Minecraft worlds are humongous. As in, dazzlingly not small.
Which is why finite world requests are common. But people want finite worlds with no boundaries, where polar extremes of X and Z meet each other, adding lots of painful code writing for teleportation and harmonization. This is not what I propose here.
Discworld
Instead, see this: worlds limited by a circular boundary (world generation when x²+z² is smaller than r) after which biome generation stops completely.
One could then build on the sides, risking to fall their death in the Void
The size is given as a slider in custom world creation (given in minecraft maps):
zoom 0 (8² chunks) for one smallest map size (well, hey, tiny can do the job too!)
zoom 1 (16² chunks) for one second smallest map size
zoom 2 (32² chunks) for one medium map size
zoom 3 (64² chunks) for one second biggest map size
zoom 4 (128² chunks) for one biggest map size
3² zoom 4 (384² chunks) for 9 biggest map size
5² zoom 4 (640² chunks) for 25 biggest map size
7² zoom 4 (896² chunks) for 49 biggest map size
9² zoom 4 (1152² chunks) for 81 biggest map size
Infinite - which is the default setting, as this is optional.
Upsides:
Computer: Many chunks by many players makes a world heavy. Keep things closer and your world files are not so heavy anymore.
Calculation: One could have the whole world ready, downloadable and all. That can make custom world creation with mods and everything even more interesting to share.
Gameplay mentality: Give infinity and the world gets rekt until rekt further away. Give finity (?) and people will hopefully be more careful.
Gameplay life: Still, other worlds can be accessed in the universe (slime block flying machine or through portals in far nether) or in the multiverse (by stargate portal or items), for discovery, harvest, or a new home.
Portability: No added block, item, texture, or much coding required. Yet a whole new vibe.
Downside:
Much clearer rarity of certain biomes/structures - but that can be arranged by forcing more chance of getting things like frozen biomes.
It may look as if the rest of the world has to be generated as if simply lagging, especially close to the 4 poles. That could be made more clear by adding an edge variant to biomes.
Multiverse
So the world is truly finite eh? What do you do when the world is hollowed out but you still want to go on?
First presented on this suggestion by Ouatcheur but based off the suggestion from AThingWithAThing, there should be a way to create dimension in Creative mode.
I believe we should access these worlds through creative-mode created portals making access to these other worlds limited, but an item could do as well as in whatever bukkit add-on they exist.
...Or, differently, make the outside of the disc's perimeter the Void biome, almost completely empty: Imagine small icy asteroids with a diamond block inside or coal Also, much further away, other similar disc worlds (as if other planets), whether uni-biomed, weather-biomed or similarly multi-biomed.
Still want a finite and boundless world?
A world that you can walk your way back to start is the only thing that will make you happy? I fully understand. Unfortunately it will require a bit more work than the option I present here. I do think both options could coexist in the future, and it's likely that this idea will be supplanted by torus worlds. But I think because this option is much easier to code, it should come first for finite worlds to become an actual thing.
As of 1.8, the word does come to a sudden stop once you reach the edge. If you want it to stop elsewhere, then please explain it more clearly, i'm having a hard time understanding this 100%
Then great! It means that it is going in the same direction as my thought.
Still, I believe it is way too big for some purposes (especially on the idea of pretty much infinite anything) which is why I would like to see an option to stop world generation along a circular edge - be it the size of one big map, 3 by 3 big maps, 5 by 5 big maps and so on.
An interesting aspect of it is that nether would not have the same limitation, which means giving the possibility to end up in a "distant plane" - really only the same kind of world generation but much further away.
I had previously try to make a mod creating chunks only when x²+z²<r and it was more or less working but I'm not really a Java coder.
Thanks for answering! I hope this clarifies the idea. [Edited thread for more clarity]
Minecraft worlds are humongous - almost the size of Uranus. And that may be a problem because there is no actual rarity in near infinity.
What do you mean?
This is why finite world requests are a thing - people want a smooth world which would strangely look like a doughnut - no boundaries, but not infinite, where polar extremes of X and Z meet each other, with added teleportation to the other side plus having to sew biomes together. Lots of painful code writing.
I don't recall people asking for doughnut worlds, but yes, people have suggested finite worlds for a long time usually due to performance reasons.
What's your opinion?
