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
Actually, if you use 2x2 old oak saplings, you can open a hole in bedrock that will allow access to the void.
Oh obviously. Its still cool though. >
also you should check out Tall Worlds
The 30 million block limit is artificial; it is actually hard-coded into the game so that chunks past it are non-interactive, as you can find in this copy of World.java (for Bukkit, but almost the same as vanilla); for example:
public int getTypeId(int i, int j, int k) { if (i >= -30000000 && k >= -30000000 && i < 30000000 && k < 30000000) { (lot of code here to return a block ID at a coordinate, note that it also checks for y-coordinates less than 0 and greater than or equal to 256) } else { return 0; } }Also, I teleported to the limit to see what it was like and I had no lag issues and no deformed terrain*; that was only present with the real Far Lands. Incidentally, I believe the reason why the game used to go nuts was because they used single-precision instead of double precision variables; as it happens, the accuracy of single precision is close to what you'd expect for the old Far Lands limit. Double precision has enough accuracy to easily extend the block limit far beyond the limit of 32 bit variables (+/- 2.147 billion); as the Wiki states:.
However, it is completely pointless to increase it past 30 million, and there HAS to be some sort of hard-coded limit placed or people will purposely crash servers by teleporting beyond the limits of variables.
*All that happens is that trees, snow, structures, etc, don't generate, but interestingly enough, caves do (note that they are also completely lit up as lighting also doesn't work after that point):
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?
You will approach the hard height limit as often as you approach the hard horizontal limit. Basically never, unless you make an effort to specifically go to the world limit. And there is no reason you would want to go to the world limit except to show that there is a world limit. So you have nothing to worry about.
I actually am somewhat "def," But since this conversation is only text, that fact has no bearing on my understanding of your rather pointless diatribe.
Me neither. I think he doesn't have one.
As it will be in the future, it was at the birth of Man
There are only four things certain since Social Progress began.
That the Dog returns to his Vomit and the Sow returns to her Mire,
And the burnt Fool's bandaged finger goes wabbling back to the Fire;
And that after this is accomplished, and the brave new world begins
When all men are paid for existing and no man must pay for his sins,
As surely as Water will wet us, as surely as Fire will burn,
The Gods of the Copybook Headings with terror and slaughter return!
-The Gods Of The Copybook Headings, by Rudyard Kipling.
Ps, the poll is broken.
Since then I've been checking this thread almost daily just to see how far you've progressed and whether a Mojang member has replied to this massive project.
And Mojang, please add this to the game when it's useable, not doing so might a bit stupid seeing how this thread has over 2700 upvotes.
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Odd, I'm pretty sure I put a section in the main post telling you exactly what happens to ores and underground generation.
Ores would be, more or less, completely unaffected. All ores have a height limit, above which they cannot spawn. For diamonds this is 16, for coal this barrier is around 100 (I don't know exactly where). There is no limit to how far below this threshold they can spawn, and so you will find that ores will spawn in the -y zone like they do in the 0-16 elevation now.
This will not cause a issue of ore being too available. The limiting factor to acquiring ore, In my experience, is the effort it takes to find it within the stone, not the total number of diamonds that exist.
EDIT: To clarify, the ores would be unaffected from the player's perspective. Within the code, a small change would have to occur. Right now, ores are generated by chunk, with each ore trying to generate x times within that chunk. When switching to c.chunks, the values will have to be tweaked to accommodate the smaller chunk size
Untrue, because there is a simple way around this: just spread the processing over time.
There could be 2 Id's for Air blocks: Sky Air, which is Air exposed to the sky, and Inside Covered Air, which would be any Air that is not exposed to the sky.
During a single tick, light updates in a column of blocks, would transform Sky Air into Covered Air, or the Opposite, according to wether or not we are covering up or removing the sky cover, but instead of trying to do a 1500 blocks long (or more) "light update", there could be a limit, and the rest would processed in the NEXT game tick, and so on, avoiding huge lag spikes. In essence, let's say the limit is let's say only 5 blocks, then the "speed of sunlight" in the game would be 100 blocks per second (i.e. at the standard vanilla 20 game ticks per second). This would mean that if a single block is placed 1500 blocks above the ground instead of a big lag spike it would simply take 15 seconds before we see that block's shadow on the ground. If the block is later broken, it would also take the same 15 seconds before the shadow disappears.
Also, most of the time there wouldn't be 1500 blocks anyway. If cubic chunks were fully implemented then most blocks would be fact be "compactified" into bigger blocks. Try to think if this 16x16x16 blocks as a single bigger block, like you said, but add up the 2x2x2, 4x4x4 and 8x8x8 steps also. And also the 32x32x32, 64x64x64 and etc. block sizes. Except for blocks alongside very near a tall cliff, most of the time the update would simply be going through a single "humongous" block, then one half as big, then one half as big, etc., until you reach the single-block size. Even for 1500 blocks that is like what, crossing only 10 or 20 steps at most?
The void and bedrock are, by default, still there. Therefore, we don't need to do tinkering with rarity of ores of Y below (what would be now) 0 because, without external tools, there isn't any way for ores to generate below that point.
Of course, you'd know that too if you read the OP in its entirety.
also you should check out Tall Worlds
DayZ: Minecraft SA
also you should check out Tall Worlds
There is none.
This is the suggestions forum after all.
Not the mods.
But, the proof of concept/mod for this suggestion is a WIP.