Not sure if I installed it wrong or not, but with Cubic Chunks version 1.51, blocks that I have removed beyond 128 reappear when I quit and reload the world. I tried out the latest test version for 1.52, but the world generation is extremely odd with steep cliffs everywhere and no trees in sight so it was a turn off for me. Other than that, Cubic Chunks is probably one of the more stable height mods I've tried out yet.
Edit: I should add that for some reason, blocks are saved above 128 if you place them, but when removed, they reappear after quitting and loading. Makes no sense.
Will there be an easier way to move animals in the future? I hope so. That's a question for a different topic though.
It's a shame that you have to go through such a crazy endeavor to get animals to respawn. It seems extremely unlikely that my starting area will ever get animals unless I do something to surrounding areas.
Currently, we have the cool, yet obtrusive, void fog, which obscures your vision when you get close to the bottom of the map.
I understand this is for ambient effects (making it more creepy, or something, though personally I don't find it creepy). However, the way it's currently implemented makes it hard to build a base, or an extremely large structure that is meant to be seen from the bottom of the map.
The current void fog works by forcing your render distance to Tiny, as opposed to an actual lighting effect, or having an effect on torches. This means that torches still actually light up the area as normal, but since your render distance is so small, it makes it seem that it's darker.
It should either be outright removed, or placed in as "underground weather" and it should come and go.
Phar - you seem to have tested extremes (in the chunk itself, and when the chunk is loaded). Perhaps some mid-distance tests may reveal more about passive mob spawning?
Also, Pontifex did a lot of testing with large towers - perhaps surface area affects passive mob spawning?
* Passive mobs spawn when a new chunk generates.
* Passive mobs will seemingly disappear if you kill them all in a certain area, however, it has been tested that they will spawn at an extremely slow rate (every 400 ticks).
* Passive mobs are persistent (meaning they will not despawn if you leave the area)
* Passive mobs spawn only on grass blocks that are exposed directly to sunlight.
* Passive mobs spawn the most in grassland biomes.
* Passive mobs do NOT spawn in desert or ocean biomes. This is why island survival is vegetarian/cannibal mode.
I'm gonna have to dispute some of your findings. Some of these weren't very well-tested. The animals in the ocean and the desert could have wandered there, as animals have wandered far from their initial spawn point for me into the ocean and desert.
Secondly, animals have a small chance to spawn every 400th tick.
This video does a nice job of disproving some of your tests.
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Edit: I should add that for some reason, blocks are saved above 128 if you place them, but when removed, they reappear after quitting and loading. Makes no sense.
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Will there be an easier way to move animals in the future? I hope so. That's a question for a different topic though.
It's a shame that you have to go through such a crazy endeavor to get animals to respawn. It seems extremely unlikely that my starting area will ever get animals unless I do something to surrounding areas.
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It makes me feel like I'm playing a game with a tiny render distance on the Nintendo 64. AKA Turok. I hated that back then, and I hate it now.
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I understand this is for ambient effects (making it more creepy, or something, though personally I don't find it creepy). However, the way it's currently implemented makes it hard to build a base, or an extremely large structure that is meant to be seen from the bottom of the map.
The current void fog works by forcing your render distance to Tiny, as opposed to an actual lighting effect, or having an effect on torches. This means that torches still actually light up the area as normal, but since your render distance is so small, it makes it seem that it's darker.
It should either be outright removed, or placed in as "underground weather" and it should come and go.
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I didn't do the testing, just FYI.
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* Passive mobs spawn when a new chunk generates.
* Passive mobs will seemingly disappear if you kill them all in a certain area, however, it has been tested that they will spawn at an extremely slow rate (every 400 ticks).
* Passive mobs are persistent (meaning they will not despawn if you leave the area)
* Passive mobs spawn only on grass blocks that are exposed directly to sunlight.
* Passive mobs spawn the most in grassland biomes.
* Passive mobs do NOT spawn in desert or ocean biomes. This is why island survival is vegetarian/cannibal mode.
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Secondly, animals have a small chance to spawn every 400th tick.
This video does a nice job of disproving some of your tests.