds, right? Did you look at them in survival or creative? I looked a numerous seeds in creative... and deleted them all as not being what I wanted. Now, under this proposal... just because I could have possibly loaded up an inventory, my achievements forever would be disabled even though if I didn't actually transfer any inventory into a survival world. The probably is that, as long as the player's inventory is used, the game has no way to tell if that inventory was 1) collected in survival and just retained, unchanged when the player "went through" a creative world; or 2) contains items placed in the player's inventory from a creative world menu that they've been in. Message or no, I don't think a player who just occasionally plays in creative mode should lose their ability to gain achievements when playing in a survival world after that point.
The action that's the cheat is not playing creative just sometimes, but transferring creative menu items into survival. Having a totally separate inventory (in the form of a backpack) that just can't be added to in a creative world would solve that issue. Anything transferred between worlds would have to be gained in a survival setting (just like in Terraria now... because Terraria doesn't have a creative mode). It just wouldn't solve an issue with "missing" passive mobs in the main survival world... so one would just have to put having a jungle (for ocelots) and a forest (for wolves) at the top of the biome priority list. Other animals will spawn in virtually any world (even many survival island worlds) if enough grass land is laid down for them to do so. As for rabbits, I'm sure some sort of fix for their current spawning issues will be forthcoming in the next bug fix.
maybe I am misunderstanding you, but there should be some sort of flag thats coded that prompts the achievement disabled deal. If you like a certain map, then create a new one in survival and rename it for that drop down list of sorts i am referring to.
maybe I am misunderstanding you, but there should be some sort of flag thats coded that prompts the achievement disabled deal. If you like a certain map, then create a new one in survival and rename it for that drop down list of sorts i am referring to.
If you create a new map in survival, even using a seed that you've used before, it retains its survival status... regardless of whether you've used that seed before in creative mode or in survival mode. The two worlds (even though they are the same seed) aren't connected. If you rename a world and put it in creative or put it in creative and then rename it, the status is disabled. Renaming a "creative" world does not reinstate it's status. It does warn you; and basically, I agree with how all of that works now and I think that should stay the same. Yes, you can look for things in creative mode and then re-find them in survival by creating two worlds with the same seed... but as long as seeds are used at all, I don't think there should be a penalty for that... because you can also do the same by reading posted coordinates off of the forums or you could play the same seed at a friend's house. They have fixed the X-Ray glitch, so even in a duplicate of the seed in creative mode, things are tougher to find... and chests can already move around a bit during each re-creation of a seed. I've also recently noticed that different resets of the nether can change a little as well.
Being able to transfer an inventory between two different worlds is what we're talking about here. The two worlds could be both survival worlds, but the game can't stop a player from playing one world in survival and another different world in creative. Right now, of course, your inventory stays in your world... so the next time you enter that same world, you start up with the same inventory you left it with regardless of whether or not you played a different world in between. What the OP is proposing is that your inventory from one world would carry over into the next world you play regardless of whether or not it's the same world, the same seed, or a different world entirely or whether it was a world played in survival or played in creative. He's also now suggesting that achievements and leaderboards be disabled in you carry an inventory over from a creative world into a survival one... but I'm saying the game has no way of knowing whether you went into that world to grab diamonds or just to have a fly around to scout out if you liked the seed. The former would be a "cheat," the latter not... so why should the latter player lose out on achievements. Also, if the "survival" status is attached to the player and not to the specific world, any player who ever entered a creative world for any reason would lose out on further achievements forever.
The way around this is to create a separate inventory that has the specific purpose and only the purpose of transfering items between worlds and then to make that separate inventory not accessible in a world that is in creative mode. That inventory might take the form of a "backpack."
I don't understand this topic. I mean I understand the original post. Wouldn't you just make it to where if you loaded a new world it would have the same restrictions? I think it would be easy to set a flag to your world's "character" that shows he has only loaded survival in his previous world. Since the worlds would be connected through some means (i.e. teleporter, edge of map, etc.) then I would think that extending memory of the previous world and the new one on your character would be a given. So if you are in the new world and turn it on creative then it will also effect your old world when you return to it.
