This is simply intriguing. I spent 15 months building a home, but I have never encountered something this developed.
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Aug 31, 2015Posted in: Survival Mode
A very interesting concept. I have not had the pleasure of learning a great deal about the nether, and I thank you for sharing this with the minecraft community. Perhaps you can add it to the wiki's page on zombie pigmen if that is allowed.
Aug 31, 2015Posted in: Suggestions
I'm glad to see you liked the ideas, and even though only one interested you, I'm still happy to have helped and shared some information of ants with you. I understand what you mean when you say you want to keep it simple or people will lose interest; "The Lag Factory" I'm visualizing would be way too complicated for Mojang to undertake in s timely manner. I'm a second year college student, so I know time restraints. The ants should be more imaginative than realistic because the world of minecraft is different from our own.
Regardless, I want to specify a few things for the sake of clarity. They will still be difficult and are not likely to be implemented, however:
1. The bounding box idea does sound ideal for the different rooms in the nest, as one would not have to worry about a dozen of ant moving through the colony every time one places a torch.
2. I can think of several things a major could drop that would fit into the ant nest design. Perhaps it can drop a pheromone sack that can be crafted into an item that stops ants from attacking the player? Or a larger stinger that can be brewed into potion? It can even drop ant "meat" if you so desire.
3. The nectar from repletes would only be a standard food item with no special affects other than restoring hunger to allow one to press deeper into the nest. Around the world, repletes of honeypot ants are viewed as a staple food source and I hear they are quite delicious.
4. Suicide bombers within real ant nest show no concern for other ants in the vicinity if it help the colony as a whole protect the queen. Having the suicide bombers damage other ants was my attempt to keep this caste balanced. To continue with information on the suicide bombers as you requested, they would be produced within the nest only rarely and rush towards the player before detonating and dealing massive damage. They can either do a single-event damage like a creeper, inflict a status affect that drains health over time, release glue that prevents the player from moving momentarily, or grant an effect that increase damage taken from ant attacks.
5. Remember not to confuse caustic chemicals, formic acid, and venom if you intend to use all three.
6. I was confused on whether or not you were content with the queen ant or not because you had mentioned that you did not want it spawning other ants like any other mob queens would. Now that that is straightened out, the current AI sounds effective and I do imagine she would be most effective for combat support.
I'm willing to give more information or suggestions if you desire to help your idea take off. I do not remember if you had found a way to animate the ants, but from what I have seen, it is pretty complicated. Still, I like the suggestion that you make this into a small a mod sometime in the future to showcase the idea, and better illustrate the concept to people. Or course, being a college student, you will be a bit short on time, so that may not be a viable option.
Aug 30, 2015Posted in: Suggestions
I will just proceed with my suggestions for improvements to your idea, and you can use them if you desire to do so. I am a serious ant person with a lot of knowledge on the subject of mymecology, but I will not go too deep for the sake of keeping the an dungeon idea simple.
Firstly, you have mentioned that the ants would spawn in the colony in a manner similar to that of nether fortresses, but have you considered having the queen be the only means of reproduction for the colony? If the queen ant's chunk could remain loaded for the entirety of one's incursion, it could produce additional ants to rush the player from the inner chambers. To accomplish this, one would only need to use the standard AI already used for mobs.
You have likely noticed that breaking the fence of a large pen of cattle causes the cattle to disperse out until they reach a stocking density they prefer. The ants could use the same mechanics. The queen produces additional ants, which then spread outwards until they are stopped by an inhibitor. I suggest you use sunlight, or rather a distaste for sunlight already found in real ants. This would allow the ants fill their nest to your desired stocking density, but they would not spill out into the overworld. The final component would be to give the queen standard mob spawner AI so that it stops producing when there are a certain number of colony members within its vicinity.
Secondly, you seem to desire specific ratios of ants be found in specific rooms within the nest. This could be better accomplished by changing your designations for the caste and their appropriate behavioral mechanics.
