And this is and part of the lack of movement in the world.
Here i introduce the eco-system. Trees overtime die off, falling over on the ground as a line of logs. The saplings will spread to a random but reasonable distances from the log and grow into new trees. The log will decay over time and temporary increase the nutrients of the soil by a small fraction This process continues.
Of course to prevent things from getting out of hand, nutrients would be added. Invisible to the player, but will prevent vegetation from growing unreasonably thick, and this would be based off the biomes and the surrounding area.
Create a artificial river through the desert with a input and output and overtime you would see great deal of vegetation grow around it. Heck, turn a desert into a jungle by playing your cards right.
Destroy a ocean and the surrounding landscape will to turn to desert, killing the vegetation. Maybe start forest fires because the area is too dry.
Chop down a whole forest and the landscape erodes away, potentially changing it to desert over time.
Weeds and grass spread over time, turning cobblestone into mossy cobble stone, etc.
Place random bits of water in the desert? it will dry up over time, leaving behind blocks like salt and fossils.
As plants and wildlife spread, their is a small chance each time that they will change. The trees might have less leaves because it is dryier, vice versa.
Pigs could get bigger or smaller depending on the biome.
trees would adapt uniquely to their surrounding environment by ever so changing random events and the saplings would inherit those traits, mixing it with others DNA. Almost like how grass is the desert is different from the grass in my backyard.
That dirt pillar in the sky will slowly erode.
Mojang would need to add 10's of 100's of new plant names to minecraft. Some of which would only be unlockable by natural biology and the locaion of the vegetation.
Carol reefs would take years of minecraft time to regenerate.
Cactus would live for a very long time, same with carol.
You can see what i am going at with how realistic the environment would be. This isn't everything, just a basic structure. You can take real life agriculture events and put them into minecraft. That is the idea of this update. This would also include the animals too.
I know this will break someones something, but it is for the better. We love updates yet they break a lot of redstone. Its because it is for the better. Loose something to make something.
Redstone update - the one I started playing in - is the ultimate symbol of what Minecraft's fame comes from - its extremely maneuverable sandbox concept. Every update since said update has leaned more and more to an RPG playstyle where nobody cares enough to bother anything beautiful or complex or even a home for themselves - there are tons of structures around and growing in number and frequency. Plus beds, which of course means your homes don't have to be survivable unless you have no sheep in spawn area or you want to hunt endermen early-game since they're so rare now.
All that spiel aside, yes, I definitely support this! Would love a more alive world, although if we introduce diseases players can catch it may be pushing into the un-fun territory, but let other people decide on that. Maybe potions can cure diseases.
God. I cannot even imagine the complexity after something like this. I cannot imagine, how insanely difficult, time consuming etc., it would be to code all of this in. And how many people would not like it, because they rely on the unrealism.
And even if, the computational power for this would be astronomical. You'd have to have loaded up not just couple of chunks, but couple millions, keep updating them, because everything is living.
How ever appealing it might sounds, no. God, please, no. I get totally rekt, when I have render distance of 8 and am near…well…anything bigger. My new home? Too large, FPS slashed. My animal farm? Too many animals, FPS non existent. And this is just…nothing. Compared to your idea.
I'd like to turn deserts into jungles, of course. But…it's just not possible. Not yet. 10 years from now? Maybe.
I love how you just call it stupid without saying why.
Just accusing of it of being laggy in a immature way despite the fact that it is a actually good idea to have a growing eco system in minecraft.
It also wouldn't be to laggy either. A couple trees falling over every couple hours will not ruin your fps.Your hopper sorting system is doing much more lag then this will.
I have my render distance set to 9. What are you playing on that requires it to be that high that this will cause it to lag? You don't need to load millions of chunks to have a interactive eco system. I am talking the same amount as your render distance.
They explain why, Leed. But their reasoning is particular to their software limitations, not to the game at large. Most people can handle a world render distance of 7-9 chunks, which in any case is often considered the ideal render distance for several reasons. The ecosystem only needs change within the loaded area at any given time.
In any case, I do play on lower renders sometimes for the exact same reasons, and the fog creates an interesting additional layer of challenge, especially on hardcore towards the beginning of gameplay.
Isterian Imperian, could you please explain what you mean by people who 'would not like it, because they rely on the unrealism?' I'm a bit lost as to what you mean on that one.
