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
And we're breaking world generation for what gain, exactly? You do realize that this leaves you with openings straight to the void at the borders, right? People get upset when world gen gets broken for necessary reasons. We don't need this.
Mostly moved on. May check back a few times a year.
There is no void. Also, how? There is a solid layer of bedrock at the bottom of the old worlds, so no openings, and after cubic chunks we will actually generate new chunks UNDER that bedrock. The fact is old worlds will break anyway because of the bedrock layer, not to mention any adjustments to mountain generation and sea generation will make cliffs. I say if worlds are going to get "broken" (not really, the new chunks just won't join up right, big deal) they might as well just go all the way.
As to the reasons we need sea level to be Y=0? Because it makes sense. Plain and simple. Why should zero be at some arbitrary level under the ground? Zero represents either a minimum, or the transition from positive to negative. Thus zero can be at the bottom (finite world) or at the middle (infinite world), and 64 blocks under ground doesn't make a very good middle.
Just think: A year, two years off after implementation, if sea level is at Y=64 everyone is going to be thinking "that's dumb" and suggesting "lets move it!". It may seem nice for now to preserve old worlds, but it is incredibly short sighted, making things work logically is better than appeasing the few people who are going to get upset about it. Not to mention, the problem only happens at the chunk boarder to new terrain. Existing structures are not effected, you will only run into it if you walk far enough away. And sure a 64 block high cliff is slightly ugly, but this is minecraft, dealing with a big cliff isn't hard. Just dig down the side, and keep going.
Alternatively, it would be rather simple to generate a smooth(er) gradient to connect to the new chunks. You have a cliff that is 4 chunks down, so the game could simply generate 4-6 chunks laterally, and create a special transition zone (a big hill) so everything connects smoothly. There are already terrain smoothing tools available in mods, and external editors, implementing such a thing into the conversion process is quite possible.
Also. . . People get upset over EVERYTHING. The truth is that moving sea level is logical, and the possible annoyance about the edges is just not a big deal.
I would point out that a lot of players will want to keep their worlds for some time before eventually starting new cubic chunks worlds. Also, Cubic Chunks can easily be made to compensate for old worlds, using the old terrain gen for compatibility and simply simulating the void below the bedrock layer. None of this is that difficult to do.
But yes, it is as you say. It makes no sense whatsoever to have sea level at y=62, and I agree that it would be sort of bizarre to put the center of the world at some arbitrary point underground. However, it probably wouldn't be worth the trouble to implement the changed sea level into OLD worlds, especially given that they would still have finite depth (bedrock layer), and that doing so would not have much of an impact on game-play.
Also, don't forget that Cubic Chunks offers far better terrain generation (inc. 3D biomes). Because of this, I would imagine that most players would be quite quick to upgrade their worlds.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
It's a rather difficult change for something that offers no benefits except to please the OCD of the people that actually look at debug screen.
My guess is pride and embarrassment. "Why didn't we think of this".....
Its a massive enhancement to the fundamentals of the game. Yet as described, not all that difficult to implement.
Looks like I picked the exact right time to start paying attention to this thread.
We're not changing the default terrain generation. We're not wrecking people's worlds. Old worlds will remain the same except with empty (air) chunks below bedrock and above the previous height limit. Infinite terrain generator will be a separate world type.
Mostly moved on. May check back a few times a year.
If people would really like to adjust their sea level and keep old worlds, its as simple as an hour-long (YMMV) MCEdit copy-paste operation.
Not the impression I'm getting from his posts.
Mostly moved on. May check back a few times a year.
I am not complaining, and I think this discussion has remained calm and is very good for the development of Cubic Chunks.
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.
Quite. There are a number of ways to deal with old worlds, including making old school terrain gen an option, which would mean old worlds would simply all ways use the old generator - meaning no issues at all.
Incorrect, coordinates are used for telleportation and spawners. And what about creative mode? There is no reason to consider debug info a problem in creative.
This is quite possible.
I don't see why not.
And in that case there is no reason that sea level could not be at zero in new worlds, while still at 64 in old worlds.
Generation is being shifted downwards. . .
Anyway, there are many ways to deal with old worlds:
- Legacy Generator
- Big cliffs
- Offset Generator in old worlds
- Etc
How exactly to deal with the old isn't as important as how to deal with the new. New worlds should have their sea level at Y=0. Do we agree?I meant to say I don't support the idea and it is hard to explain why I don't like it.
NOW
There are a couple of rational and valid reasons for someone not to like Cubic Chunks. For example, there may be things that they think are more important; a true Pastafarian will know that pirates are far more essential than Cubic Chunks. The thing is; rational reasoning is easy to explain; "I think that XYZ is more important and should be done first". "Pirates are the most divine state of human existence, and they should be added next as to ensure that Mojang is not favoring the Invisible Pink Unicorn over Pastafarianism, as this will probably cause the FSM to kill everyone with meatballs and little bits of sausage".
Essentially, if your reason for disliking Cubic Chunks was valid and rational, you would have no difficulty explaining it. The fact that you can't do this indicates that your dislike is based on emotion rather than solid logic and reasoning.
Anyway, the point is that, as long as you can't justify your dislike for Cubic Chunks, we can and will conclude that your dislike is completely and utterly worthless.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Well. . . That's one way of putting it. . .
I agree. Even when a new system there will be always modders that will put options available for things like that. I was just wondering cause, even when I don't have a super computer (I play in a laptop), I like to see screenshots with realistic texturepacks and "realistic" (¿?) render distances.
I would love to see this implemented as I love big mountains. My bases usually are inside one, this will encourage people like me to do massive homes inside a big mountain maybe with a direct view to a cliff. I will put this in my signature.
I like to build my houses in odd places too, like the sides of mountains or halfway down a ravine.
Well said sir!
I completely agree.
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.
I'm with you there. I have to find a Taiga biome, change it to a Forest, and then build a house out of raw wood, with leafs for windows.
Why knows. I mean, if I had been developing this would have come with infdev. Heck, when I first started playing the game I assumed this was how it worked! And when I learned otherwise I was like "What?".