To begin, lets focus on the classes. The worker ants could benefit from an avoidance AI, which causes them to flee the player and other mobs if they are attacked, if the foreigner retaliates to their weak attacks, or even at the sight of foreign bodies if you desire. Like workers in a real colony, they would be seen as rushing away to protect their brood (eggs, larvae, pupae) and resources. Soldiers on the otherhand would rush towards the invader on sight and engage him/her with their main attacks. As the workers and soldiers follow their AI, you would end up with the frail workers falling to the center of the nest, the brood chambers, food stores, and garbage dumps as you desired, while the soldier stay in the outer chambers, that is the “resting chambers” and entrances.
Next, lets discuss the ant classes themselves. Although you call them soldiers and workers, might I suggest you pick medians and minors instead respectively? They are more technical terms, and using that terminology would better allow the inclusion of additional classes if you so desire. This takes me into my next suggestion: Majors
Supermajor of the Maruader Ant (Pheidologeton diversus) assisting minors during an espedition
Majors are the classes of ants used by many species for combat or utility purposes noted by their large sizes, and in many, oversized heads. Including them could work well to better balance out the drops found within the nest by making them act as mini-bosses, taking strain off the queen. Each major could be spawned by the queen rarely (more commonly if you want a more realistic density of majors found in real life ant species), and have increased attack and health points, notable to the player by its superior size and massive heads. When killed, a major could drop rare chitin plates for crafting, better levels of resin than workers, or other drops you choose. If you use minor, medians, and majors, a good ratio (depending on the species) would be one of three options:
- 33% for each class
- 50% minors, 40% medians, and 10% majors
- 74% minors, 25% medians, and 1% minors
This brings me now to the suggestion to add “specials” that appear rarely in the colony (1% of entire colony population) and are based on the unique morphs of some ant species found in the wonderful world of mymecology:
----- Repletes have bloated gasters filled with food and act as larders for the ant colony. They seldom move, and should only occur in the deepest reaches of the nest hanging upside down from the ceiling. They should have passive AI with a preference for only the lowest light levels to ensure they do not stray from the central parts of the nest. When killed, they could drop nectar which can be consumed by the player or perhaps superior amounts of resin.
----- Suicide bombers (maybe call them formipetard as some find the name offensive) mix chemicals within their bodies to unleash a devastating blast of boiling chemicals onto whatever attacks the colony. They would work like creepers, but to prevent them from destroying their own nests they should be unable to destroy resin, sand, sandstone, or hardened clay. Anything caught in the explosion would take a massive amount of damage. Perhaps they could drop gunpowder or a special material that can be used to make an acidic splash potion.
----- Formic Artillery could appear in the game with a ranged attack that would give the a small amount of damage with each shot. You stated you did not want to animate the ants shooting acid, but you could instead have a caste of ant permanently in firing position, indicating to the player which ants have the ability to perform their ranged attack. Like suicide bombers, they should drops ingredients for acid potions.
Finally you mentioned that you wanted the queen ant to have something special beyond simply producing ants to fight for it. Might I suggest you look to the semi-clausteral species or the more primitive colony-dwellers of our planet. Some ant queens are well suited for combat if only combat support, and you could very well give the queen an attack in its own right. I suggest its main attack be a stinger, which grants several abilities beyond the obvious... sting (these are names I created for attacks, not terminology of course):
By extruding venom from its abdomen, the queen ant could create a toxic cloud that harms the player (note that formic artillery and suicide bombers would not be given the aftereffect). This could be done with the new effect cloud potion to be introduced in update 1.9.
----- Venom Slash
Many ants slash their opponents with their stinger rather than jabbing them directly, leaving a large open wound and increasing the effect area of the burn. This attack could increase damage taken for a short period by introducing a re-purposed splash potion ants that does not effect ants.
----- Jaws of Death
In some species, queen ants hunt above-ground while raising their first broods and thus are capable of restraining and killing prey. The queen, therefore can be given the ability to tightly squeeze the player, preventing him/her from moving while it quickly jabs the player with a weak sting. This would also allow other ants to deal damage until it releases its grip a few seconds later.
That is all I have for now, and you can use them if you desire or ask me to elaborate further if you like any of my ideas.