My take on this is also that the required computational overhead to perform all the required updates would make this far to 'laggy' to implement on the sort of boxes currently 'standard'. [Istarian's comment aboult maybe in ten years is well said, what is considered typical for a site avatar these days (100x100pxls of 32-bit color) would have been actually impossible on any but very high end specialty systems when I first learned coding... Assuming the price of memory and processing power continues to fall, such ideas may become practicle rather more quickly than one might expect. (10 years seems optimistic to me.) ]
Taking as an example the fairly simple case of trees dieing over time:
What constitutes a tree may be an issue: one solution would require grouping every leaf and log block by the sapling/worldgen event that produced it.
(On the upside, this would provide a mechanic to remove the infamous 'hanging trees' that are sometimes left from incomplete logging…
It would also allow an entire tree to be felled by removing a layer of its trunk, although managing the fall mechanics with an acceptable degree of realism if there 'things' nearby on which the falling tree might hang could be challenging. )
There would seem to be two basic ways to get to "a couple trees falling over every couple hours";
1) each tree is checked once every >time-interval< to see if it should die
this would be similar to the already implemented leaf decay process but need not be done every tick (if both interval and probability per check are mutable, a given rate of tree senescence would be avaiable from multiple solutions)
2) each tree is born (worldgen or growth of a sapling) with a preset death date with these dates entered into an updating list of 'world-aging events'
Which 'world-aging events' needed to be executed would then need to be checked each >time-interval<
Similar considerations would apply to many of the other detailed changes mentioned by the OP.
In either sort of case, there would be significantly more 'things' that needed to be processed during any given time interval per chunk loaded.
[Some of the listed examples would entail considerably more complex checks as they require the current and past status of an area/volume to be known (ie "Chop down a whole forest and the landscape erodes away")]
(Any considerations of weathering landscape or evolving species need to be thought about very carefully: in terms of the verisimilitude of allowing such effects on a player perceivable timescale, increased processing requirements, and the change in game feel of introducing large scale entropy.)
If this system were implemented in only the loaded chunks, I see it as doing little to make the world feel alive… (Trees in one's parkland would die over time in loaded chunks, but the crops on a little visited distant base would still not grow – even over serveral generations of trees. )
That implemeting sucj a system over the whole world would create excessive lag should be obvious from the fact that the game needs to load and unload chunks to meet the current (more modest) processing requirements in an acceptably quick fashion.
An additional issue is that many of the changes proposed would require regular player work to maintain builds: this could be desirable for some RPG activities, but would be a serious impediment to those who play with the goal of creating numbers of large and complex builds.
As such it would represent a radical change in direction of the game (and one which would likely be most unwelcome by a very large number of players).
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
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.
Here i introduce the eco-system. Trees overtime die off, falling over on the ground as a line of logs. The saplings will spread to a random but reasonable distances from the log and grow into new trees. The log will decay over time and temporary increase the nutrients of the soil by a small fraction This process continues. Trees falling over would be hard to implement, but lines of logs naturally spawning in would be good. Sapling growing into new trees automatically is good.
Of course to prevent things from getting out of hand, nutrients would be added. Invisible to the player, but will prevent vegetation from growing unreasonably thick, and this would be based off the biomes and the surrounding area. I'm unsure of how this ill work.
Create a artificial river through the desert with a input and output and overtime you would see great deal of vegetation grow around it. Heck, turn a desert into a jungle by playing your cards right. Heh?
Destroy a ocean and the surrounding landscape will to turn to desert, killing the vegetation. Maybe start forest fires because the area is too dry. I'm unsure as to how this will work
Chop down a whole forest and the landscape erodes away, potentially changing it to desert over time. I'm unsure as to how this will work
Weeds and grass spread over time, turning cobblestone into mossy cobble stone, etc. Support
Place random bits of water in the desert? it will dry up over time, leaving behind blocks like salt and fossils. Perhaps it should just evaporate.
As plants and wildlife spread, their is a small chance each time that they will change. The trees might have less leaves because it is dryier, vice versa.
Pigs could get bigger or smaller depending on the biome. Changes in mobs sizes in general would add a good bit of diversity.
trees would adapt uniquely to their surrounding environment by ever so changing random events and the saplings would inherit those traits, mixing it with others DNA. Almost like how grass is the desert is different from the grass in my backyard. Sounds good in theory, but how will this work.
