Is the reason it has problems in the Far Lands, because of extremely large numbers the computer cant handle? Not talking about the way it looks, because honestly that sounds pretty cool. In fact, it sounds like it would be fun to try to get that far, even if it does take a long time. I was thinking of more the technical issues. Don't know the actual code so I can't say for sure. But, I was thinking that if it was because of the large numbers, it might be possible to have multiple grids and refer to them as like, grid 0, 1, 2, 3, etc. I know it is a huge distance but say you reach the Far Lands and instead or having the numbers keep going up (or down depending on direction), you can make it so the new, huge section of the world you reached is now grid 2 and the numbers start over. Since you are referencing a new grid the game still can keep track of block placement but with smaller numbers again. I don't know how to really explain it well. I guess like a piece of graph paper, it is only so big. You end up making a drawing or graph too big to fit and you can't go off the paper without problems. You get another piece of graph paper and place it next to it so you can continue your drawing or graph, you label the first one 0, and the second one 1, so you know where they go for your graph or drawing to look correct. You could add even more and label groups of like 4 pieces or the graph paper together 'A' and another 4 'B'. To help you remember their placement better. so they line up like:
You could make as many groups inside groups as you want, so you always have smaller numbers to deal with. Do it too much though and even that would get, overwhelmingly, too large for the computer to handle. I guess you already do this with chunks, but the chunks sounds more like a solution to load time and to cause less strain on the machine, by making it so it doesn't have to load chucks you can't see anyway. But from what I read I can't tell if it is for referencing pieces of the large grid, so you can deal with smaller numbers in variables, too. So I thought I would give my idea anyway, even if it might be redundant and maybe already in effect.
I think it would be interesting to add the ability to make a bigger crafting table with a bigger grid for more complex recipes for the creation of more difficult items, blocks that repel specific monsters (on kind of block that repels zombies,another to repel creepers, etc. kinda like the monsters are scared of it [not one that repels them all at once though as you still want there to be some danger]) or the reverse, blocks that attract certain creatures to them. Just 3 random ideas, I know it unlikely they will be used. But thought I would add as a quick side note, as they aren't complicated to need much explanation.
Notch has previously mentioned he doesn't feel like fixing far lands, as he like the idea of an unknown world. I quite like the generation. However, fixing the phantom blocks, lag and entity timing would be wise. Exploring the far lands is practically impossible.
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The only problems with this is that people have to get to the far lands first, and I dont think many worlds last that long, (People get bored of their worlds after a while.) and some computers won't be able to hold that much memory anyways.
This is AWESOME! As has been stated, you have potential. I like the idea of exploring the "Edgelands" but only if they become less glitchy blockwise. :/
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A1 A2 | B1 B2 | E1 E2 | F1 F2
A3 A4 | B3 B4 | E3 E4 | F3 F4
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C1 C2 | D1 D2 | G1 G2 | H1 H2
C3 C4 | D3 D4 | G3 G4 | H3 H4
You could make as many groups inside groups as you want, so you always have smaller numbers to deal with. Do it too much though and even that would get, overwhelmingly, too large for the computer to handle. I guess you already do this with chunks, but the chunks sounds more like a solution to load time and to cause less strain on the machine, by making it so it doesn't have to load chucks you can't see anyway. But from what I read I can't tell if it is for referencing pieces of the large grid, so you can deal with smaller numbers in variables, too. So I thought I would give my idea anyway, even if it might be redundant and maybe already in effect.
I think it would be interesting to add the ability to make a bigger crafting table with a bigger grid for more complex recipes for the creation of more difficult items, blocks that repel specific monsters (on kind of block that repels zombies,another to repel creepers, etc. kinda like the monsters are scared of it [not one that repels them all at once though as you still want there to be some danger]) or the reverse, blocks that attract certain creatures to them. Just 3 random ideas, I know it unlikely they will be used. But thought I would add as a quick side note, as they aren't complicated to need much explanation.
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Content=Win
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