(Tisk, tisk. I might end up making this mob myself if you don't want my ideas. XD Now I'm interested.)
Aug 29, 2015Posted in: Discussion
Regional difficulty can be used to increase the spawn rate of certain mobs on a chunk, so the best possible method would be to stand inhabit an area for several hours with the difficulty slowly increases. Another effective way would be to lower the light level of the bridges on the nether fortress to 7 or less by roofing over the location of interest.
Unfortunately I lack experience with the nether, so this is as much as I can help with.
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Aug 18, 2015Posted in: Suggestions
“In 2009, it was demonstrated that the largest Japanese, Californian and European Argentine ant supercolonies were in fact part of a single, global "megacolony".”
- Ant Colony, Wikipedia
Ok, this suggestion includes a new type of mob, with new items as drops, found in a new dungeon, and also some new blocks.
First off, the mobs.
Basicly, they will be giant ants. There are three varieties. All ants would randomly spawn inside the area the tunnels occupy. This would be similar to the mechanic guardians have. Ants spawn when there is a solid block beneath them, and at any light level. Furthermore, no other mobs would spawn in this area because the ants “already got ‘em”.
Along with the ants spawned naturally, ants will also spawn with monster spawners in special rooms within the dungeon. This would make specific types of ants be more common in specific places, and make ants appear from seemingly nowhere.
More in Depth spawning- Thanks to Ouatcheur!
So it would require Pack Spawning to check if the chunk contains an "Ant Tunnel" tag, and if it does, no hostile or passive mobs will spawn in that chunk, and ants will spawn instead. This is like the pack spawning with Ocean Monuments where only guardians can spawn (a dark, hollowed out monument won't have mobs spawn in it). So there is a bounding box over the ant dungeons that allows ants to spawn there.
Pack spawning would also further divide the ant dungeon into separate, ant dungeon chunks. Each chunk could choose to have a different ant type weight (like one has 50% each ant type, one has 25% worker, 75% soldier, ect), so different ants spawn more commonly in different chunks. Rooms inside the dungeon can spawn based on chunk as well, so that there is always the correct proportion of ants in the correct room.
Anyway, these are the mobs....
ALL ANTS ARE EFFECTED BY BANE OR ARTHROPODS ENCHANTMENT
- Worker ant- "Baby" model for the ants I guess you can say. About 1x1x0.5, or as big as a cave spider.
- Same melee attack damage as spider (Easy: 2 (), Normal: 2 (), Hard: 3 ()), but has Knockback I as well
- No armor.
- Same amount of health and speed as a cave spider (12 ())
- Immune to the slowing effects of resin(more on that later).
- Can climb walls like a spider
- Looks like this.
- Soldier ant- "adult" model for the ants. 2x2x1, or the size of a normal spider
- Melee attack strength of 5 on Easy (), of 7 on Normal (), and 9 on Hard(), along with Knockback I.
- Same amount of armor as a fully leather armored player.
- Same amount of health as a normal spider (16 ())
- Speed is slightly faster than a normal spider. (105% spider speed)
- Immune to the slowing effects of resin(more on that later).
- Can climb walls like a spider
- Also gives the player a “Irritation” effect for 30 seconds, which halves all types of healing and hunger gain (Thank you Ceroz for suggesting that!), and Nausea for 3 seconds.
- Looks likes this.
- Ant Queen- Like the "Elder" class of guardian, or a Mini boss. About 2x3x1.5 blocks in size, or as big as a short horse.
- Gives Regen I to nearby ants (like a 2 block radius),
- Has the same amount of health as an Elder Guardian (80 ( × 40))
- Has the same armor as a fully chain mail armored player.
- Immune to the slowing effects of resin(more on that later).
- Moves slightly slower than a normal spider.(90% of a spider's speed) Also does not wander much.
- places a resin block at a players feet randomly if the player is in a 3 block radius (randomly, like every tick, there is 1/30 chance of it doing this) More on resin blocks later.
- Melee damage is comparable to a normal zombie. (Easy: 2 (), Normal: 3 (), Hard: 4 ()) Melee range is one block in front of it's head. Slow attack speed, because if you're in melee range, you're probably stuck in resin.