That dirt pillar in the sky will slowly erode. Or not exist
Mojang would need to add 10's of 100's of new plant names to minecraft. Some of which would only be unlockable by natural biology and the locaion of the vegetation. not that much, but sure
Carol reefs would take years of minecraft time to regenerate. idk...
Cactus would live for a very long time, same with carol. They both live forever.
You can see what i am going at with how realistic the environment would be. This isn't everything, just a basic structure. You can take real life agriculture events and put them into minecraft. That is the idea of this update. This would also include the animals too.
I know this will break someones something, but it is for the better. We love updates yet they break a lot of redstone. Its because it is for the better. Loose something to make something.
Really lonely I actually really agree on this one.
And this is and part of the lack of movement in the world. Agreed.
Here i introduce the eco-system. Trees overtime die off, falling over on the ground as a line of logs This would fit well in the game with certain things. In natural forests yes. In biomes yes. But not if someone is doing a creative world build, like say a giant tree, and doesn't want the logs to rot or die.. The saplings will spread to a random but reasonable distances from the log and grow into new trees Yes, you are completley right on this one. I hate it when I chop down trees for wood on a survival world, and nothing ever grows back. Especially when I'm playing on my Survival Island world, I have to chop the trees on my island, and it looks ugly after.Agreed.. The log will decay over time and temporary increase the nutrients of the soil by a small fraction This process continues. What about plains biomes? Will the grass in the plains eventually die out due to lack of nutrients? Will grasss also play a role, despite being pureley decorative at the moment?
Of course to prevent things from getting out of hand, nutrients would be added. Invisible to the player, but will prevent vegetation from growing unreasonably thick, and this would be based off the biomes and the surrounding area. Anything you could use to measure nutrients? And what do you mean by invisible? It's not like Bacteria going through there life, which is invisible, over time you would see differences in plant growth, right? Other then that, I agree with this point, that would keep plant life at a reasonable state, as to much plants would cause trees to block out sunlight from the other plants, and take the nutrients, over all agree.
Create a artificial river through the desert with a input and output and What do you mean by Input and Output?overtime you would see great deal of vegetation grow around it. Heck, turn a desert into a jungle by playing your cards right. Now this part really fascinates me, I totally agree and like it a lot. I really like this aspect of Terraforming and do it a lot in Minecraft, and even other games.
Destroy a ocean and the surrounding landscape will to turn to desert, killing the vegetation. Maybe start forest fires because the area is too dry. This part is cool, maybe if you blocked off a part of an ocean, the blocked off part would dry up over time in to a Salt Flat. Leaving dead coral reefs behind, skeletons of fish, and even ocean monuments in it turning to sandstone over time. But what about rain, wouldn't evaporation of an entire ocean leave a lot of rain? Despite that I still see your point. I agree.
Chop down a whole forest and the landscape erodes away, potentially changing it to desert over time. Oh yeah, lack of trees would cause erosian to hit terrain more, maybe making more divots and caves aswell. I agree.
Weeds and grass spread over time, turning cobblestone into mossy cobble stone, etc. So maybe erosian could cobble stone in the wild? Agreed. I especially like how this would bring up new types of plants, like different weed (even the annoying spiky ones), and different grasses (like reeds and dead grass).
Place random bits of water in the desert? it will dry up over time, leaving behind blocks like salt and fossils. This would bring even more cool features to the game. Agreed. Maybe even excavation of fossils would be needed, and the new salts could increase the range of foods the game has.
As plants and wildlife spread, their is a small chance each time that they will change. The trees might have less leaves because it is dryier, vice versa. I like this idea, plants could even evolve over time to fit their surroundings. Like early about drying up an ocean, that would make the area around go into a dead zone, or extinction even, and plants would eventually evolve into new species meant to withstand lack of water for long periods?
Pigs could get bigger or smaller depending on the biome. Agreed, and it could even work to the players advantage as bigger livestock would provide bigger food bountys. And despite that, putting pigs in a jungle, and with enough pig breeding, could eventually turn them into Wild Boars, and pigs in a dessert could look more withered.
trees would adapt uniquely to their surrounding environment by ever so changing random events and the saplings would inherit those traits, mixing it with others DNA. Almost like how grass is the desert is different from the grass in my backyard. Just my own idea, this could be cool, damp areas with no grass but a good level of moisture could support different types of mosses, fungi, and algea, and eventually change the local willife, like maybe supporting frogs or salamanders.
