I love using worldpainter to create beautiful maps. I don't love the fact that mountains can only achieve 255 meters in height above bedrock. A mountain will at max achieve about 170 meters in height from sea level in my worlds. I find it quite a shame that these mountains can be so easily scaled. I wish they could be twice as high so climbing them could be a great challenge. A max mountain height increased to 300 meters from sea level would be great. Do you think mountains should be taller in minecraft?
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Finds a server that says "No PvP"
*Pushes AFK player off cliff*
Steals Player's Stuff
Admin Can't do anything cause I didn't hit him so "no actual PvP".
Taller mountains are already possible; the "mountains" (also known as "extreme hills") do not usually go above around y=128. However, there is a lag issue with having mountains that go up to y=256 (as seen with how Amplified Worlds are laggy and thus not recommended for many computers), so I'd suggest having cubic chunks to solve the issue. This would also allow for a deeper underground and potentially a space biome really high in the sky.
The nether desperately needs to be expanded. Half the available space is wasted.
The area above the bedrock in the Nether isn't used for the same reason mountains don't go up to y=256: performance issues. Try playing an amplified world on an average computer.
Taller mountains are already possible; the "mountains" (also known as "extreme hills") do not usually go above around y=128. However, there is a lag issue with having mountains that go up to y=256 (as seen with how Amplified Worlds are laggy and thus not recommended for many computers), so I'd suggest having cubic chunks to solve the issue. This would also allow for a deeper underground and potentially a space biome really high in the sky.
I'd say that the issue is more with how modern versions are coded; I didn't have any issues, other than having to increase allocated memory to 768 MB (puny by modern standards where the default is now 2 GB) playing on a modded world with triple the underground depth (sea level was y=191 instead of y=63) and more than quadruple the cave volume of vanilla 1.7+ on a system that is completely hopeless by today's system requirements:
(every version past 1.6.4 had the same stuttering issue seen here, regardless of settings, which made it look like 1/10 the FPS)
(this is the ravine on the far left side of the cave rendering - 182 blocks deep)
(this is what happened when I loaded a copy of the world into 1.8 to view the udnerground in Spectator mode and generated new chunks - that gives the term "chunk walls" a whole new meaning)
Likewise, TMCW has biomes with absolutely enormous trees going well above cloud level, yet they didn't cause issues other than slower world generation, but not noticeable while playing (mainly due to all the light updates - I was able to triple generation speed by optimizing the lighting engine, and even before then 1.13 still took longer to generate a new world with just some forests and plains, nothing that extreme, than a world that was entirely Mega Forest; in fact, TMCW is on average about 50% faster than vanilla 1.6.4 despite the latter having much simpler world generation):
(compare the height of the trees to the Extreme Hills to the left - and they often do exceed y=128 in TMCW, much more often than they do in 1.7+. Interestingly enough, this biome also happened to be right over the largest cave system I've ever explored, with a volume of more than 1.2 million air blocks - yet I never noticed any lag around the area)
(Fancy graphics would probably cause issues on many computers; it completely killed FPS, down to 1-3, on my old computer as it ran out of dedicated VRAM, but that is because the game has to render every side of every leaf block facing another leaf block, not just the outsides, and they don't allow for any occlusion culling when they are transparent)
(a different type of "mega forest", which significantly exceeds the height of an adjacent mesa biome)
Otherwise, the height limit could certainly be increased with virtually no overhead by simply increasing the number of sections per chunk without making any changes to terrain generation, much as 1.2.1 increased the limit from 128 to 256 (if anything, 1.2.1 optimized the game by breaking chunks up into sections so the amount of memory required to load chunks that weren't entirely filled was reduced), while keeping default terrain the same, again much like 1.2.1 (which also added the ability to use up to 4096 block IDs but only mods took advantage of it, much as you had to use mods to get terrain higher than y=128 until 1.7).
Obviously, truly "infinite" height would require a complete rewrite of how chunks are handled (the game still treats an entire vertical column of chunk sections as a single entity during processes like world generation and sky light calculations. Even then, the biggest issue with lighting is with situations like a ceiling/overhang far above the ground, regardless of the total depth of the world since sky light only has to be calculated from the top of the highest loaded chunk section down to the ground below).
