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
A diffrent ship or craft is represented as a seperate file and is stored in chunks, much as the main world is. But when it comes to rendering that ship in the world, those additional chunks need to be called up in addition to the chunks being called up in the real world.
Conventional 2D chunks just can't handel this approch.
This is why:
Gallery:
[spoiler="Some REAL mountains with the Cubic Chunks mod"]
[spoiler="A 400 block tall scale model of the Eiffel Tower with the Cubic Chunks mod"]
[/spoiler]
[spoiler="A deep hole with the Cubic Chunks mod"]
[spoiler="A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS."]
[spoiler="A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.]
(Ripped from the front page.)
Infinite height, just build higher and higher till you see no land .........SIMPLE
You can do that only with naturally spawning mobs in the Overworld (zombie, skeleton, spider, creeper, enderman), and it can be done more efficiently with the exception of the creeper (zombie, skeleton, spider - spawner; enderman - End). Other mobs that can spawn at all in the Overworld either spawn in some other way (zombie pigmen in Nether or from portals, cave spiders and silverfish from spawners), or are witches and have no huts above Y=128. If insane spawn rates are OP, then they could be decreased with increasing elevation.
As for the faction plugin, it can now use cubic chunks (reducing vertical exploitation), for a lower per-chunk cost in both money and power.
Q: Won't people in PvP/Raid/Anarchy servers just build a sky base up at Y1000+ or a cave base down below Y-1000 and never be found?
A: Servers can and have always been able to designate a maximum build height(Check Server.properties). With the implementation of this system, they would also be able to designate a 'minimum-generation-height' value, which would cause the Void, bedrock layer, and lava lakes to generate at(And above) that layer like they usually do now.
The same principle applies to building above you. Whether factions is ruined or not depends on how the creator decides to make his plugin. He will probably decide to make land claims take up an entire column for easy conversion from his current system.
Why do you think adding the possibility for higher heights is a bad idea? People should be able to play how they like, what if people kept telling you "No, you may not go mining. No, you may not fight anyone anywhere. No, you may not parkour. No, you may not have fun and play how you like. No, you may not pass X=200. I don't care that these things are completely optional." That's how we feel. People are telling us "No, you may not pass y=256. No, you may not pass y=0. No, you may not build a scale model of the eiffel tower. No, you may not create completely awesome world generators using infinite height. I don't care that these things are completely optional AND reduce lag."
If the maker of factions wants players to continue using his plugin, he will make it work in a fun way. Don't think the plugin will never change and any other changes somehow must ruin it.
Honestly, that reason is arbitrary.
....TNT would explode halfway down if you ignite it from too high...
"On a scale of one mile to Lord of the Rings, how far did you walk today?"
"No, you may not spend all your time building a working replica of the Starship Enterprise."
Also, Obsidian Roof.
"No, you may not build a scale model of Minas Tirith."
Aww.
"On a scale of one mile to Lord of the Rings, how far did you walk today?"
Because even with 16^3 chunks, it is possible to keep the world exactly the same as it is now. Possible but not necessary.