That dirt pillar in the sky will slowly erode. Oh yeah, wind erosian could cause it to erode from the top down, maybe leaving a small dirt pile at the bottom showing that the pillar was once there.
Mojang would need to add 10's of 100's of new plant names to minecraft. Some of which would only be unlockable by natural biology and the locaion of the vegetation. I completley agree, they would ven have to add mutations of plants (not in a movie monster way, but a more realistic way), and new animals (mobs) aswell! They could even add in a PDA or journal to catalog new species as you find more.
Carol reefs would take years of minecraft time to regenerate. Maybe some could spawn at the start, but more rare, and over time they could fill the desolate areas of the ocean, and different corals would adapt to different areas, for example tube worms (although sadly it's not a coral) at lower levels living among Thermal Vents, and they could also add in a deeper ocean (which would also cause them to lower the bedrock level aswell wich would give improvment to underground ecosystems).
Cactus would live for a very long time, same with carol. This is actually really accurate to the real world, cactus can survive long drouts, and coral, despite being an animal, can live to hundreds if not thousands of years.
You can see what i am going at with how realistic the environment would be. This isn't everything, just a basic structure. You can take real life agriculture events and put them into minecraft. That is the idea of this update. This would also include the animals too. You can make a make a 6 page suggestion with all these things, I'd still read it because I really like this, I advise making a full thread about it.
I know this will break someones something, but it is for the better. We love updates yet they break a lot of redstone. Its because it is for the better. Loose something to make something. They really don't like better worlds then. Also, I doubt we are loosing anything, only gaining.
1.15 - New World Maybe it could be called "The Ecosystem Update!"? Just a suggestion, you might not agree with that name.
My writing on the quote is in Bold. I really like your ideas, you have a great understanding of Biology, Geology, and overall the natural world. Support!
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I'm really not trying to be rude here and call you dumb StickyPistonPig, I'm just saying that you don't know that a lot of his stuff has to do with terraforming. The Jungle part is about terraforming a Dessert by supplying it with lots of water and damp terrain, causing lush vegetation to grow. The ocean part is about evaportaing an ocean, causing plant life around it to die. Chopping down a forest he's saying wind would end up causing the place to erode. Erosian would end up turning the soil into sand. The water in the dessert part makes a lot of sense, there are lots of fossils in dessert, the water would help excavate them from the sand. Also Coral oes not live forever, in real life, coral is an animal, a simple one. He's saying the game should be more realistic. Again, not trying to be offensive.
Here is me working up some of the kinks of my suggested idea. A refinement.
Lag?
Sure, this will have a minor drop in FPS because of all the checking and reloading of the vegetation, but most players only actively use a couple square kilometer of space.
The game should check where the user is most often and on a regular basis, like a schedule. Spend 90% of your time in this area? Sure, it will render those chunks 100% of the time. Simply walking 3 kilometers to explore would not activate the ecosystem.
On servers it might use people's unused processing power to run the ecosystem. If you have a poor computer, someone else with a great one will have a small amount of his power used to render the eocystem for someone else.
The game will also detect if you are afk, and might even use 50-60% of your unused processing power to run the eocsystem.
It would also check your FPS/ lag. If you have a ton of laggy redstone the game will not run the ecosystem, but if you are rocking 60 - 70+ fps then it will maybe take 10 or more to run it.
With the way technology is going, lag won't be a issue anymore.
When it comes to the biomes i am talking basically what we have right now but a little more spiced up with some more custom formations. It generally will not be that laggy.
My builds!
Blocks placed by players will not be affected by the eocsystem. Your cactus farm will still work. Just like how custom trees do not loose their leaves if you remove the wood. Yes stone might turn to mossy stone, but it won't engulf your entire build. Honestly, it will be more natural anyways. Blocks of quartz will be unaffected as their is no logical cracks for anything to grow in it.
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This would be like two full updates IN ONE. It would be extremely laggy. The mechanics of Minecraft would have to be completely changed, paving way for a massive amount of bugs. It would completely remove the feel of Minecraft. This would fit as a mod, not in vanilla.
