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
How would this affect the distribution of ores though? Currently, we have ores generating in ranges like to sea level for iron, 1/2 that for gold and lapis and 1/4 for diamond and redstone (64, 32 and 16 respectively, minus one). It would be problematic, to say the least, to have an undefined range below the surface, or one that is much larger; e.g. imagine having to dig 750 blocks down to find diamonds for a depth of 1000 blocks and the same relative distributions. It'd be more practical to have a larger but fixed depth, but not too deep (of note, you can see what I did when I doubled the ground depth, 5th paragraph).
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?
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Curse PremiumThis would give, as an example, one diamond deposit per minichunk.
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Thoughts on determining which minichunks need to be sent from server to client: Let the client ask.
If the client wants to generate a render for such-and-such minichunk, let it send a request to the server. Server can then turn around and send it back.
Result: Only the chunks that a client will actually look at get sent. Client's own render distance setting is what limits things.
Various optimizations are possible -- if the given minichunk is outside the range of active chunks, it can be sent with a version/timestamp, and it won't ever need to be resent as the client moves around (as long as it is still in the client's cache) until it does become activated/modified at some future point.
Equally, the client could, in it's request, say "I have version NN of this minichunk", and only have to re-render it if the server reports it to now be out of date.
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Yea, all the lighting calculations for very deep construction projects ... "Air exposed to sky" versus "air not exposed to sky" seems like a nice touch. Not sure that it buys anything more than the current sky exposure map.
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
How does it make it easier to get?
It increases the total, but it won't matter.
Right now, you can find diamonds anywhere from Y=16 to Y=1 (bedrock at Y=0 leaves no room for diamond). There is a effectively infinite number of diamonds already thanks to the horizontal space available... the only think keeping us from swimming in diamonds is the effort needed to collect them. Adding more layers of diamond-spawning rock will not change this, it will still take same amount of time to explore any given volume of stone for ore.
Also, caving won't work down there. Its still flooded with lava...
make ores go deeper so instead if diamonds starting to generate at y-16 they will start generating at -56 after with point ores will become more and more common every chunk you go down and divides the multiplier by 2 every time So after time the ores will become unnoticeably more common = balanced?
https://www.youtube.com/channel/UCfuhQVuLmWjCr35SlqrF_iQ/
I would like someone who's skilled in interpreting technical information and explaining to help me with the suggestion by helping put the new lighting system into words, so I can update the OP with it.
I am willing to give it a try.
Sounds like something a biome generation mod would handle after this is implemented. But those do sound really cool. I'm totally a dwarf and I'm all for infinite depth. Never have to see the sunlight again.~~ I'd love to see a mod add in those things though with this system. :3
I need someone who knows for a fact that they can do it. For example, do you know what a 'segment tree' is?
I can diagnose a crash report and have a good understanding of minecraft physics modding and engines and can easily explain the new lighting system
https://www.youtube.com/channel/UCfuhQVuLmWjCr35SlqrF_iQ/
A static tree structure that allows one to parse the whole tree for a query and return all points that match it quickly and efficiently.
Without knowledge of how it is going to work with the lighting engine, can't really say much more. Such as, how does it function with the addition of new chunks, as it is generally set in stone once built.
However, giving this some thought, since I don't mod minecraft myself, I may not be the best choice due too that.
There coming out with bouncy blocks lol, but not sure how hi they'll bounce ya.
BA
If it does not get implemented: Aww...
It would also be cool if after y = -2000 (which would all be lava up to the bedrock-obsidian) the nether would generate. Because the nether is supposed to be hell and right under the bedrock of the overworld; hence, the bedrock at the top of the nether and the achievement of getting to the nether called "We Need To Go Deeper".
But we haven't considered what infinite height in the nether would be like. It could be like my idea with the bedrock-obsidian and hardened netherrack/stone, but for both the bottom of the nether and the top.
And one last idea that probably won't get implemented without mods: The end could be at y = 10,000,000. At y = 100,000 is when you would exit that overworld atmosphere where you would suffocate/ die of space radiation without the proper equipment. Somehow you would get to y = 10,000,000 where the end island would spawn.
I also have an off topic question:
Would there be a vertical render distance? So you could have an elliptoidic (Not sure if that's right) view distance instead of a spherical one. Because maybe people (like me) would like to see down the side of a 5000 block tall cliff but don't want a 5000 block render distance horizontally because that would cause too much lagg.
Erm... what ore problem? Once again, the deeper world won't make ore easier to find...
From what I've seen, the only caves that spawn below Y = 10 without lava are lakes (they spawn with an air pocket, apparently after the flood lava is generated), and abandoned mines. The lakes are small and so will have little impact overall... though the mines may need adjusted so that they don't become massive sources of diamond in the -Ys.
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