Well if it doesn't spawn in chunks the player has loaded, there would be no difference between that and just doing it based on world seed. And having the flag won't make the game slow down really. It will make the save game a bit bigger, but only by a couple of bytes per chunk before compression. As long as the game doesn't check every tick to make new structures (I'd say once an in-game week or so would be enough) then it wouldn't slow down the game any more than the actual editing of the chunks would.
Oops, by 'chunks the player has loaded' I meant ones they were currently in/around. Bad wording, my bad. Also, thanks for the feedback, I will include the information in OP if that's okay with you.
I think it would be cool if it had, like, coordinates that led to certain rare structures or biomes. Is it possible to do like a "As I was exploring, I saw an/a [X]! I made sure to write down the location ([Y]) for future notice."
I'm not that big of a fan, just because of the chances that I could be in the process of digging something out or building something out of naturally found blocks, only to have it be replaced with something that I didn't want there. But the spawning criteria is my main issue with the idea. What might be a better way to spawn it is to add a flag to chunks in the save game file. By default the flag is 0, but as soon as a player changes any block in the chunk it is set to 1. Then the spawn criteria can just be if there are any chunks within X distance that have the flag set to 1.
Valid point, perhaps prevent it from spawning in chunks the player has loaded? Or can you not do anything in an unloaded chunk?
As for the flag, that sounds like a good idea, but I imagine that having another flag to track might be more resource intensive. Is this true?
i wear my pants way down below my butt because i think it's cool, but everyone else hates it
except for my homies
which is why we are homies
swag
i wear gold chains around my neck and every inch of my skin is covered in ink
swag
swag
swag
snapbacks....
-every rap song ever
no, I'm not racist. I just hate today's definition of rap music.
What do you mean "today's rap"? If you think all rap is like that you're either not taking the initiative to find music you like, instead opting to mindlessly hate on not only an entire genre but an entire era of music, or you're delusional. I also like how you change from "every rap song ever" being the same, but then do a 180 and say 'uh no i only meant "today's rap"'.
Generated structures are a rare sight, but not all of them are worth the rarity. Witch huts, for example give a few potions and a cauldron, but that really isn't anything to write home about. So I suggest:
Every, say, month of game time, the game will attempt to spawn one of the following:
-Dungeon
-Witch hut
-Desert/Village (Small, 4 houses tops)(rare)
-Well
-Pyramid (rare)
When attempting to place it, it will do the usual checks for spawn (so you don't have a desert village in the middle of a forest) and a few extra ones. Villages will do a check to see if there are any villagers in a 200 block radius, and if there are any unnatural blocks/blocks the player has placed in the way (in which case it will not spawn). Depending on the number of villagers nearby, the village will be larger.
This can also work to make villagers look more like actual people who do things. Let's say you're a jerk and burn a villagers home down. After a month, that homeless villager will "build" a house nearby and live there.
There are cons of course, the one main one being that spawned structures could be farmed for loot, and that it could interfere with large mining operations if a dungeon spawns in the middle of it.This isn't a problem with the current generation, but with this dynamic system it could mess up builds/landscaping/any other player built thing. The obvious solution is to prevent it from spawning near player built blocks/structures, but I don't know if the game can even distinguish between natural/man made.
As for loot, it could be that structures made dynamically have different loot than ones that come with the world. Since they haven't been around as long, they've only collected up to iron level stuff.
One issue that's been brought up is where and when they spawn. It would be a huge hassle/annoyance to have a dungeon pop up and suffocate you while you were just mining. One proposed fix is to have it so that structures don't spawn in chunks you are currently in.
Overall, while this idea is rough around the edges, the core idea seems like a good way to make the world feel more alive and, well, dynamic.
The graphics. They think Minecraft is an '80s game. They want realistic graphics, but they only end up with lag and even more ugly graphics. Yep, super high resolutions can sometimes become ugly.