Nice idea, but doesn't fit the game.
*CAPS LOCK IS NOT YELLING, IT'S JUST TO GET YOUR ATTENTION*
Assuming you had a beefy build, most of this would be possible.
Although, beefy would probably mean hundreds of thousands of dollars worth of hardware that most big companies use.
You know the boost in sales that Mojang would get if they did a actual over world update. Not just the Oceans, but make the map something that isn't so repetitive, copy and pasted.
They should do it in a minor way. Natural occurring trees slowly falling down over time along with various other things shouldn't be that big of a issue.
You know the boost in sales that Mojang would get if they did a actual over world update. Not just the Oceans, but make the map something that isn't so repetitive, copy and pasted.
No, I don't, what kind of a boost would they get? What makes you think they'd get a boost at all? Players don't buy a game because of the content of a specific update and I'm not sure how someone who doesn't own the game would even have a frame of reference to determine if new content is something that appeals to them or not. For instance 1.13 was big news in the minecraft world but I haven't seen 1 thing about it outside of the minecraft community. I have several friends who have stopped playing over the years and they have no clue what has been added to the game since they left because minecraft doesn't seem to do much advertising and I've NEVER seen an ad or announcement for an update that wasn't located somewhere made for minecraft players. People who don't play minecraft don't know what's in the game right now let alone what's happening with the game updates. If someone buys the game after the launch of 1.14 it's possible they'd never even know the oceans of minecraft used to be empty or that once upon a time you could walk infinity into the farlands. A player who buys minecraft in 1.14 won't be doing so for the ocean update or the village and pillage update, those will just be the most recent updates from before they bought it. You could try to reason that more players would 'return' to the game from their hiatus after an overworld update but unless someone goes and tells them the game was updated with a new overworld I don't see how even former players who already own the game would know to return.
As far as the actual suggestion goes, I'm not supportive. This sounds like a logistical nightmare and there is no way the computer I'm playing on would be able to handle it. You're proposing an astronomical amount of new blocks, mob variants, and data that needs to be logged and tracked by the game code and that code itself would need to be re-written to do what you're talking about. I don't know how you can claim this would result in a 'minor drop in FPS' when right now I can see a significant drop in FPS when the animation for my portal blocks is on at my goldfarm compared to when I turn the animations off. As someone who doesn't own a high-end PC, I feel certain that the additions you are proposing would make the game totally unplayable in single-player for people with simple machines. As a texture maker, I despise the idea of adding thousands of new game assets, that don't add use or functionality to the game, as a landscape vanity project. As a survivalist, I do not like anything changing the world without my approval and if I could turn off enderman grief without feeling like I was cheating I'd shut even that down right now. As a player, I have No Support for this suggestion.
No, I don't, what kind of a boost would they get? What makes you think they'd get a boost at all? Players don't buy a game because of the content of a specific update and I'm not sure how someone who doesn't own the game would even have a frame of reference to determine if new content is something that appeals to them or not. For instance 1.13 was big news in the minecraft world but I haven't seen 1 thing about it outside of the minecraft community. I have several friends who have stopped playing over the years and they have no clue what has been added to the game since they left because minecraft doesn't seem to do much advertising and I've NEVER seen an ad or announcement for an update that wasn't located somewhere made for minecraft players. People who don't play minecraft don't know what's in the game right now let alone what's happening with the game updates. If someone buys the game after the launch of 1.14 it's possible they'd never even know the oceans of minecraft used to be empty or that once upon a time you could walk infinity into the farlands. A player who buys minecraft in 1.14 won't be doing so for the ocean update or the village and pillage update, those will just be the most recent updates from before they bought it. You could try to reason that more players would 'return' to the game from their hiatus after an overworld update but unless someone goes and tells them the game was updated with a new overworld I don't see how even former players who already own the game would know to return.
As far as the actual suggestion goes, I'm not supportive. This sounds like a logistical nightmare and there is no way the computer I'm playing on would be able to handle it. You're proposing an astronomical amount of new blocks, mob variants, and data that needs to be logged and tracked by the game code and that code itself would need to be re-written to do what you're talking about. I don't know how you can claim this would result in a 'minor drop in FPS' when right now I can see a significant drop in FPS when the animation for my portal blocks is on at my goldfarm compared to when I turn the animations off. As someone who doesn't own a high-end PC, I feel certain that the additions you are proposing would make the game totally unplayable in single-player for people with simple machines. As a texture maker, I despise the idea of adding thousands of new game assets, that don't add use or functionality to the game, as a landscape vanity project. As a survivalist, I do not like anything changing the world without my approval and if I could turn off enderman grief without feeling like I was cheating I'd shut even that down right now. As a player, I have No Support for this suggestion.