- Looks likes this.
- Worker ants are actually neutral. Soldier ants and Ant Queens are not though (they are aggressive). The worker ants will not bother you until you attack any kinda of ant. Example: You gain entrance to the ant dungeon, and all the worker ants are wandering around doing their thing. A soldier ant then immediately comes up ant tries to attack you. After you hit the soldier ant, all the workers will become aggressive to you too.
- Ants will also attack all mobs, both hostile and passive. The only thing is, all hostile mobs are also hostile to ants, and mobs killed by the ants don't drop anything (to prevent them from becoming a substitute to iron golems).
- Ant queens will actually retreat to the nearest ant after being hit (along the x,z axis, I don't want them wandering to the closest ant above them).
- As many people have suggested, ants now spawn around the ant queen, but they do so in a different manner than you may expect. Ants (75% of them will be soldier ants, 25% worker ants) will spawn within a 12 block radius from the ant queen, but will not spawn within an 8 block radius of the queen. More so, ants will only spawn if the player is in an 8 block radius with the queen. This would make the ants occasionally spawn behind the player, or in different rooms adjacent to the Queen’s room. This is meant to simulate all ants in the hive travelling over to save the queen (because many of the times, the ants would spawn out of view, or at the entrance to the room). The ants the queen spawns will also automatically target the player, even if the ant does not have a direct line of sight with the player. About 2-4 ants spawn each time, and spawn with the same frequency of a monster spawner.
- Diagram explaining ants spawning around the queen:
All ants drop random amounts of resin droplettes () and red sand, similar to guardians dropping prismarine shards and fish (so 1-3 resin nuggets, 0-2 red sand)
- Worker ants also rarely drop random plants like; leave blocks (all varieties), mushrooms, vines, seeds, and crops, but only if killed by a player
- Soldier ants also rarely drop mob related items, like rotten flesh, string, bones, and gunpowder, but only if killed by the player. They also have a unique drop, an “ant stinger” () which is a potion ingredient, and is dropped normally.
- Can be brewed with an awkward potion to make an “Irritation I” potion that has a duration of 3 minutes.
- Extended potions last 5 minutes
- Adding glowstone dust makes an “Irritation II” potion, which lasts 1 minute, 30 seconds and reduces healing and hunger gains by 2/3rds
- Adding a fermented spider eye makes a “Wellness” potion, which increases health and hunger gains by 50% for “Wellness I” and 66% for “Wellness II”. Has the same effect time and their un-spider eyed counterparts
- Ant Stinger’s are “bad food” like spider eyes, or rotten flesh. Has an 90% chance to give you the “Irritation I” effect for 7 seconds when eaten, has the same amount of saturation and hunger points as a spider eye.
- Ant queens have a 50% chance to drop an Ant Queen head, and commonly drop whole resin blocks themselves.
Note- Some ant colonies would be Polygyny, or have multiple queens.
The dungeons the ants spawn in appear in any type of Mesa Biome. They have a 1/150 chance to spawn around any specific chunk within Mesa Biome.
It looks similar to caves, but always connects to the surface, and with hardened resin blocks and red sandstone mixed with the naturally occurring hardened clay.
The caverns would look like this.
Please forgive me for my terrible cave making skills…...
At the end of each dead end in the tunnels generated like this, there would be one of several specific rooms that can form. All rooms have a weight value, which will help the game determine which room has what probability to spawn.
Notice! Room weight values are prone to change.
- "Resting" Room- a default room I guess you could say. Nothing too special. Has hardened resin and "soft" non-drying resin equally distributed in here. 50/50 spawning for each type of ant. Has a weight value of 150
- Nursery room- Would contain a single Ant Queen would spawn (like a Elder Guardian in a Monument), and there would be many, many "soft" non-drying resin blocks everywhere, accumulating in piles. 75% of the ants that spawn here are soldier ants, 25% are worker. The change weight that this room will spawn is 20 (but there will always be at least one!)