Both worlds would be one but separately loaded. Or even easier the "character" would be one. Figuratively speaking of course. I'm not a game designer.
EDIT: Personally I think a better idea would just be to allow a section of the map to be reset allowing the new biomes to spawn etc. This would be more of an option for Xbox One I would think though. Oh wait! OP go buy an Xbox One and load your world! You'll have everything. It will only cost you roughly $350 USD haha
I don't understand this topic. I mean I understand the original post. Wouldn't you just make it to where if you loaded a new world it would have the same restrictions? I think it would be easy to set a flag to your world's "character" that shows he has only loaded survival in his previous world. Since the worlds would be connected through some means (i.e. teleporter, edge of map, etc.) then I would think that extending memory of the previous world and the new one on your character would be a given. So if you are in the new world and turn it on creative then it will also effect your old world when you return to it.
Both worlds would be one but separately loaded. Or even easier the "character" would be one. Figuratively speaking of course. I'm not a game designer.
EDIT: Personally I think a better idea would just be to allow a section of the map to be reset allowing the new biomes to spawn etc. This would be more of an option for Xbox One I would think though. Oh wait! OP go buy an Xbox One and load your world! You'll have everything. It will only cost you roughly $350 USD haha
I agree with you completely. The topic became weird when the other dude kept shoving walls of texts on everyone's faces with an argument that I don't even understand where it came from.
It ain't cheaty, just make it so that if you turn a world in a "chain of worlds" creative, you lose rankings on all worlds, kind of like you said. Simple as that.
I agree with you completely. The topic became weird when the other dude kept shoving walls of texts on everyone's faces with an argument that I don't even understand where it came from.
It ain't cheaty, just make it so that if you turn a world in a "chain of worlds" creative, you lose rankings on all worlds, kind of like you said. Simple as that.
To program a carried inventory from one world into another that data has to be saved in the profile (not in the game save). If the inventory gets carried over... it gets carried over whether or not the player is loading another survival world or a creative world and then another survival world. You need a second inventory... the current one that is saved in the game save file and another that would be saved in the player profile data.
As long as there is one inventory saved with the game save, you can't flag it without flagging the entire world and it can't be carried from one game save file into another (this is what's done currently); and if you just move the one inventory so that it is saved with the profile ir order to carry it over to another world, you can't flag it for just some worlds that player plays... it would get flagged for ALL worlds the player enters regardless of whether or not they are creative or survival.
In Terraria, you can't select which world's inventory gets carried over... the game carries over the inventory from the last world you entered. So, if you take that principle into Minecraft... IF the last world you entered was a creative one where you loaded up with diamonds... that inventory would follow you into your survival world... whether you wanted it to or not.
Sounds like an idea. I too refuse to go into creative and bring stuff into my survival map. There There is something to be said about a world built in survival only.
I'm awfully confused, but it seems like the simple solution, is to have the seed continue into the other world(not sure if thats possible) when you get to the edge, and have the new worlds built into the world; the individual worlds are all part of the same save, just seperately loaded, and can only be accessed one at a time.
I've been playing Minecraft 360 for a while now. I bought it solely to be able to play splitscreen couch co-op with my girlfriend, because I didn't want to go through the trouble of setting up servers and having her buy a pc copy and deal with lag and such. I could deal with the finite world thing just fine, but now it's becoming more of a bigger problem to us console players: It seems that 4J is shoving content without thinking that we don't have an infinite world like the PC version to be able to actually enjoy that content.. Don't get me wrong, I still can't stand the kids who keep posting all the time thinking there is a magic "Make inifinite worlds!" button that 4J doesn't want to press.
So I came up with a simpler solution than making bigger/infinite worlds.
But first let me tell you guys my current situation: After this new update, I wanted a new world with the new content. So I generated a new one, explored it by foot, didn't find everything. After that I deleted this world and started making new ones looking for stuff but in creative mode, flying: once I found a nice world, i'd create a survival one with the same seed. So I found one with an ocean monument, which is what I was aiming for. Then I settled on it in survival mode and started playing with my girlfriend.
But soon I realized: The world had no villages or jungles. I know there is a way, even though it's a little time consuming, to make a village from scratch (golden apples + weakness potions + villager zombie). But what about ocelots? How can I get them without a jungle? Then today I started to worry that the map doesn't have any abandoned mineshafts. I explored quite a bit and didn't find any. If it doesn't have an abandoned mineshaft, how will I get melons? In my opinion that is the problem that we face in consoles. I don't care about different colored clay or savannah trees or whatever, I care about the functional features that affect the game mechanics, like melons to make healing potions or ocelots to keep creepers at bay.
God help me if the map doesn't have pumpkins as well...
So my solution would be a relatively simpler one, at least simpler than trying to make infinite/bigger worlds: the ability to travel between worlds. It doesn't matter how, if we could, it would remove the problem of not having a resource or biome on a map. It could be something like a new portal, or maybe just touching the edge of the map. It would be as simple as making a new world (something that already is implemented), but you keep your current inventory and are able to go back to the other world. Just like, for example, in terraria, you can switch worlds and have your character keep his stuff.
Of course, friendly mobs would have to be able to go with you (so I could bring ocelots from other worlds if I didn't have jungles in my main world).
People suggest all the time "hey, just switch to creative mode and spawn some mobs/give yourself the items you need", but as someone who's been playing minecraft since alpha in 2010, i'm too proud to do that, as doing that would switch off rankings.
I hope that 4J hears me out. I literally never suggest things in games, mostly because I am a gave developer myself and I know how annoying it is when people keep trying to add things to your game, but I feel that I needed to suggest this because it's more of a usability fix than a new feature, because it simply makes no sense to waste time adding lots of content that your players won't be able to enjoy. In minecraft PC version it makes sense to add a ton of new biomes because people can just walk for a while and generate new chunks and they have their new content. I don't mind making new worlds on console, but it becomes an issue when even by generating a new map I can't have all the new features.
Sorry if this became some kind of wall of text. I just read the suggestion guidelines and I hope I followed them correctly. Thank you for your time and folks let me know what you guys think
I like this idea. On the surface, seems easy enough: just load a world when you have whatever requirement. I guess the "issue" is what requirement?
I would think a teleporter of some sort would have to be created, then maybe a list that loads of worlds you have, like the menu.
Perpetually negative
All sorts of variants of this idea have been suggested before. The loop is that there is nothing stopping a person from entering a different world in creative mode, loading up, and then going into the survival world while retaining that inventory... so, it's no different than if the player went directly into creative mode except that then they would get "credit" for that creative mode inventory in a survival world (i.e. it becomes a cheat). Unlike Minecraft, Terraria doesn't have a Creative Mode.
Awhile ago, I did suggest a similar idea, but using instead a very limited "backpack" that would have to be crafted in the survival world first and that would not accept any items if it was worn in a creative world at all. The slots in the backpack could be limited to as few as 1 (although it could be made bigger). The materials transported would have to actually be mined or collected in that other survival world, so the transference would not boost the leaderboards. It would not solve for missing ocelots though (since spawn eggs are not available in survival). People would have to still be somewhat selective about choosing a survival world so that the only "missing" desireable blocks could be obtained in survival mode in a different world.
I agree that this hunting around for a suitable seed sucks big time and prevents people from even getting started playing the actual game. My preference would still be if they could devise a method where we could specify what sort of world we would like to create (i.e. which biomes and structures we would like in it... keeping in mind that some fun worlds are all about NOT having everything the game possibly offers - like "treeless survival island" or "superflat survival.") Still, this sort of transference of items between worlds could be an alternative.
There is something stopping me from doing it, which I mentioned: not being listed on the ranking.
