I was pondering about ideas for new dimensions and came up with something that, well..., at least I have never seen suggested before.
How about a vertical dimension?
Quite honestly, I'm not really sure whether this would really be a good idea, but it would definitely open new possibilities and interesting ways to interact with the environment. Please tell me what you think, why is it good or bad? How could it be made better?
I've envisioned it as follows:
1. Its cross section would be a perfect square with about the same size of a large biome;
2. Sun and Moon would go around the sides, instead of up/down. There would be no clouds;
3. Chunks would be vertically limited;
4. Both water and lava would be able to flow out the sides of this new dimension, but no blocks would be placeable;
5. Once outside the world, entities would fall both "downwards" and "outwards", that is, diagonally (so they distance themselves from the world);
6. Biomes would be roughly divided as in the image:
The effect might be similar to Philip José Farmer's World of Tiers 'pocket' dimension.
RE #4:
"but no blocks would be placeable" is intended to apply outside the boundary only?
RE #5:
"both "downwards" and "outwards" " is intended to prevent jumping into water streams as a way of moving between levels?
If so, limiting elytra outside the world column would also be advisable…
RE#3: not certain this is needed; assuming a 16 x 16 chunk "large biome" size, the dimension is already limited to 256 blocks on two axes (as opposed to the single limited axis of the O-world, Nether, End).
[Many of the game mechanics may have issues with Y-values >255, but a work around similar to that used to change the sun from rising in the north could remap the Y-coordinate to one of the horizontal axes, allowing an infinitely tall tower. This might create issues with limiting some mobes to certain sides of the column, but this would need work even if the 'normal' orientaion of the axes are retained.
Rules concerning villages / doors / skyview / sky light propagation and so forth would need adjustment in any case.]
All in all, a rather interesting idea for requiring caving to find different biomes; how the changed orientation would affect the various environmental rules need to be developed, but nothing to suggest immediately that this wouldn't be playable with the appropriate changes. :>:
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.
The effect might be similar to Philip José Farmer's World of Tiers 'pocket' dimension.
I haven't read it, but is there some Minecraft world/(mod?) based on it?
RE #4:
"but no blocks would be placeable" is intended to apply outside the boundary only?
That is correct.
RE #5:
"both "downwards" and "outwards" " is intended to prevent jumping into water streams as a way of moving between levels?
If so, limiting elytra outside the world column would also be advisable…
I was actually trying to prevent the game from crashing if someone inadvertently (or purposefully) fell outside the boundaries, and made a new chunk load each 3.27s (approximately how long it would take to fall 256 blocks at Minecraft's terminal velocity). Allowing elytra flights outside the boundaries would actually be quite risky (as gravity would work differently), but fun, for now I have nothing against it.
RE#3: not certain this is needed; assuming a 16 x 16 chunk "large biome" size, the dimension is already limited to 256 blocks on two axes (as opposed to the single limited axis of the O-world, Nether, End).
[Many of the game mechanics may have issues with Y-values >255, but a work around similar to that used to change the sun from rising in the north could remap the Y-coordinate to one of the horizontal axes, allowing an infinitely tall tower. This might create issues with limiting some mobes to certain sides of the column, but this would need work even if the 'normal' orientation of the axes are retained.
Rules concerning villages / doors / skyview / sky light propagation and so forth would need adjustment in any case.]
I didn't know that, thanks for the information. And you're right with respect to all those rules, they didn't occur to me at all.
All in all, a rather interesting idea for requiring caving to find different biomes; how the changed orientation would affect the various environmental rules need to be developed, but nothing to suggest immediately that this wouldn't be playable with the appropriate changes. :>:
I figured it would be a lot of fun to build mostly vertically instead of horizontally.
Has this thread been moved, or am I hallucinating? I never meant to write it under Suggestions Forum, but on Discussions first.
At this point it's merely a thought, not a suggestion, I'm not even 100% sure if it is a good idea or not.
I thought I first saw it under the suggestions forum [~4 hours after you initially posted]… not that I could swear to that.
Whether or not this turns out to be something I think would be worth implementing, it is (in the sense of provoking thought) a good idea…
[The mention of a toroidal dimension by Angeltxilon suggests a way to implemnt your stacked biome idea with less effect on game mechanics; something the implications of which I still need to think through the through…]
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.
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Hello there,
I was pondering about ideas for new dimensions and came up with something that, well..., at least I have never seen suggested before.
How about a vertical dimension?
Quite honestly, I'm not really sure whether this would really be a good idea, but it would definitely open new possibilities and interesting ways to interact with the environment. Please tell me what you think, why is it good or bad? How could it be made better?
I've envisioned it as follows:
1. Its cross section would be a perfect square with about the same size of a large biome;
2. Sun and Moon would go around the sides, instead of up/down. There would be no clouds;
3. Chunks would be vertically limited;
4. Both water and lava would be able to flow out the sides of this new dimension, but no blocks would be placeable;
5. Once outside the world, entities would fall both "downwards" and "outwards", that is, diagonally (so they distance themselves from the world);
6. Biomes would be roughly divided as in the image:
The effect might be similar to Philip José Farmer's World of Tiers 'pocket' dimension.
RE #4:
"but no blocks would be placeable" is intended to apply outside the boundary only?
RE #5:
"both "downwards" and "outwards" " is intended to prevent jumping into water streams as a way of moving between levels?
If so, limiting elytra outside the world column would also be advisable…
RE#3: not certain this is needed; assuming a 16 x 16 chunk "large biome" size, the dimension is already limited to 256 blocks on two axes (as opposed to the single limited axis of the O-world, Nether, End).
[Many of the game mechanics may have issues with Y-values >255, but a work around similar to that used to change the sun from rising in the north could remap the Y-coordinate to one of the horizontal axes, allowing an infinitely tall tower. This might create issues with limiting some mobes to certain sides of the column, but this would need work even if the 'normal' orientaion of the axes are retained.
Rules concerning villages / doors / skyview / sky light propagation and so forth would need adjustment in any case.]
All in all, a rather interesting idea for requiring caving to find different biomes; how the changed orientation would affect the various environmental rules need to be developed, but nothing to suggest immediately that this wouldn't be playable with the appropriate changes. :>:
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.
I haven't read it, but is there some Minecraft world/(mod?) based on it?
That is correct.
I was actually trying to prevent the game from crashing if someone inadvertently (or purposefully) fell outside the boundaries, and made a new chunk load each 3.27s (approximately how long it would take to fall 256 blocks at Minecraft's terminal velocity). Allowing elytra flights outside the boundaries would actually be quite risky (as gravity would work differently), but fun, for now I have nothing against it.
I didn't know that, thanks for the information. And you're right with respect to all those rules, they didn't occur to me at all.
I figured it would be a lot of fun to build mostly vertically instead of horizontally.
Has this thread been moved, or am I hallucinating? I never meant to write it under Suggestions Forum, but on Discussions first.
At this point it's merely a thought, not a suggestion, I'm not even 100% sure if it is a good idea or not.
I thought I first saw it under the suggestions forum [~4 hours after you initially posted]… not that I could swear to that.
Whether or not this turns out to be something I think would be worth implementing, it is (in the sense of provoking thought) a good idea…
[The mention of a toroidal dimension by Angeltxilon suggests a way to implemnt your stacked biome idea with less effect on game mechanics; something the implications of which I still need to think through the through…]
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.