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
Thank you sir, your internet investigation skills are superb.
I have fixed the link and put a line through the old one
I pretty sure there was still bed rock in the cubic chunks mod, but it was at a depth similiar to -2,147,483,648 y
it would take you ~68 years (real life time) to fall that distance. (that's assuming a terminal velocity of 80 m/s in minecraft which someone here mentioned). and that is only 1.4% the distance to the sun, The More You Know
@Hammer01
Thank you, *bows*
I'd like to see that. It'd make mining more of a strategic operation than what it is now, where it's just a hit-and-run kinda thing.
Not necessarily. Ore is part of terrain generation, which as indicated in the FAQ, has nothing to do with this suggestion(yet). Adding a new FAQ for this.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumRegarding Terrain Generation:
It is based on how chunks work, but not that much.
Here's a Video with a 3D-PerlinNoise Terrain-Generator running inside my voxel engine (wich is based on cubic chunks).
It has overhangs, floating islands, giant hills, and more. (Sometimes even canyons!)
The generation runs really fast, and it is not even optimized yet.
Anyway, have a nice day!
- Longor1996
With the cubic chunks format, there will be an infinite depth, meaning ores would be too common being generated randomly up to the current depths, and increasing the depth ores generate at would either not be effective or make ores not worth getting.
No custom fonts here!
also you should check out Tall Worlds
This was something that certainly needed to be adjusted in the cubic chunks mod, because ore is generated per chunk. Currently, vanilla style ore generation is terribly boring, its forces strip mining and makes areas fairly useless rather quickly. When working with the CC mod I made a patch to my own mod that made ore distributed unevenly, more like real life.
http://www.minecraft...arcopolos-mods/ - (I havn't had a chance to update it, I've been crazy busy).
but basically you have clusters of veins, an ore mine, like a gold mine. This would be a good time to push some changes to the ore, because just blandly putting an even distribution over some volume isn't fun to dig up.
aside from my mod, Robinton (CC creator), made the ores become more common as you went deeper underground, which worked well as a temporary fix.
that was supposed to happen ages ago, we got the anvil format instead :/
Actually, it would have been better if Notch added this back in Infdev and got it over with.
So true.
It would improve every aspect of Minecraft--from survival games to creative to special adventure maps.
I would really love to see the world generation overhauled into spectacular 3D. Enormous mountains, deep oceans, even custom worlds with fantastic floating islands and infinite hills that never stop going higher!
ThanatosMace
Please stop discussing terrain and generation features in this thread. If you would like to see terrain, and subsequently, ore generation, addressed in this thread in the future, vote so in the poll at the top of the page. If the terrain option gets enough votes in my own opinion, I will create a new section for it. Until then, please stop.
OOOOoooooohhhh. Nice.
Mostly moved on. May check back a few times a year.
I did, but I disowned it. If terrain gets enough votes, then I'll add a new thread entirely dedicated to all aspects of world generation instead of separate parts.
The system they use now isn't necessarily stupid. Remember, in the very beginning, there were no chunks at all. The current chunk system was a large leap, but also a large improvement. This system would be another large leap, possibly why it hasn't happened(yet).