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
I agree, if 2.0 released it would have to be at least a 50% remake of the game's engine. or at most a sequel.
(I hope it's not a sequel
I support this!
<game version>.<code environment version>.<patch number for current environment>
The fact that they use numbers is just to make things convenient (and sensible. 1.blue.apple wouldn't make much sense). The numbers don't necessarily need to be set within a decimal structure, or even a numerical structure, meaning that 1.21.7 is a viable possibility. Just look at some other games and programs for their version numbering, and you'll see a similar syntax.
The game is still in its first incarnation, and thus will remain 1.X.X until they decide to make a new game under the Minecraft name. A Minecraft 2.0 would be a completely different game relative to Minecraft 1.X.X.
Cubic Chunks isn't as... invasive as a lot of people seem to think. I mean, sure it breaks the world up into 16³ regions, but most people seem to assume that this will simply make everything else explode, which is not really correct.
Minecraft pretty much only cares about the blocks that are loaded into the game, and chunks are not actually all that relevant outside of the classes that load them, unload them, and save them to the disk. There are also a few classes that need to be patched up after this (lighting for example), but w/e. While fixing these classes is no small feat, most of the changes will not be felt by any of the other code in the game, since most things usually just ask the game what blocks are where.
Cuchaz, a modder, is working on a Cubic Chunks mod. Now, he ~is~ a true wizard of coding, but as far as I know; it's only taken him a few weeks to achieve an enormous amount.
However, a project targeted at an entire dev team is not "immense" if it can be completed by one person in a couple of weeks, no matter how much of a wizard that person is. I guess the point is that if Cuchaz can do it by himself, a company with Mojang's resources should be able to do it too.
At the person who asked; Cuchaz's thing isn't downloadable yet, however, he uses an open source repo, which means you should be able to run it out of eclipse if you have everything set up properly.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Every time a noob doesn't read the guide for Suggestions here and makes a fail post, God kills a kitten.
http://www.minecraftforum.net/topic/2596547-tall-worlds-mod-raising-the-world-height-cap-without-causing-lag/
also you should check out Tall Worlds
Currently more precious ore appear as you get cloeser to the bed rock, but if the underground is infinite how would it work?
As has been said before, this won't change the default underground/ore distribution; changing ore distribution to account for a change in ground depth is more suited for mods and custom maps which would take advantage of the "infinite" depth. Mojang might eventually change the ground depth but IMO making it much deeper than it currently is isn't worth it; I myself experimented with this (simply raising all terrain up, not actually changing the world height), and I decided that it wasn't really worth it.
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?
Actually, diamonds aren't most common at 11-12; most people simply mine there because lava is mostly below y=11; also, while the code specifies the max height as 16 it is actually 15 because Random.nextInt(16-0) = 0-15 (that is, 16 different numbers starting from 0, with a perfectly uniform distribution; as seen for emerald ore, otherwise also affected by the size of ore veins (veins only generate downwards so one at y=15 can cross into lower layers but not vice-versa) and bedrock).
That said, if the lower layers were simply extended downwards it would become ridiculously easy to find diamonds in caves (there's a good reason why caves currently generate filled with lava below y=11, besides making it dangerous to dig down). Either that or all caves below that point would be lava-filled, making it pointless (at least to me) to make the world deeper; this is why making the world deeper is best suited for custom maps and mods, not vanilla, unless again, Mojang decided to change it and even then probably focusing more on elevation changes above sea level (e.g. taller mountains).
(in particular, if you scale up cave systems (x, y, z) in accordance to the ground depth you end up with cave systems that even make somebody like me become put off by their size and would completely put off most other players)
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?
I said something like that awhile back. The people of Mojang write code for Minecraft for a living, I don't think it would be that hard to implement.
(I know nothing of writing code, so I could be completely wrong.)
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.
And yes, I am still the Master of Disaster.
Super simple solution for diamonds;
Basically, no diamonds until you are 50 blocks down. After this point, you get veins of increasing size and rarity, determined by the abundance value. However even if you use an abundance of say, 0.25, you are looking at only twice as many diamonds after going down several times further. Tweak the numbers until the amount of diamonds is good.
It took longer to write this particular sentence than it did to come up with those equations.
I personally think that a depth of about 200 blocks would be good. You can still get everything you want at 60 blocks depth; there is just MOAR OF IT as you go further down (very simple implementation of an effort <=> reward system). Of course, then you can have some more fun with the system. Blocks and mobs get harder and stronger the further below sea level they spawn, and so on.
In fact, using a 'harder blocks at greater depths' system, you could entirely remove a depth limit: the blocks get harder, take longer to mine, and there is just a point where it is no longer worth digging down any further.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
I'm just a very boring person.