- Food room- Would have leaf blocks and both types of mushrooms naturally growing inside of this room. A couple "soft" non-drying resin blocks, but mostly there is hardened resin. 50/50 spawning for each type of ant. Chance weight is 70
- Garbage room- Contains mostly coarse dirt and mycelium. Contains only hardened resin, no "soft' resin. Only worker ants spawn here. Chance weight is 50
- Hatchery room- This is the only room that contains spawners. There is one worker ant spawner in here, hidden under a pile of "soft" non-drying resin blocks. Actually, there would be many, many piles of "soft" non-drying Resin Blocks. everywhere. 75% of ants spawned here through natural means are worker ants, 25% are soldier ants.
Resin blocks are like the combination of a slime block, sand, and cobweb. It looks like a amber colored slime block and has the slowing effect of one, is affected by gravity like sand, and you fall into it and are slowed like a cobweb.
There are also two types of resin blocks, those found naturally in the dungeon, and those you can craft. Naturally generated resin does not dry out (more on that later), but crafted resin does.
"Soft" Resin can only be picked up with a shovel, and can be crafted with a 2x2 crafting grid filled with resin nuggets.
Breaking a soft resin block will drop 3-4 resin nuggets as well, similar to snow or glowstone.
Similar to how crops grow, resin blocks have a timer. After a random period (similar to crops), the crafted Soft Resin will harden into Hardened resin, which is mined with a pickaxe. These have a dull amber color, and are useful for decoration.
Similar to farmland, a water block close-by to a crafted resin block will prevent it from becoming a hardened resin block. Hardened resin blocks however will not revert back into “squishy” resin blocks if close by to water.
Hardened resin can also be put into a furnace to create an Amber Block.
Amber blocks can be put into a crafting table in a 2x2 configuration to create Amber bricks. They can also be made into slabs and stairs, and have a “chiseled” variant similar to stone bricks. Crafted with two slabs over each other in a crafting table.
Amber is just another decoration block, until you surround it with four glowstone dust, which will create an Amber Lamp. This would be a new light source.
The blocks look like this….
Wanna banner? Try this!
[p][url=../forums/minecraft-discussion/suggestions/2505707-ant-dungeon-found-in-mesa-biomes-now-with-banners][img width='728' height='100' alt='http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2505707-ant-dungeon-found-in-mesa-biomes-now-with-banners']http://i.imgur.com/TXu7cIk.png[/img][/url][/p]
*Special Thanks to Cerroz for suggesting useful things and Endergirl00 for telling me my Ant texture looked okay*
Thanks For Reading!
Thanks for reading!
Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Jul 28, 2015Posted in: Suggestions
With the introduction to guardians in Minecraft sea life has been a bit better and more diverse (again just a bit) however I propose an idea to add a small new creature to make sea life just a bit more livelier the Dumbo Octopus! this is a real life creature which I think can spruce up the ocean!
The Dumbo octopus has 1 heart of health and cant be out of the water or it will suffocate
The Dumbo octopus is about the size of a cave spider, less than the size of 1 block
The Dumbo octopus usually spawns in the ocean/river floor
The Dumbo octopus will drop 1-2 pink dye. Furthermore the adorable octopus will lay an egg (1 per 1.5 minecraft days) called a pink egg is dyed pink, which when thrown on land will do nothing and will act as a substitute for a chicken egg in crafting recipes, however right clicking it in water has a chance to spawn an adorable octopus. which means you can put one in your own aquarium!
cool model by alfalfamire!:
Jul 25, 2014wailwail posted a message on [Hmm ! Give us a use !]Give a use to other villager professions ! - Not the redundant villager builders suggestion !Villager farmer number 2 : Hooray ! Mojang finally improved villagers !Posted in: Suggestions
Villager priest number 9 : Wha ? What did they do ?
Villager farmer number 2 : They allowed me to farm crops !
Villager butcher number 5 : How about me ?
Villager librarian number 10 : And me ?
Villager blacksmith number 7 : Me too .
Villager farmer number 2 : They didn't do anything to you guys , deal with it ! You suck * evil laugh *!