First of all, I've heard this reasoning tons of time and it's unbelievable how wrong it is. People don't think Minecraft is an "80's game", they think it has bad graphics, sure, but it isn't synonymous. And it does have bad graphics, in a way: Minecraft is incredibly resource intensive for something that isn't particularly good looking. Obviously it's because of the size and scope of the game world, but people who are just trying it out won't know that (unless they did background research). Plus, the amount of garbage videos that clog up Youtube would have definitely turned me off it it was my only exposure to the game.
As for the OP: I personally think the stereotyping is warranted, as the fanbase skews young. This is inevitable, because the more popular a game is the younger the fanbase will be. Why do you think CoD gets such a bad rap?
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Oops, by 'chunks the player has loaded' I meant ones they were currently in/around. Bad wording, my bad. Also, thanks for the feedback, I will include the information in OP if that's okay with you.
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I think it would be cool if it had, like, coordinates that led to certain rare structures or biomes. Is it possible to do like a "As I was exploring, I saw an/a [X]! I made sure to write down the location ([Y]) for future notice."
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Valid point, perhaps prevent it from spawning in chunks the player has loaded? Or can you not do anything in an unloaded chunk?
As for the flag, that sounds like a good idea, but I imagine that having another flag to track might be more resource intensive. Is this true?
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Oh, no, i was just asking. I think the idea has merit.
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Protect T-Swizzle at all costs
1
What do you mean "today's rap"? If you think all rap is like that you're either not taking the initiative to find music you like, instead opting to mindlessly hate on not only an entire genre but an entire era of music, or you're delusional. I also like how you change from "every rap song ever" being the same, but then do a 180 and say 'uh no i only meant "today's rap"'.
0
Kanye 4 Life
and yes i realized i made three kanye posts in a row fight me irl
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Aren't the undead supposed to be stupid?
0
Generated structures are a rare sight, but not all of them are worth the rarity. Witch huts, for example give a few potions and a cauldron, but that really isn't anything to write home about. So I suggest:
Every, say, month of game time, the game will attempt to spawn one of the following:
-Dungeon
-Witch hut
-Desert/Village (Small, 4 houses tops)(rare)
-Well
-Pyramid (rare)
When attempting to place it, it will do the usual checks for spawn (so you don't have a desert village in the middle of a forest) and a few extra ones. Villages will do a check to see if there are any villagers in a 200 block radius, and if there are any unnatural blocks/blocks the player has placed in the way (in which case it will not spawn). Depending on the number of villagers nearby, the village will be larger.
This can also work to make villagers look more like actual people who do things. Let's say you're a jerk and burn a villagers home down. After a month, that homeless villager will "build" a house nearby and live there.
There are cons of course, the one main one being that spawned structures could be farmed for loot, and that it could interfere with large mining operations if a dungeon spawns in the middle of it.This isn't a problem with the current generation, but with this dynamic system it could mess up builds/landscaping/any other player built thing. The obvious solution is to prevent it from spawning near player built blocks/structures, but I don't know if the game can even distinguish between natural/man made.
As for loot, it could be that structures made dynamically have different loot than ones that come with the world. Since they haven't been around as long, they've only collected up to iron level stuff.
One issue that's been brought up is where and when they spawn. It would be a huge hassle/annoyance to have a dungeon pop up and suffocate you while you were just mining. One proposed fix is to have it so that structures don't spawn in chunks you are currently in.
Overall, while this idea is rough around the edges, the core idea seems like a good way to make the world feel more alive and, well, dynamic.
1
First of all, I've heard this reasoning tons of time and it's unbelievable how wrong it is. People don't think Minecraft is an "80's game", they think it has bad graphics, sure, but it isn't synonymous. And it does have bad graphics, in a way: Minecraft is incredibly resource intensive for something that isn't particularly good looking. Obviously it's because of the size and scope of the game world, but people who are just trying it out won't know that (unless they did background research). Plus, the amount of garbage videos that clog up Youtube would have definitely turned me off it it was my only exposure to the game.
As for the OP: I personally think the stereotyping is warranted, as the fanbase skews young. This is inevitable, because the more popular a game is the younger the fanbase will be. Why do you think CoD gets such a bad rap?
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...People actually use sheep unironically. Ugh.
What's wrong with YOLO? It's just a modern carpe diem.