I understand why people would want such an idea to be implemented, but I don't know if I see much initiative to program such a thing. If you're playing with your friends on one of these finite worlds and you run out of resources, then what?
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
I don't recall people asking for doughnut worlds, but yes, people have suggested finite worlds for a long time usually due to performance reasons.
I understand why people would want such an idea to be implemented, but I don't know if I see much initiative to program such a thing. If you're playing with your friends on one of these finite worlds and you run out of resources, then what?
People actually ask for doughnuts (or I should say torus) when they want a world that connects East and West, and South and North, they just don't necessarily know it. (Example in image here.)
When worlds are near infinite, rare things like mushroom biomes, diamonds, mesa can be found after a while, and wood is like, infinite as soon as you find the right biomes. When worlds are finite, you pretty much deal with what you have, which is why people have to be more careful with the diamonds they mine and, over time, must make sure to not burn all the coal of the world.
As for when your world is hollowed out, well, this is where distant similar discs come into place. Hop in the nether, go really far, make a portal and hope you end up on a different disc (from the same overworld) instead of surrounded by emptiness.
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PortalTardis
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When worlds are near infinite, rare things like mushroom biomes, diamonds, mesa can be found after a while, and wood is like, infinite as soon as you find the right biomes. When worlds are finite, you pretty much deal with what you have, which is why people have to be more careful with the diamonds they mine and, over time, must make sure to not burn all the coal of the world.
Once all the resources in the finite world have been exhausted, you're left with a lonely floating island and nothing else to collect.
As for when your world is hollowed out, well, this is where distant similar discs come into place. Hop in the nether, go really far, make a portal and hope you end up on a different disc (from the same overworld) instead of surrounded by emptiness.
That's pretty clever, but there's a bit of contradiction here. You want finite worlds with finite resources, but if you can just Nether portal around to the next doughnut world over and over, the resources and worlds are not so finite then.
Don't get me wrong, this is a good suggestion and I like the thought and concepts placed into this, but it still seems like a lose-lose situation. Because if you have nothing more than one (or a limited number of) island(s), you will eventually drain the resources from it all and have nothing else to do. However, if you can keep portal hopping to the next island an infinite amount of times, then technically your worlds
The blue statement above entails eventual halted gameplay. The green statement entails the whole point of the idea being taken away.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
I like your reasoning because you present the seemingly self-contradicting idea in a simple enough way that forces me to bullet-point my thought. Thanks for your interest by the way!
Well, there is three main reasons:
Realism: We will probably eventually live the same issue with Earth being hollowed out. We may end up having to harvest fuel from other stellar bodies, or live in them. Yes, I'm playing the gaming-creates-awareness card, yet it should not be presented this way because people can be repelled.
Computer room: Walk thousands and thousands of meters in all directions, and repeat with different people. Even on 1TB servers, it gets heavy. When separating planes by huge emptiness, it pretty much gives a diet to the world files and servers can feel relief like if somebody turned off a fan.
Gameplay: Give infinity to people and the world gets rekt until rekt further away. Give them finity (?) and they may be more careful. And if they feel like discovering other planes for whatever reasons (discovery, harvest or home) by hit and miss portalling to go around the Stargate way, it's their choice.
Besides, before halting gameplay on a 5 by 5 big maps' world, people still have to play for a very, very long time.
Also, emptiness does not necessarily mean complete emptiness: Imagine finding a small icy asteroid with one diamond block inside or coal
I have seen a suggestion floating around not so long ago that also suggests an option to generate finite worlds, by changing teh default position of the world border when generating a new world. I feel like that when would fit a little better then this suggestion, although this one is also pretty clever.
No support, sorry.
Thank you for your answer even if you do not support. But I'd like you to think of the following aspects.
Changing the default world border seems like a good and very easy-to-code option that can be modified afterwards in the same world.
Only, there is something... unfinished about not being able to walk further while still being able to see beyond.
As well, the square aspect of a world limit is what makes me the least interested. I know we live play in a world of cube, but a 90˚ angle end cuts the cake too perfectly in my mind.
Furthermore, if I understood well, the world is still being generated outside the limits, especially if someone has a large render distance.
And most importantly, it feels like it's not giving some brand, something new and fresh.
I mean, wouldn't you love to see how people build whole cities at the ends of the world?
