Gameplay
Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
Poll: Which parts of this system do you like?
Ended May 15, 2014
Poll: Which parts of this system do you NOT like?
Ended May 15, 2014
Poll: Do you support this system's implementation overall? (If yes, if
Ended May 15, 2014
Since biomes would be 3d, the weather would change as it passes through different biomes. This leads to an issue that I don't think anyone has thought of yet. If you have a stack of biomes, from top to bottom being, forest, desert, taiga, the weather would change from rain to nothing to snow as it passed through each biome. That would look a quite odd.
Yes, this is another problem (one more ^^ ), but it can eventually be solved adding "principal biomes" that would determine the weather and the general generation of the world, and there would be little biomes into the principal ones for caves or floating islands (where there should not necessarly be snow). (This is only a solution if generator is changed.)
But if biome is changed by the player this will still be an issue. Maybe weather should be determined by the highest biome generated.
There could also be a max rain/snow level, with clouds at this level (because rain above about y:2000 is not very realistic).
so anyway, i hope you consider my request and will maybe accept it. like i said, i read the post four or so times, but am not the most skilled reader, i have also not read all the comments, 177 pages is a little time consuming :P. and finally, if you are still accepting alpha/POC version testers, i would love to be one
diamonds for you guys! because all your work for this is so amazing!!!
But I see two problems:
1. You can't have things loaded if you're too far above or below them. This would be annoying for anyone with automatic machines or mob traps and quite lame in general because you'd have to be even closer to something for anything to happen there. Also, the item despawn timer would typically start much later and make item recovery too easy. One way to fix this would be to allow the server side to still load all chunks above/below the player but have the client only load the surrounding cubic chunks.
2. This would not do anything for computers running at a far render distance, right? You can already set it to more than 256 blocks of render distance. The cubic chunks at all heights would load anyway.
Also, an error in the OP: It says that the current system is linear. No, it's square.
2. You still gain the other advantages of Cubic Chunks as listed in the OP.
Personally i am dreaming about 500+ depth mines... Just... Gods... IMAGINATION!
Make it happen, please!
this mod would introduce height in both directions
And by the way, don't ruin my mind!
Full, complete, 100% Support!
Why 1000 block deep mines of Moria, or giant endless underground city, or even, a mine over 9000 blocks deep!
I assume that it will to be set to a limited depth, but rather the max depth/height would be changeable in a config file.
Yeah, still a nice thing to add, but honestly it's only a performance improvement for some people. I'm aware of all the other advantages. Hope everything works on the programming side and that it doesn't introduce lag for anyone because I like the features. Especially the anti-xray thing.
Can you please explain what you mean with the water? I don't quite get what you're saying.
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This is a suggestion for vanilla Minecraft. The mod is only proof-of-concept.
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Curse PremiumEdit: And the giant mountains, and no lag, and all that stuff is awesome too.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
I would just have the falling blocks contain a pointer to the source block in some manner that is easily checkable, instead of loading all the chunks that it passes through up to the source block.