EDIT : Villagers number 7 , 10 5 and 9 : 1.8 is long released and we didn't get anything , Mojang hates us ! They created us to laugh at us , keep telling them before it is too late , we are starting to lose hope
Poor villagers need our help to give them a use !
Since the butcher ... Is a butcher , he need to kill animals ! you know , villagers aren't vegetarians , so they can't just eat bread , carrots and potatoes . First , 3 animals of the same time ( the type is picked randomly ) will spawn in the butcher house's backyard , the butcher will breed the animals with their corresponding item , which is given to him ( thrown at him ) by farmer villagers from their inventory , when there is 3 or less animals in his backyard , and will kill adult ones until the number goes back to 3 , then he breeds them again . that means if you spam 10 cows in his backyard , he will only keep 3 of them , and breads them again , he will also pickup all meat and leather and feather drops . As for meat , he will give it to other villagers OR keep it for himself , same as farmer villagers .
Breeding the cows :
Kill the extra cow :
One of the most annoying things about villagers is they don't have natural regeneration , iron golems don't have it too . that's where the priest comes into use ! Priests will brew Potions , they brew 10 random potions a day , and always keep them in their inventory , they brew strength , swiftness and instant healing splash potions . they throw healing potions at injured villagers and iron golems , and will buff the golems with strength and swiftness . The potions will NOT affect you , to avoid making healing stations .
Healing the iron golem :
Most villages never have iron golems , why ? they are their only protection , with this suggestion , iron golems will be far better , easier to make , and will not cap at 1 for every 10 villagers . First , blacksmiths will have an extra space in their house , it is considered an iron golems factory , there will always be one iron golem spawned by one blacksmith , that means that if there is 2 blacksmiths in a village , you will get 2 extra iron golems ! note that they build them by placing the blocks , not having them spawn like a summon command , meaning that you might find the blacksmith placing iron blocks and a pumpkin to summon one . also note that this does NOT change the way iron golems currently spawn . they will still spawn naturally when the original conditions are available .
EDIT : Blocks placed by blacksmiths will drop NOTHING when you break them and will dissapear when pushed by a piston . I added this due to people complaining about iron farming ( it's not like people are already farming crops with the new villager mechanics oh ! they do ! )
Building the iron golem , only the pumpkin left :
Idea one :I was thinking they could write random books will information , crafting recipes and such to players , they have an infinite supply of paper , but will need butchers to get leather . Books they write often contain lore , stats of some mobs , crafting recipes of some items , they will also sell maps of some structures , meaning that a Librarian WILL sell you a map of a jungle temple . but the structure needs to be 1500 blocks near the villager , and map trades happen very rarely . note that the creeper image in the screenshot below is exclusive to villager books , you can create books like that will commands though ...
Page one :
Page two :
Idea two :The second idea is that they store your XP , making bottles 'o'Enchanting much easier to get in survival . first , right click the villager , it will open the regular trading GUI , but there is an arrow in the top right corner . when you click it , the trade screen changes , there is one slot where you put emeralds , then the amount of bottle o'enchanting changes with the amount of emeralds you put , and emeralds' worth of XP changes with the reputation , the lower the more expensive and the higher the cheaper . In the normal reputation , on emerald is worth 6 bottles 'o'enchanting . and then when you click on the bottles to get them to your inventory it will suck your XP ( 10 XP points for every bottle ) and take the emeralds .
Also a small suggestion : Make bottles 'o'enchanting always give 10 XP , to avoid loss when you store your XP in a bottle .
The GUI , not the arrow in the top right corner .
Hey guys , villager butcher number 5 here , don't forget to message Mojang about this suggestion , and also post it on Villageddit , I mean Reddit ! And if it was implemented , I will give you a life time supply of steak !
Support the idea :
Hmm ! I also made a banner if you want it in your signature , just remember to tell Jeb_ that the villager librarian number 10 made the banner and that he needs a special use same as farmers !
To put it in your signature , copy/paste this :
I didn't make a banner , nor do I have a life time supply of steak for you guys , but I will make sure you will have iron golems to protect it ! ( don't believe what he says , he lies . But please support the idea ! ) . Yeah ! I'm villager blacksmith number 7 and I should be able to make golems !