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Asteroids with ores and mineral blocks in them, floating around in the void? Nope. Too OP. Plus, Minecraft is bases on cubes and squares. Not circles or flat discs.
No Support.
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Fellow Minecrafters, Please read these rulesFIRST before posting anything. The Minecraft Forums are a place for Minecraft ideas, discussions, and creations. It is NOTa place to troll or spam.
Asteroids with ores and mineral blocks in them, floating around in the void? Nope. Too OP. Plus, Minecraft is bases on cubes and squares. Not circles or flat discs.
No Support.
Not if it only spawns a few ore. Plus, you're talking about the void... That place where any mistake... Guarantees that you lose everything you have on there... I don't imagine anyone traversing far away on thick platforms more than 3-5 blocks wide, so if any mobs spawn on one of those things, especially a Creeper or Skeleton... You can kiss your inventory goodbye. I think it's a fair risk to make this... Not so OP.
Not if it only spawns a few ore. Plus, you're talking about the void... That place where any mistake... Guarantees that you lose everything you have on there... I don't imagine anyone traversing far away on thick platforms more than 3-5 blocks wide, so if any mobs spawn on one of those things, especially a Creeper or Skeleton... You can kiss your inventory goodbye. I think it's a fair risk to make this... Not so OP.
You got the idea! And so that people going around in portals don't end up only on big asteroids, there should be debris (one bedrock block) every 32/32 chunk or something. Also, it would make sense of the "void walker" title on the forum ^^
Here is how I would see a comet (take off the tail for an asteroid surrounded with ice, and change the ice for something else if you want).
ATTACHMENTS
Comet
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DrWeegee, people wuld not make long bridge 3 to 5 wide with mobs able to spawn of top.
People would make long bridge *1 wide* of SLABS, and no mobs spawn on normal slabs (inverted slabs is another story though).
There woudln't be any mobs to worry about in the first place and only noobs would fall from a 1 block wide path. Ok, for noobs, maye it 2 blocks wide then. Still no mobs spawning on the slabs, and using slabs is more economical materials-wise t make such insanely long bridges.
Wouldn't solve the file expansion, either, just slow it down as players instead of merely sprinting in new terrain, would sneak bacwards for hours, placing slabs uner their feet.
I'm all for finite worlds but definitely not using this "circular" boundary.
There are two types of finite worlds:
One is the "walled" world type where you simply have a limit. this is alreayd implemented in 1.8 with the Border block. Just make it into a new world "Bordered" world type with a sub-option saying thre X and Z sizes of the world and there you go. Simple to code, and would definitely limit the map size. Old servers fearing resource depletion could even make some areas "wild zones" where they simply reset the region files every once in a while i.e. all buildings there go zap, but you get new ores !
The other type is finite but boundless. akin to a torus, but square shaped. Basically, you exit north, you enter south, and vice-versa, and same for east-west. Most important: no weird terrain boundary either. This is done by using normalized angular coordinates (from -180 degrees to +180 degrees), in angular gradients, instead of using Z and X directly. Thus, the blocky terrain at max X and max Z will "match up" perfectly. Simple rule of geometry. Note that NO roundness is added to the terrain itself it is still rendered as blocky and perfect cubes as before. There is no border block either just a bit of special handling of the XZ coordinates to make sure that wen you are standing near at max X, and looking eve more eastward, and breaking a block, then you are breaking not block maxX+1, but block minX instead, and the terrain you see east is minX, min+1, minX+2, etc. That is NOT hard to code at all (but it might affect performance a bit because all coordinates have to have this little extra processing).
This is the kind of world i would like especially if it is added wth supporting mutiple Overword dimensions.
i.e. make multiverse into vanilla. Special Portals can link up worlds, same as Overworld and Nether. Heck, maybe ther is ONE Nether and can have mutiple Overworlds.
The obvious server layout would be to have one Overworld, and one "mining" world that gets reset every once in a while.
That way you get infinite resources but small server files.
Thank you for your well thought albeit disagreeing response. I'm sad you don't like the idea of a circular boundary!
I am with you on that it would not solve file expansion and only slow it down, but I believe it will slow it down enough to make the concept worth while.
I also would personally like to see how people make Void Station (not necessarily space station).
But there is one point that I find important to think about. Do we really want infinite ressources? Even as having a mining world seems great, having to hollow out our "unique" world with grace or go find another one seems more interesting of a concept in my eyes. Nevertheless, there are ways for server to get a mining world already if preferred.