That is effective the only penalty that going into creative mode does now (once a person gets all the achievements). So, again, you're suggestion is really just a means of gaining access to a creative mode inventory and taking it into a survival world... where you could, for example, set down a stack of diamond ores out of your inventory and mine them all in the comfort of your house... and get them credited to the leaderboards for mining them in a survival world. So, carrying an inventory between worlds without somehow disabling carrying an inventory from a creative world into a survival one is no different in any meaningful way than just going into creative mode now.
No, what the hell, I didn't say that. I thought it was common sense that to move from a survival world to a creative one would also disable the rankings.
What you said was: "People suggest all the time "hey, just switch to creative mode and spawn some mobs/give yourself the items you need", but as someone who's been playing minecraft since alpha in 2010, i'm too proud to do that, as doing that would switch off rankings." So, you're only saying that the reason you don't want to use creative mode now is because it turns off the rankings. That implies that you don't want your suggestion to turn off the rankings so that you would use it."
IF it does turn off the rankings, it's no different than creative mode (so why have two mechanics that do essentially the same thing); and if it doesn't, it's a possible cheat. As I said, the big difference between Minecraft and Terraria is that Terraria doesn't have a creative mode. You have to mine every single block by hand in Terraria regardless of which world you obtain it in.
ETA: Sorry, got interrupted... IF you just arbitrarily disable the rankings for anyone who goes from any creative world into a survival world... you'll be arbitrarily penalizing everyone even if they don't want to transfer any inventory between worlds. How do you propose distinguishing them from people who transfer creative inventory into a survival world. That's why I suggested a separate "backpack."
I would suggest that entering a world from or to one that was in creative would prompt a message stating the achievements would be disabled
Perpetually negative
Let me try to explain this better... Saincai... you've just looked at a bunch of seeds, right? Did you look at them in survival or creative? I looked a numerous seeds in creative... and deleted them all as not being what I wanted. Now, under this proposal... just because I could have possibly loaded up an inventory, my achievements forever would be disabled even though if I didn't actually transfer any inventory into a survival world. The probably is that, as long as the player's inventory is used, the game has no way to tell if that inventory was 1) collected in survival and just retained, unchanged when the player "went through" a creative world; or 2) contains items placed in the player's inventory from a creative world menu that they've been in. Message or no, I don't think a player who just occasionally plays in creative mode should lose their ability to gain achievements when playing in a survival world after that point.
The action that's the cheat is not playing creative just sometimes, but transferring creative menu items into survival. Having a totally separate inventory (in the form of a backpack) that just can't be added to in a creative world would solve that issue. Anything transferred between worlds would have to be gained in a survival setting (just like in Terraria now... because Terraria doesn't have a creative mode). It just wouldn't solve an issue with "missing" passive mobs in the main survival world... so one would just have to put having a jungle (for ocelots) and a forest (for wolves) at the top of the biome priority list. Other animals will spawn in virtually any world (even many survival island worlds) if enough grass land is laid down for them to do so. As for rabbits, I'm sure some sort of fix for their current spawning issues will be forthcoming in the next bug fix.
maybe I am misunderstanding you, but there should be some sort of flag thats coded that prompts the achievement disabled deal. If you like a certain map, then create a new one in survival and rename it for that drop down list of sorts i am referring to.
Perpetually negative
If you create a new map in survival, even using a seed that you've used before, it retains its survival status... regardless of whether you've used that seed before in creative mode or in survival mode. The two worlds (even though they are the same seed) aren't connected. If you rename a world and put it in creative or put it in creative and then rename it, the status is disabled. Renaming a "creative" world does not reinstate it's status. It does warn you; and basically, I agree with how all of that works now and I think that should stay the same. Yes, you can look for things in creative mode and then re-find them in survival by creating two worlds with the same seed... but as long as seeds are used at all, I don't think there should be a penalty for that... because you can also do the same by reading posted coordinates off of the forums or you could play the same seed at a friend's house. They have fixed the X-Ray glitch, so even in a duplicate of the seed in creative mode, things are tougher to find... and chests can already move around a bit during each re-creation of a seed. I've also recently noticed that different resets of the nether can change a little as well.
