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
hah? well, there you go... maybe it's not actually in a snapshot yet but just planned for the final 1.8
that's a point isn't it... but i guess that mode is only really going to be enabled on PVP battle servers where mining isn't really a thing which is important when you're dead
Well, by the time the player's willing to gamemode themselves to get items, they might as well just go to Creative. It'd get the job done better anyway.
Since Snapshot MC is several versions ahead of Modded MC, has anyone looked into making this a reality through a mod? I suspect it could cause some worldgen problems, due to mods not understanding the new chunk layout for worldgen, but it seems like you could maybe stretch worldgen or make descending worldgen repeat in layers, or something. The popularity of such a useful mod will likely get modders working with it faster than Mojang.
+1'd OP anyway in hope that it does take off officially.
also you should check out Tall Worlds
if (blockY >= heightmap(X, Z)) { sunlit = yes; } else { sunlit = no; }Works fine for every scenario I can think of.This is happening because Glowstone is technically a transparent block. Mojang didn't fix the problem, they only made it so that you can't use plain old stone for X-ray texturepacks (People would have to place glowstone in caves to x-ray, before people just looked through the stone.)
in strictly physical reality terms: a few blocks in the sky more than, say 100m from the ground (depending on "overcastness" ) won't generate much of a shadow at all due to penumbra/antumbra and diffusion/scattering - anything that isn't "massive" should be ignored as far as lower terrain shadow during daylight...
... tho i'm not suggesting that makes it easier.
good point... of course! [in fact that's the only way i've ever tried xraying myself - using glowstone and a minecart] although that cited example of it not working was just a texturepack.
... it just increases the validity of cubic chunks then.
What did the older cubic chunks author do with the Beta 1.7.3 version?
indeed. hmm...
i feel [only through suspicion and inner hunch] that there must be a way of mathematically determining something useful for that though, without the "weight" of actual generation per se... or at least determining a probability or bias, say, which can approach accuracy as more generation takes place... this bias could perhaps be used as input to the thresholds to which you need to restrict
[ and again, don't take this remark as "silly" or uneducated, i'm aware of that much - i'm just trying to think of lateral ways of approaching it to see if it sparks a lightbulb
The EULA "changes" will not end minecraft servers.
When I go up, the y coordinate in the chunk increases from 0 to 15, and goes back to 0, and the y coordinate of the chunk increases by 1.
The y coordinate of the chunks increases every 16 block even above 256, and there are also negative chunk coordinates below 0.
And I had noticed something else a few snapshots ago: when I created a pillar to go to 256, there were light bugs every 16 block.
But the map doesn't seem to have been modified, it is still compatible with 1.7.
Actually, I was using a texture pack that made most surface blocks transparent; the glowstone in the thread topic might have mislead you but if you looked at the screenshots I provided they are clearly of a normal world (how did I get grass, flowers, lakes, etc, on top of glowstone? I was replying to somebody who claimed that it was already fixed; I'm guessing that the fix doesn't work on my computer for whatever reason, because it was already supposedly fixed in a recent snapshot (14w04a, the one I used is later; it even still works on 14w07a).
Not that it really matters either way to me, since I can now just use spectator mode when testing my cave generation mods (when/if I ever play on 1.8+), and there are many more advantages (for example, looking at caves from the side instead of only from above, especially important when the ground is nearly 200 blocks deep; note that I only use x-ray while testing stuff).
Also, of more concern are actual x-ray mods, which change the way blocks are rendered in any case; a simple x-ray texture pack doesn't show you ores that are fully surrounded by stone; you have to make the surrounding blocks render as transparent blocks (e.g. if you make a glass block fully transparent you can still see a block on the other side).
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?
Yes, the map is still the same but that could mean chunks are planned to be cubic soon, because why would it say we are in the chunk number "n" in height if there is only one?
What would happen in the case of caves? Note also that caves are currently generated like other structures; that is, the terrain is generated first, then the cave generator carves out caves, just as the village generator places a village down after the terrain (perhaps the cause of lighting bugs in/around the houses?). Of course, for caves that are completely underground this probably doesn't matter since there is no skylight, but the case of giant caves open to the sky in very deep terrain needs to be considered. Currently, the worst-case distance is 255 blocks for a custom map with one layer at the bottom and terrain to the height limit, or around 60 blocks in a normal world with two stacked ravines (ravines are limited to a max elevation of around 70 blocks, with lava filling up the lowest 10 layers).
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?
Hey, this topic is now the most replied suggestion! (since a few days)
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.
*Sighs*
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.
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Curse PremiumYou can't prove that.
You could theoretically check that all possible seeds generated a playable terrain, testing one after the other. I'd like to see you trying that...
And "my solution" is not even written yet. You are making horrible assumptions, without the slightest evidence.
We don't need to filter for playability. It could be done by adding rules into the light generation step, but it isn't even needed.
You are already assuming that the current generator will always output a playable terrain. We can keep it then.
Unless you somehow regret that there is no "playability" filter for the current terrain.
So you wrote code for a "terrain-generator-generator", then ran it a hundred of thousands times to profile it.
That some interesting news, can we see this code, along with the light generator you ran it against ?
By the way...
Too bad Mojang never found that one impossible-to-find terrain generator that always output playable terrain, heh ?
Wait.
And best of all it will DECREASE lag! but my concern is about network ussage, i think minecraft uses too much bandwith on MP actually, will this increase or decrease network ussage?