Change log here : ( why would you care about opening it anyways )
First edit :
- Added change log
- Added screenshots for the butcher
- Thanked others for their support
Second edit :
- Added screenshots for the blacksmith and the priest
Third edit :
- I missed the word Leather in the librarian part
- I'm working on the librarian screenshots
Fourth edit :
- Images are no longer hosted in the forum due to the 5 attachments cap
- Added Librarian screenshots
Fifth edit :
- What ? we reached five already ?
- Added another Librarian option , since I wasn't sure about the first one
- Added screenshots for the new Librarian idea . i'm pretty good at making GUI's
Sixth edit :
- Balanced blacksmiths
Seventh edit :
- Balanced priests
Aug 29, 2014Some blocks such as stairs and wood logs, have a different orientation depending on how they are placed. If this were applied to slabs, it would create new possibilities for building. Seeing as it is already possible to do this with some blocks, I don't think it would be difficult to accomplish. It would also not require any new crafting recipes, since they already exist. Is it necessary? Perhaps not, but I feel the addition of sideways slabs would generate many new building ideas.Posted in: Suggestions
I searched and found one post about 3 years ago in relation to this, so I didn't find any harm revisiting the idea.
Aug 24, 2014Posted in: SuggestionsI'm not sure if it is just me but I never use the blocking on a sword. If someone is shooting arrows at you I'd rather run to cover than block them. With melee attacks it would be better to run to cover rather than blocking. Here are my three suggestions from Best to Worst.1. Strength Potion - Since Strength potions increase damage (by giving you strength) maybe with your stronger muscles you can block more incoming damage (except fall damage).2. Increase blocking by Sword type - Pretty simple. Each Sword has different blocking percentages. Increasing from Wood to diamond.3. Enchantment - Blocking Enchantment. Levels 1-5. Each level adds 7%.
Aug 18, 2014dylan74c posted a message on Redstone Wire: Works like redstone, acts like a rail.I had an idea while I was working on redstone contraptions. I wanted to convert a signal from point a to point b, with out signals getting crossed. So, I pondered the idea of redstone wire. It would work like this:Posted in: Suggestions
1. Redstone wire would have the same signal drop-off properties of normal redstone dust. (15 blocks I believe)
2. The Redstone Wire would act as if it was a rail, placing rows directly next to each other without having signals crossed.
3. (changeable) Redstone Wire will have exact properties of redstone dust in forms of data transfer, ex: (it can not send a signal through a block and utilize it as a capacitor/repeater as would a repeater would do.)
The last thing that I thought about is whether or not it would tamper with existing contraptions, and how hard it would be to add into the game. The first question was easy, it would not, since it is a new addition to the game. The second question, is a bit trickier. I am not by any means a software guy, I am hardware 100%. I don't know how hard it is to code. However, I do have an idea that could work from a beginners perspective. Instead of making this "wire" from scratch, they can simply copy the code of the placement properties of rails, and change the placement properties of the redstone. Finally, they would change the graphics.
What do you think? Should this be implemented in the game? Does this idea need improvement? Care to elaborate on how to code this item? Leave a comment and vote for the poll
Sep 12, 2013Deciton_Reven posted a message on Extreme Makeover: (Minecraft) Home Edition. What does every minecraft house need?I tell about everyone I can about how to make neat hot springs.Posted in: Discussion
[slab of choice] (bottom half)
Carve out a size and shape you like, fill with the above. Smoke will rise like steam and you'll sink up to you're chin. You can stylize it to look like a bath house, or a natural cave, or a dragon's mouth or whatever. Makes for a nice aesthetic room. Potentially you can place it in a nearby mountain if it seems to much like an outside pool.
A game room with a pool table, some arcade machines, etc might be cool. A rave room could work, as well. A couple of guest rooms couldn't hurt. And if you go with all that, you might want to invest in a dungeon for the more unruly party guests.
Aquarium, now that name tags will keep the squid you get from despawning and a walk-in freezer in your kitchen might work as well. A badass dino skeleton in your library or a 'museum' room never hurt anyone. etc etc
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