Being able to transfer an inventory between two different worlds is what we're talking about here. The two worlds could be both survival worlds, but the game can't stop a player from playing one world in survival and another different world in creative. Right now, of course, your inventory stays in your world... so the next time you enter that same world, you start up with the same inventory you left it with regardless of whether or not you played a different world in between. What the OP is proposing is that your inventory from one world would carry over into the next world you play regardless of whether or not it's the same world, the same seed, or a different world entirely or whether it was a world played in survival or played in creative. He's also now suggesting that achievements and leaderboards be disabled in you carry an inventory over from a creative world into a survival one... but I'm saying the game has no way of knowing whether you went into that world to grab diamonds or just to have a fly around to scout out if you liked the seed. The former would be a "cheat," the latter not... so why should the latter player lose out on achievements. Also, if the "survival" status is attached to the player and not to the specific world, any player who ever entered a creative world for any reason would lose out on further achievements forever.
The way around this is to create a separate inventory that has the specific purpose and only the purpose of transfering items between worlds and then to make that separate inventory not accessible in a world that is in creative mode. That inventory might take the form of a "backpack."
I don't understand this topic. I mean I understand the original post. Wouldn't you just make it to where if you loaded a new world it would have the same restrictions? I think it would be easy to set a flag to your world's "character" that shows he has only loaded survival in his previous world. Since the worlds would be connected through some means (i.e. teleporter, edge of map, etc.) then I would think that extending memory of the previous world and the new one on your character would be a given. So if you are in the new world and turn it on creative then it will also effect your old world when you return to it.
Both worlds would be one but separately loaded. Or even easier the "character" would be one. Figuratively speaking of course. I'm not a game designer.
EDIT: Personally I think a better idea would just be to allow a section of the map to be reset allowing the new biomes to spawn etc. This would be more of an option for Xbox One I would think though. Oh wait! OP go buy an Xbox One and load your world! You'll have everything. It will only cost you roughly $350 USD haha
I agree with you completely. The topic became weird when the other dude kept shoving walls of texts on everyone's faces with an argument that I don't even understand where it came from.
It ain't cheaty, just make it so that if you turn a world in a "chain of worlds" creative, you lose rankings on all worlds, kind of like you said. Simple as that.
To program a carried inventory from one world into another that data has to be saved in the profile (not in the game save). If the inventory gets carried over... it gets carried over whether or not the player is loading another survival world or a creative world and then another survival world. You need a second inventory... the current one that is saved in the game save file and another that would be saved in the player profile data.
As long as there is one inventory saved with the game save, you can't flag it without flagging the entire world and it can't be carried from one game save file into another (this is what's done currently); and if you just move the one inventory so that it is saved with the profile ir order to carry it over to another world, you can't flag it for just some worlds that player plays... it would get flagged for ALL worlds the player enters regardless of whether or not they are creative or survival.
In Terraria, you can't select which world's inventory gets carried over... the game carries over the inventory from the last world you entered. So, if you take that principle into Minecraft... IF the last world you entered was a creative one where you loaded up with diamonds... that inventory would follow you into your survival world... whether you wanted it to or not.
Sounds like an idea. I too refuse to go into creative and bring stuff into my survival map. There There is something to be said about a world built in survival only.
I'm awfully confused, but it seems like the simple solution, is to have the seed continue into the other world(not sure if thats possible) when you get to the edge, and have the new worlds built into the world; the individual worlds are all part of the same save, just seperately loaded, and can only be accessed one at a time.
Slytherin is greener than Ravenclaw.
Wait a minute, this post is 3 years old. oh well.... How did I find it.
oh.... I don't understand how the posts are organized very well.
Slytherin is greener than Ravenclaw.
The last post was 2 days ago and thread started less than a week ago.
Where do you get 3 yrs?
Perpetually negative
Face Palm. I was reading the date people joined the forum.
Slytherin is greener than Ravenclaw.
I think we've all done that once or twice.