Minecraft feels lonely
Really lonely
And this is and part of the lack of movement in the world.
Here i introduce the eco-system. Trees overtime die off, falling over on the ground as a line of logs. The saplings will spread to a random but reasonable distances from the log and grow into new trees. The log will decay over time and temporary increase the nutrients of the soil by a small fraction This process continues.
Of course to prevent things from getting out of hand, nutrients would be added. Invisible to the player, but will prevent vegetation from growing unreasonably thick, and this would be based off the biomes and the surrounding area.
Create a artificial river through the desert with a input and output and overtime you would see great deal of vegetation grow around it. Heck, turn a desert into a jungle by playing your cards right.
Destroy a ocean and the surrounding landscape will to turn to desert, killing the vegetation. Maybe start forest fires because the area is too dry.
Chop down a whole forest and the landscape erodes away, potentially changing it to desert over time.
Weeds and grass spread over time, turning cobblestone into mossy cobble stone, etc.
Place random bits of water in the desert? it will dry up over time, leaving behind blocks like salt and fossils.
As plants and wildlife spread, their is a small chance each time that they will change. The trees might have less leaves because it is dryier, vice versa.
Pigs could get bigger or smaller depending on the biome.
trees would adapt uniquely to their surrounding environment by ever so changing random events and the saplings would inherit those traits, mixing it with others DNA. Almost like how grass is the desert is different from the grass in my backyard.
That dirt pillar in the sky will slowly erode.
Mojang would need to add 10's of 100's of new plant names to minecraft. Some of which would only be unlockable by natural biology and the locaion of the vegetation.
Carol reefs would take years of minecraft time to regenerate.
Cactus would live for a very long time, same with carol.
You can see what i am going at with how realistic the environment would be. This isn't everything, just a basic structure. You can take real life agriculture events and put them into minecraft. That is the idea of this update. This would also include the animals too.
I know this will break someones something, but it is for the better. We love updates yet they break a lot of redstone. Its because it is for the better. Loose something to make something.
1.15 - New World
Redstone update - the one I started playing in - is the ultimate symbol of what Minecraft's fame comes from - its extremely maneuverable sandbox concept. Every update since said update has leaned more and more to an RPG playstyle where nobody cares enough to bother anything beautiful or complex or even a home for themselves - there are tons of structures around and growing in number and frequency. Plus beds, which of course means your homes don't have to be survivable unless you have no sheep in spawn area or you want to hunt endermen early-game since they're so rare now.
All that spiel aside, yes, I definitely support this! Would love a more alive world, although if we introduce diseases players can catch it may be pushing into the un-fun territory, but let other people decide on that. Maybe potions can cure diseases.
God. I cannot even imagine the complexity after something like this. I cannot imagine, how insanely difficult, time consuming etc., it would be to code all of this in. And how many people would not like it, because they rely on the unrealism.
And even if, the computational power for this would be astronomical. You'd have to have loaded up not just couple of chunks, but couple millions, keep updating them, because everything is living.
How ever appealing it might sounds, no. God, please, no. I get totally rekt, when I have render distance of 8 and am near…well…anything bigger. My new home? Too large, FPS slashed. My animal farm? Too many animals, FPS non existent. And this is just…nothing. Compared to your idea.
I'd like to turn deserts into jungles, of course. But…it's just not possible. Not yet. 10 years from now? Maybe.
I love how you just call it stupid without saying why.
Just accusing of it of being laggy in a immature way despite the fact that it is a actually good idea to have a growing eco system in minecraft.
It also wouldn't be to laggy either. A couple trees falling over every couple hours will not ruin your fps.Your hopper sorting system is doing much more lag then this will.
I have my render distance set to 9. What are you playing on that requires it to be that high that this will cause it to lag? You don't need to load millions of chunks to have a interactive eco system. I am talking the same amount as your render distance.
They explain why, Leed. But their reasoning is particular to their software limitations, not to the game at large. Most people can handle a world render distance of 7-9 chunks, which in any case is often considered the ideal render distance for several reasons. The ecosystem only needs change within the loaded area at any given time.
In any case, I do play on lower renders sometimes for the exact same reasons, and the fog creates an interesting additional layer of challenge, especially on hardcore towards the beginning of gameplay.
Isterian Imperian, could you please explain what you mean by people who 'would not like it, because they rely on the unrealism?' I'm a bit lost as to what you mean on that one.
I love this idea so much! I've always wanted things like that to be added to the game.
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
My take on this is also that the required computational overhead to perform all the required updates would make this far to 'laggy' to implement on the sort of boxes currently 'standard'. [Istarian's comment aboult maybe in ten years is well said, what is considered typical for a site avatar these days (100x100pxls of 32-bit color) would have been actually impossible on any but very high end specialty systems when I first learned coding... Assuming the price of memory and processing power continues to fall, such ideas may become practicle rather more quickly than one might expect. (10 years seems optimistic to me.) ]
Taking as an example the fairly simple case of trees dieing over time:
What constitutes a tree may be an issue: one solution would require grouping every leaf and log block by the sapling/worldgen event that produced it.
(On the upside, this would provide a mechanic to remove the infamous 'hanging trees' that are sometimes left from incomplete logging…
It would also allow an entire tree to be felled by removing a layer of its trunk, although managing the fall mechanics with an acceptable degree of realism if there 'things' nearby on which the falling tree might hang could be challenging. )
There would seem to be two basic ways to get to "a couple trees falling over every couple hours";
1) each tree is checked once every >time-interval< to see if it should die
this would be similar to the already implemented leaf decay process but need not be done every tick (if both interval and probability per check are mutable, a given rate of tree senescence would be avaiable from multiple solutions)
2) each tree is born (worldgen or growth of a sapling) with a preset death date with these dates entered into an updating list of 'world-aging events'
Which 'world-aging events' needed to be executed would then need to be checked each >time-interval<
Similar considerations would apply to many of the other detailed changes mentioned by the OP.
In either sort of case, there would be significantly more 'things' that needed to be processed during any given time interval per chunk loaded.
[Some of the listed examples would entail considerably more complex checks as they require the current and past status of an area/volume to be known (ie "Chop down a whole forest and the landscape erodes away")]
(Any considerations of weathering landscape or evolving species need to be thought about very carefully: in terms of the verisimilitude of allowing such effects on a player perceivable timescale, increased processing requirements, and the change in game feel of introducing large scale entropy.)
If this system were implemented in only the loaded chunks, I see it as doing little to make the world feel alive… (Trees in one's parkland would die over time in loaded chunks, but the crops on a little visited distant base would still not grow – even over serveral generations of trees. )
That implemeting sucj a system over the whole world would create excessive lag should be obvious from the fact that the game needs to load and unload chunks to meet the current (more modest) processing requirements in an acceptably quick fashion.
An additional issue is that many of the changes proposed would require regular player work to maintain builds: this could be desirable for some RPG activities, but would be a serious impediment to those who play with the goal of creating numbers of large and complex builds.
As such it would represent a radical change in direction of the game (and one which would likely be most unwelcome by a very large number of players).
Some Support
Note: Minecraft shills Windows10 again in that bedrock version, for all its other shortcomings, already has dying and fallen trees generate naturally.
My writing on the quote is in Bold. I really like your ideas, you have a great understanding of Biology, Geology, and overall the natural world. Support!
P.S. You should really make it a full thread.
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
I'm really not trying to be rude here and call you dumb StickyPistonPig, I'm just saying that you don't know that a lot of his stuff has to do with terraforming. The Jungle part is about terraforming a Dessert by supplying it with lots of water and damp terrain, causing lush vegetation to grow. The ocean part is about evaportaing an ocean, causing plant life around it to die. Chopping down a forest he's saying wind would end up causing the place to erode. Erosian would end up turning the soil into sand. The water in the dessert part makes a lot of sense, there are lots of fossils in dessert, the water would help excavate them from the sand. Also Coral oes not live forever, in real life, coral is an animal, a simple one. He's saying the game should be more realistic. Again, not trying to be offensive.
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.