I'd say that the issue is more with how modern versions are coded; I didn't have any issues, other than having to increase allocated memory to 768 MB (puny by modern standards where the default is now 2 GB) playing on a modded world with triple the underground depth (sea level was y=191 instead of y=63) and more than quadruple the cave volume of vanilla 1.7+ on a system that is completely hopeless by today's system requirements:
(every version past 1.6.4 had the same stuttering issue seen here, regardless of settings, which made it look like 1/10 the FPS)
(this is the ravine on the far left side of the cave rendering - 182 blocks deep)
(this is what happened when I loaded a copy of the world into 1.8 to view the udnerground in Spectator mode and generated new chunks - that gives the term "chunk walls" a whole new meaning)
Likewise, TMCW has biomes with absolutely enormous trees going well above cloud level, yet they didn't cause issues other than slower world generation, but not noticeable while playing (mainly due to all the light updates - I was able to triple generation speed by optimizing the lighting engine, and even before then 1.13 still took longer to generate a new world with just some forests and plains, nothing that extreme, than a world that was entirely Mega Forest; in fact, TMCW is on average about 50% faster than vanilla 1.6.4 despite the latter having much simpler world generation):
(compare the height of the trees to the Extreme Hills to the left - and they often do exceed y=128 in TMCW, much more often than they do in 1.7+. Interestingly enough, this biome also happened to be right over the largest cave system I've ever explored, with a volume of more than 1.2 million air blocks - yet I never noticed any lag around the area)
(Fancy graphics would probably cause issues on many computers; it completely killed FPS, down to 1-3, on my old computer as it ran out of dedicated VRAM, but that is because the game has to render every side of every leaf block facing another leaf block, not just the outsides, and they don't allow for any occlusion culling when they are transparent)
(a different type of "mega forest", which significantly exceeds the height of an adjacent mesa biome)
Otherwise, the height limit could certainly be increased with virtually no overhead by simply increasing the number of sections per chunk without making any changes to terrain generation, much as 1.2.1 increased the limit from 128 to 256 (if anything, 1.2.1 optimized the game by breaking chunks up into sections so the amount of memory required to load chunks that weren't entirely filled was reduced), while keeping default terrain the same, again much like 1.2.1 (which also added the ability to use up to 4096 block IDs but only mods took advantage of it, much as you had to use mods to get terrain higher than y=128 until 1.7).
Obviously, truly "infinite" height would require a complete rewrite of how chunks are handled (the game still treats an entire vertical column of chunk sections as a single entity during processes like world generation and sky light calculations. Even then, the biggest issue with lighting is with situations like a ceiling/overhang far above the ground, regardless of the total depth of the world since sky light only has to be calculated from the top of the highest loaded chunk section down to the ground below).
It may be an issue with recent versions, as I've tested very tall mountain biomes in 1.14.2/1.14.3 and experienced a minor amount of lag.
Mountain biome went to around y=250.
When nearby the game got slightly sporadic—not enough to be unplayable, but still noticeable. This would likely have a more pronounced effect with computers that don't run Minecraft well in the first place; I get 60 fps on average so the lag would likely be more severe for those that get 30, 20, or 15 fps on average.
"Beefy computers" are recommended for Amplified worlds, and this is with a good reason: world loading takes significantly longer. While this doesn't seem to cause lag on my computer (which would be hard to test anyway, given the fact that there is already occasional lag in the recent versions and one would thus need a world that is only partially amplified so that there is a non-amplified area to compare the performance to; this is probably why I noticed lag with the mountain biome I tested and not the amplified world, though one could also argue that Forge is generally slower and caused the lag with the mountain biome test), on some computers the longer world generation may cause lag.
Further optimization (especially regarding world generation) would likely fix the majority of this issue. It would be nice to have cubic chunks, though, as if done right worlds may load faster and much higher build limits would be supported.
But would it be an issue with cubic chunks? wasn't that supposed to be an efficient way to produce a theoretical infinite amount of terrain generation downwards and provide a practically infinite amount of build height upward on the Y coordinate?
to my knowledge, the only issue that appeared to exist with the cubic chunks mod was the fact it kept spawning structures high in the sky and you could literally be wondering inside of a giant cave system and not even know about it until you went high enough. There was also no programmed limit on how high natural structures would spawn and in the overworld I can see that being a nuisance.
The real reason I want cubic chunks to become an official update (as others do) is because I want the 256 height limit removed from the game, so I can build structures myself however high I see fit, and so we can have better and more interesting mines. I can deal with floating structures becoming part of the game, as a new biome of sorts, a floating island biome above, with islands suspended over some oceans. But I do not want them everywhere I go and I don't want something blocking daylight atop other biomes allowing monsters to spawn early in the game during day time.
I was not testing things with the cubic chunks mod. I was modding vanilla Minecraft in 1.14.
I love using worldpainter to create beautiful maps. I don't love the fact that mountains can only achieve 255 meters in height above bedrock. A mountain will at max achieve about 170 meters in height from sea level in my worlds. I find it quite a shame that these mountains can be so easily scaled. I wish they could be twice as high so climbing them could be a great challenge. A max mountain height increased to 300 meters from sea level would be great. Do you think mountains should be taller in minecraft?
Finds a server that says "No PvP"
*Pushes AFK player off cliff*
Steals Player's Stuff
Admin Can't do anything cause I didn't hit him so "no actual PvP".
The Cubic Chunks thread (https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/77631-cubic-chunks-reduced-lag-infinite-height-and-more) solves this problem by creating infinite height.
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.
Taller mountains are already possible; the "mountains" (also known as "extreme hills") do not usually go above around y=128. However, there is a lag issue with having mountains that go up to y=256 (as seen with how Amplified Worlds are laggy and thus not recommended for many computers), so I'd suggest having cubic chunks to solve the issue. This would also allow for a deeper underground and potentially a space biome really high in the sky.