Minecraft worlds are humongous. As in, dazzlingly not small.
Which is why finite world requests are common. But people want finite worlds with no boundaries, where polar extremes of X and Z meet each other, adding lots of painful code writing for teleportation and harmonization. This is not what I propose here.
Discworld
Instead, see this: worlds limited by a circular boundary (world generation when x²+z² is smaller than r) after which biome generation stops completely.
One could then build on the sides, risking to fall their death in the Void
The size is given as a slider in custom world creation (given in minecraft maps):
Upsides:
Downside:
Multiverse
So the world is truly finite eh? What do you do when the world is hollowed out but you still want to go on?
First presented on this suggestion by Ouatcheur but based off the suggestion from AThingWithAThing, there should be a way to create dimension in Creative mode.
I believe we should access these worlds through creative-mode created portals making access to these other worlds limited, but an item could do as well as in whatever bukkit add-on they exist.
If you like the idea of a multiverse, please discuss how it should work in this neat Multiple Dimension suggestion.
Universe
...Or, differently, make the outside of the disc's perimeter the Void biome, almost completely empty: Imagine small icy asteroids with a diamond block inside or coal Also, much further away, other similar disc worlds (as if other planets), whether uni-biomed, weather-biomed or similarly multi-biomed.
Still want a finite and boundless world?
A world that you can walk your way back to start is the only thing that will make you happy? I fully understand. Unfortunately it will require a bit more work than the option I present here. I do think both options could coexist in the future, and it's likely that this idea will be supplanted by torus worlds. But I think because this option is much easier to code, it should come first for finite worlds to become an actual thing.
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Still, I believe it is way too big for some purposes (especially on the idea of pretty much infinite anything) which is why I would like to see an option to stop world generation along a circular edge - be it the size of one big map, 3 by 3 big maps, 5 by 5 big maps and so on.
An interesting aspect of it is that nether would not have the same limitation, which means giving the possibility to end up in a "distant plane" - really only the same kind of world generation but much further away.
I had previously try to make a mod creating chunks only when x²+z²<r and it was more or less working but I'm not really a Java coder.
Thanks for answering! I hope this clarifies the idea. [Edited thread for more clarity]
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Sorry, i'm a real derp when it comes to technical things....
That is what would make rare biome even more appreciated when found.
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Recruit me as staff at, http://www.minecraftforum.net/forums/servers/server-recruitment/2464996-rockshe9-recruit-me-for-staff-build-here
What do you mean?
I don't recall people asking for doughnut worlds, but yes, people have suggested finite worlds for a long time usually due to performance reasons.
I understand why people would want such an idea to be implemented, but I don't know if I see much initiative to program such a thing. If you're playing with your friends on one of these finite worlds and you run out of resources, then what?
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
People actually ask for doughnuts (or I should say torus) when they want a world that connects East and West, and South and North, they just don't necessarily know it. (Example in image here.)
When worlds are near infinite, rare things like mushroom biomes, diamonds, mesa can be found after a while, and wood is like, infinite as soon as you find the right biomes. When worlds are finite, you pretty much deal with what you have, which is why people have to be more careful with the diamonds they mine and, over time, must make sure to not burn all the coal of the world.
As for when your world is hollowed out, well, this is where distant similar discs come into place. Hop in the nether, go really far, make a portal and hope you end up on a different disc (from the same overworld) instead of surrounded by emptiness.
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Once all the resources in the finite world have been exhausted, you're left with a lonely floating island and nothing else to collect.
That's pretty clever, but there's a bit of contradiction here. You want finite worlds with finite resources, but if you can just Nether portal around to the next doughnut world over and over, the resources and worlds are not so finite then.
Don't get me wrong, this is a good suggestion and I like the thought and concepts placed into this, but it still seems like a lose-lose situation. Because if you have nothing more than one (or a limited number of) island(s), you will eventually drain the resources from it all and have nothing else to do. However, if you can keep portal hopping to the next island an infinite amount of times, then technically your worlds
The blue statement above entails eventual halted gameplay. The green statement entails the whole point of the idea being taken away.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
Well, there is three main reasons:
Also, emptiness does not necessarily mean complete emptiness: Imagine finding a small icy asteroid with one diamond block inside or coal
[Edited the thread]
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But, since I think I finally understand, I think I support.
Updated information about how the possible world Edge biome and other planes could work + better reasons.
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Thank you for your answer even if you do not support. But I'd like you to think of the following aspects.
Changing the default world border seems like a good and very easy-to-code option that can be modified afterwards in the same world.
Only, there is something... unfinished about not being able to walk further while still being able to see beyond.
As well, the square aspect of a world limit is what makes me the least interested. I know we
liveplay in a world of cube, but a 90˚ angle end cuts the cake too perfectly in my mind.Furthermore, if I understood well, the world is still being generated outside the limits, especially if someone has a large render distance.
And most importantly, it feels like it's not giving some brand, something new and fresh.
I mean, wouldn't you love to see how people build whole cities at the ends of the world?
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No Support.
Fellow Minecrafters, Please read these rules FIRST before posting anything. The Minecraft Forums are a place for Minecraft ideas, discussions, and creations. It is NOTa place to troll or spam.
Not if it only spawns a few ore. Plus, you're talking about the void... That place where any mistake... Guarantees that you lose everything you have on there... I don't imagine anyone traversing far away on thick platforms more than 3-5 blocks wide, so if any mobs spawn on one of those things, especially a Creeper or Skeleton... You can kiss your inventory goodbye. I think it's a fair risk to make this... Not so OP.
You got the idea! And so that people going around in portals don't end up only on big asteroids, there should be debris (one bedrock block) every 32/32 chunk or something. Also, it would make sense of the "void walker" title on the forum ^^
Here is how I would see a comet (take off the tail for an asteroid surrounded with ice, and change the ice for something else if you want).
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People would make long bridge *1 wide* of SLABS, and no mobs spawn on normal slabs (inverted slabs is another story though).
There woudln't be any mobs to worry about in the first place and only noobs would fall from a 1 block wide path. Ok, for noobs, maye it 2 blocks wide then. Still no mobs spawning on the slabs, and using slabs is more economical materials-wise t make such insanely long bridges.
Wouldn't solve the file expansion, either, just slow it down as players instead of merely sprinting in new terrain, would sneak bacwards for hours, placing slabs uner their feet.
I'm all for finite worlds but definitely not using this "circular" boundary.
There are two types of finite worlds:
One is the "walled" world type where you simply have a limit. this is alreayd implemented in 1.8 with the Border block. Just make it into a new world "Bordered" world type with a sub-option saying thre X and Z sizes of the world and there you go. Simple to code, and would definitely limit the map size. Old servers fearing resource depletion could even make some areas "wild zones" where they simply reset the region files every once in a while i.e. all buildings there go zap, but you get new ores !
The other type is finite but boundless. akin to a torus, but square shaped. Basically, you exit north, you enter south, and vice-versa, and same for east-west. Most important: no weird terrain boundary either. This is done by using normalized angular coordinates (from -180 degrees to +180 degrees), in angular gradients, instead of using Z and X directly. Thus, the blocky terrain at max X and max Z will "match up" perfectly. Simple rule of geometry. Note that NO roundness is added to the terrain itself it is still rendered as blocky and perfect cubes as before. There is no border block either just a bit of special handling of the XZ coordinates to make sure that wen you are standing near at max X, and looking eve more eastward, and breaking a block, then you are breaking not block maxX+1, but block minX instead, and the terrain you see east is minX, min+1, minX+2, etc. That is NOT hard to code at all (but it might affect performance a bit because all coordinates have to have this little extra processing).
This is the kind of world i would like especially if it is added wth supporting mutiple Overword dimensions.
i.e. make multiverse into vanilla. Special Portals can link up worlds, same as Overworld and Nether. Heck, maybe ther is ONE Nether and can have mutiple Overworlds.
The obvious server layout would be to have one Overworld, and one "mining" world that gets reset every once in a while.
That way you get infinite resources but small server files.
I am with you on that it would not solve file expansion and only slow it down, but I believe it will slow it down enough to make the concept worth while.
I also would personally like to see how people make Void Station (not necessarily space station).
But there is one point that I find important to think about. Do we really want infinite ressources? Even as having a mining world seems great, having to hollow out our "unique" world with grace or go find another one seems more interesting of a concept in my eyes. Nevertheless, there are ways for server to get a mining world already if preferred.
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