There isn't enough detail to understand how the suggestion ill function in game.
Here is me working up some of the kinks of my suggested idea. A refinement.
Lag?
Sure, this will have a minor drop in FPS because of all the checking and reloading of the vegetation, but most players only actively use a couple square kilometer of space.
The game should check where the user is most often and on a regular basis, like a schedule. Spend 90% of your time in this area? Sure, it will render those chunks 100% of the time. Simply walking 3 kilometers to explore would not activate the ecosystem.
On servers it might use people's unused processing power to run the ecosystem. If you have a poor computer, someone else with a great one will have a small amount of his power used to render the eocystem for someone else.
The game will also detect if you are afk, and might even use 50-60% of your unused processing power to run the eocsystem.
It would also check your FPS/ lag. If you have a ton of laggy redstone the game will not run the ecosystem, but if you are rocking 60 - 70+ fps then it will maybe take 10 or more to run it.
With the way technology is going, lag won't be a issue anymore.
When it comes to the biomes i am talking basically what we have right now but a little more spiced up with some more custom formations. It generally will not be that laggy.
My builds!
Blocks placed by players will not be affected by the eocsystem. Your cactus farm will still work. Just like how custom trees do not loose their leaves if you remove the wood. Yes stone might turn to mossy stone, but it won't engulf your entire build. Honestly, it will be more natural anyways. Blocks of quartz will be unaffected as their is no logical cracks for anything to grow in it.
Assuming you had a beefy build, most of this would be possible.
Although, beefy would probably mean hundreds of thousands of dollars worth of hardware that most big companies use.
You took the time out of your day to read my signature, so have a prize.
This would be like two full updates IN ONE. It would be extremely laggy. The mechanics of Minecraft would have to be completely changed, paving way for a massive amount of bugs. It would completely remove the feel of Minecraft. This would fit as a mod, not in vanilla.
Nice idea, but doesn't fit the game.
*CAPS LOCK IS NOT YELLING, IT'S JUST TO GET YOUR ATTENTION*
You know the boost in sales that Mojang would get if they did a actual over world update. Not just the Oceans, but make the map something that isn't so repetitive, copy and pasted.
They should do it in a minor way. Natural occurring trees slowly falling down over time along with various other things shouldn't be that big of a issue.
No, I don't, what kind of a boost would they get? What makes you think they'd get a boost at all? Players don't buy a game because of the content of a specific update and I'm not sure how someone who doesn't own the game would even have a frame of reference to determine if new content is something that appeals to them or not. For instance 1.13 was big news in the minecraft world but I haven't seen 1 thing about it outside of the minecraft community. I have several friends who have stopped playing over the years and they have no clue what has been added to the game since they left because minecraft doesn't seem to do much advertising and I've NEVER seen an ad or announcement for an update that wasn't located somewhere made for minecraft players. People who don't play minecraft don't know what's in the game right now let alone what's happening with the game updates. If someone buys the game after the launch of 1.14 it's possible they'd never even know the oceans of minecraft used to be empty or that once upon a time you could walk infinity into the farlands. A player who buys minecraft in 1.14 won't be doing so for the ocean update or the village and pillage update, those will just be the most recent updates from before they bought it. You could try to reason that more players would 'return' to the game from their hiatus after an overworld update but unless someone goes and tells them the game was updated with a new overworld I don't see how even former players who already own the game would know to return.
As far as the actual suggestion goes, I'm not supportive. This sounds like a logistical nightmare and there is no way the computer I'm playing on would be able to handle it. You're proposing an astronomical amount of new blocks, mob variants, and data that needs to be logged and tracked by the game code and that code itself would need to be re-written to do what you're talking about. I don't know how you can claim this would result in a 'minor drop in FPS' when right now I can see a significant drop in FPS when the animation for my portal blocks is on at my goldfarm compared to when I turn the animations off. As someone who doesn't own a high-end PC, I feel certain that the additions you are proposing would make the game totally unplayable in single-player for people with simple machines. As a texture maker, I despise the idea of adding thousands of new game assets, that don't add use or functionality to the game, as a landscape vanity project. As a survivalist, I do not like anything changing the world without my approval and if I could turn off enderman grief without feeling like I was cheating I'd shut even that down right now. As a player, I have No Support for this suggestion.
I agree 100% with that. 115% No Support
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.