Check out my suggestions! Here is one of them:
The nether desperately needs to be expanded. Half the available space is wasted.
Wouldn’t mind the End having islands vertically, making it even more complex and confusing.
But let’s be real, the real reason you’re suggesting this is to help Renbob fly his van higher into the sky.
Is cubic chunks compatible with world painter?
Finds a server that says "No PvP"
*Pushes AFK player off cliff*
Steals Player's Stuff
Admin Can't do anything cause I didn't hit him so "no actual PvP".
The area above the bedrock in the Nether isn't used for the same reason mountains don't go up to y=256: performance issues. Try playing an amplified world on an average computer.
Would there be End islands everywhere, or would they just gradually change where they are on the y-axis?
Check out my suggestions! Here is one of them:
I'd say that the issue is more with how modern versions are coded; I didn't have any issues, other than having to increase allocated memory to 768 MB (puny by modern standards where the default is now 2 GB) playing on a modded world with triple the underground depth (sea level was y=191 instead of y=63) and more than quadruple the cave volume of vanilla 1.7+ on a system that is completely hopeless by today's system requirements:
(every version past 1.6.4 had the same stuttering issue seen here, regardless of settings, which made it look like 1/10 the FPS)
(this is the ravine on the far left side of the cave rendering - 182 blocks deep)
(caves and ravines below my base)
(at the top of a shaft down to a stronghold; besides my own mod I also used a few Forge mods; Forge itself is notoriously unoptimized, "vanilla by itself is more efficient than even Forge+FoamFix")
(this is what happened when I loaded a copy of the world into 1.8 to view the udnerground in Spectator mode and generated new chunks - that gives the term "chunk walls" a whole new meaning)
Likewise, TMCW has biomes with absolutely enormous trees going well above cloud level, yet they didn't cause issues other than slower world generation, but not noticeable while playing (mainly due to all the light updates - I was able to triple generation speed by optimizing the lighting engine, and even before then 1.13 still took longer to generate a new world with just some forests and plains, nothing that extreme, than a world that was entirely Mega Forest; in fact, TMCW is on average about 50% faster than vanilla 1.6.4 despite the latter having much simpler world generation):
(compare the height of the trees to the Extreme Hills to the left - and they often do exceed y=128 in TMCW, much more often than they do in 1.7+. Interestingly enough, this biome also happened to be right over the largest cave system I've ever explored, with a volume of more than 1.2 million air blocks - yet I never noticed any lag around the area)
(Fancy graphics would probably cause issues on many computers; it completely killed FPS, down to 1-3, on my old computer as it ran out of dedicated VRAM, but that is because the game has to render every side of every leaf block facing another leaf block, not just the outsides, and they don't allow for any occlusion culling when they are transparent)
(a different type of "mega forest", which significantly exceeds the height of an adjacent mesa biome)
Otherwise, the height limit could certainly be increased with virtually no overhead by simply increasing the number of sections per chunk without making any changes to terrain generation, much as 1.2.1 increased the limit from 128 to 256 (if anything, 1.2.1 optimized the game by breaking chunks up into sections so the amount of memory required to load chunks that weren't entirely filled was reduced), while keeping default terrain the same, again much like 1.2.1 (which also added the ability to use up to 4096 block IDs but only mods took advantage of it, much as you had to use mods to get terrain higher than y=128 until 1.7).
Obviously, truly "infinite" height would require a complete rewrite of how chunks are handled (the game still treats an entire vertical column of chunk sections as a single entity during processes like world generation and sky light calculations. Even then, the biggest issue with lighting is with situations like a ceiling/overhang far above the ground, regardless of the total depth of the world since sky light only has to be calculated from the top of the highest loaded chunk section down to the ground below).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
i support it <3
Mojang, Please Add Warrior Villagers!! - A different and more complete sugestion
It may be an issue with recent versions, as I've tested very tall mountain biomes in 1.14.2/1.14.3 and experienced a minor amount of lag.
Mountain biome went to around y=250.
When nearby the game got slightly sporadic—not enough to be unplayable, but still noticeable. This would likely have a more pronounced effect with computers that don't run Minecraft well in the first place; I get 60 fps on average so the lag would likely be more severe for those that get 30, 20, or 15 fps on average.
"Beefy computers" are recommended for Amplified worlds, and this is with a good reason: world loading takes significantly longer. While this doesn't seem to cause lag on my computer (which would be hard to test anyway, given the fact that there is already occasional lag in the recent versions and one would thus need a world that is only partially amplified so that there is a non-amplified area to compare the performance to; this is probably why I noticed lag with the mountain biome I tested and not the amplified world, though one could also argue that Forge is generally slower and caused the lag with the mountain biome test), on some computers the longer world generation may cause lag.
Further optimization (especially regarding world generation) would likely fix the majority of this issue. It would be nice to have cubic chunks, though, as if done right worlds may load faster and much higher build limits would be supported.
Check out my suggestions! Here is one of them:
I was not testing things with the cubic chunks mod. I was modding vanilla Minecraft in 1.14.
Check out my suggestions! Here is one of them: