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I know that this probably isn't going to be a popular idea, but I still think it's a great idea.
So, on Minecraft Java, we got four main types of worlds: Superflat, Amplified, Customized, and just normal terrain. But personally, I don't like having to go out 20,000 blocks just to find a Jungle Temple or a Stronghold, and for me this actually causes a lot of memory issues. So I'm suggesting that there should be optional world sizes, like there is on Console Edition.
Now, before you start typing an angry comment going on to explain the Pythagorean theorem of why this idea sucks or whatever, I know: Most people won't like this. I mean, one of Minecraft Java's main selling point is that the worlds are infinite. But...it wouldn't hurt anything. It would be completely optional.
There would be 4 options:
There would also be the option to expand these sizes to the next size up, which would be great for when new updates come out.
Classic would go to Small, Small would go to Medium, Medium would go to Large, and Large would go to Infinite. But you could skip these if you want and go straight from Small to Large (or something like that).
The main reason I want this in the game is because I love the look and feel of Minecraft Java, but I love that MC Console Worlds are somewhat limited (I also hate playing Minecraft with a controller). So um, yeah. lol.
People who like this idea can use it. People who hate this idea can just forget it exists. Servers can use it if they want to. There's really no downside to this. So....what do you think?
I don't like having to go out 20,000 blocks just to find a Jungle Temple or a Stronghold, and for me this actually causes a lot of memory issues. So I'm suggesting that there should be optional world sizes, like there is on Console Edition.
Taking the root problem you're addressing as:
some structures are so distant as to be inaccessible due to hardware limitations and the size of the WorldFile,
simply limiting the world size wouldn't (necessarily) fix this.
Currently console worldgen includes "More villages, ocean monuments, and woodland mansions will attempt to generate in Classic than in larger-sized worlds.", but this does not guarantee even one instance of a structure will be generated…
…nor does it appear to guarantee all biomes….
To guarantee all biomes and at least one of each structure generate inside the limit the worldgen algorithms would also have to be changed even further.
Assuming this was done, the gameplay would change considerably. [It would likely be similar to playing on some of the all_biomes_within_X_blocks_of_Spawn seeds circulating.] Among other thing, the relative proximity of desirable structures and biomes would make play easier / less time intensive / less grindy.
Given the number of people who seem to take issue with others' AFK fishing in their SSP worlds, I would expect this aspect to generate oposition.
Aside from being aware of the opposition, this might be raised as an argument against adding an additional expansion option (to 'Unlimited'). [The 'Unlimited' addition strikes me as logical, as many playing on memory limited computers are likely to upgrade their hardware within a few years… and a path to migrate their old worlds to the expanded capacity of new hardware seems desirable.]
Since, however, the proposal would be invisible to those uninterested in using (or 'exploiting') it; and because I suspect the coding changes to worldgen would be comparatively minor (particularly if one was willing to accept a 'small' probability of a particular biome/structure being 'missed'), I see no reason this should not receive my
Rollback Post to RevisionRollBack
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Personally I disagree with the need for world sizes. When I started playing Minecraft I played on pocket edition and I remember the small world size. When they updated to infinite it didn't feel the same, mainly because a mobile game shouldn't have been as complicated as it started getting. That being said I never played PC early enough to have that feeling, but I can imagine other people wishing to playing on a limited size.
I doubt most people would ever use this feature. But at the same time Minecraft should be a game for everyone, so I'll support. I do suggest you lower the amount of world sizes to just one (maybe two). With very few using this option having four types feels out of hand.
It is possible to ensure that structures generate within a certain distance of spawn, at least, if they are not dependent on the biome; for example, in my own mod I ensure that a couple of rare types of caves always exist within 1056 blocks of the origin:
// Ensures that at least one colossal cave system and giant cave region exist within 66 chunks or 1056
// blocks of the origin by incrementing seedModifiers until it is successful (100 attempts is far more
// than should ever be needed). Range * 2 should be a multiple of 12.
int range = 66;
for (int i = 0; i < 100; ++i)
for (int z = -range; z <= range; ++z)
for (int x = -range; x <= range; ++x)
if (this.validColossalCaveLocation(x, z, x * x + z * z))
++seedModifiers[i & 1];
seedModifiers = this.rand.getSeedModifiers();
for (int i = 0; i < 100; ++i)
// Only checks once every 12 chunks as regional caves are 12x12 chunks in size
for (int z = -range; z <= range; z += 12)
for (int x = -range; x <= range; x += 12)
if (this.validRegionalCaveLocation(x, z, x * x + z * z) && this.isGiantCaveRegion(x, z))
++seedModifiers[i & 1];
1056 blocks may not seem like much but for somebody like me it is a lot; it takes me around 5-6 months to explore a level 4 map (about the same size) and I've only explored past 1500 blocks from spawn in a single world. Vanilla even has a somewhat similar thing for strongholds, the closest three of which are guaranteed to be no further than 2688 blocks from the origin (1152 prior to 1.9 and in Bedrock) due to how they are laid out (the furthest are up to 24192 blocks away but unless you want to find every single one there is no need to ever go that far out). Note that in both cases there is a minimum distance from the origin, 512 blocks for my caves and 1408 for strongholds (640 prior to 1.9 and in Bedrock), so not like they will be right under spawn (usually within +/-256 blocks of the origin).
As for biomes, an option to disable the climate system, or better yet, customize biomes individually, would be very nice and would solve many of the issues it causes (e.g. jungles are not really that rare as a percentage of all land; they just generate in huge clumps which may be a dozen or more times the size of a normal-sized biome. This generation is directly related to the climate system, which randomly makes an entire "warm" biome a jungle). It would make no sense at all if the new world generation customization that 1.13 is bringing doesn't allow us to change this (or how common different structures are, as Superflat has been able to do since 2012; I have no idea why they never added it to the Customized world type. This can also offset the rarity as making them more common means that an instance of a biome is more likely to have them; in my mod I made jungle temples twice as common to offset jungles being rarer due to more biomes, with similar adjustments to other structures).
Other than that, I find it hard to believe that anybody doesn't have the required disk space these days; even my largest world is only about half a gigabyte while modern hard drives are thousands of times larger and even SSDs are easily hundreds of times larger (RAM does not matter as only chunks around the player are loaded; I only see 100-300 MB of memory usage on this world, the same as a brand-new world). You can also use the world border command to set a border to restrict the world size if it is really necessary (mainly on servers with a limited amount of disk space due to 3rd-party hosting restrictions, plus multiplayer servers naturally have larger worlds due to more players).