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    posted a message on Why isn't Java Minecraft Multithreaded?

    It would require an entire rewrite of the code. All mods/plugins would stop working because the core infrastructure would of changed. They're kind of stuck with it to my knowledge. However nothing stops you from using "Minestom" which allows you to code Minecraft from scratch, thus allowing you to make a server multi-threaded. Also, I believe Mojang/Microsoft doesn't really care for the Minecraft Java community as much as it does for Bedrock. Not sure if Bedrock is multi-threaded either.

    Correct me if I'm wrong but it is my basic understanding.

    Posted in: Discussion
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    posted a message on Schematic editor

    So we made a custom coded schematic editor. The schematics are all chunk based, upon submitting and approving them, they automatically get sent to our custom coded world generator and dungeon generator. I was curious to know if anyone here that loves being in creative would like to try it out? :)

    Posted in: Creative Mode
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    posted a message on Ethera.net

    Over the past 3 years, we've been working on a project.

    Our world is infinite and made entirely out of chunks/schematics. Because of this, it allows to create a dynamic world that perpetually moves around players seamlessly without obstructing trees/terrains/lakes/builds etc. This means we can basically have building spawning and despawning across the world without them ever being inside of a mountain, on the edge of a mountain, on top of a tree etc. Not only do these buildings spawn and despawn, but we'll be working on having interactive elements generating inside of them such as Quests/Traders/Custom items etc. To top it off, we also have roads/rivers which are chunk based generating through out the world and its forests/mountains.

    Along side this, we've also made a dungeon generator that generates mazes automatically using chunk based schematics. Using this same algorithm, we can generate different types of mazes. Inside each of these dungeons, there's 1 spawn room, 1 treasure room and 1 boss room. We can configure the size and complexity of the maze.

    Not only that, but we made a chunk based schematic editor. It's a tool people can use to create templates which can then be modified and submitted for review. If accepted the chunk based schematic automatically gets added to the world and dungeons (Depending on what type you choose). You can also save as a draft the schematic, add friends to it, delete the schematic or edit current existing schematics).

    We've also made an upgradeable settlement system. There are 4 different types of settlements for 4 different races (Human/Elf/Orc/Undead). Through out the world, there are thousands of claimable upgradeable settlements. Each settlement has 14 different types of buildings which are all individually upgradeable from level 1 to 10. Inside of each building there's a set # of NPC which we plan on giving a purpose, a complexity yet user friendly interface for players to use. The economy is planned to become an economy based on supply and demand, where prices will fluctuate.

    If you wish to learn more, add me on Discord: Kalinox#0001


    One of our upgradeable settlements:







    Posted in: PC Servers
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    posted a message on Ethera.net is recruiting!

    Kalinox#0001

    Posted in: Server Recruitment
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    posted a message on Not just any map

    Over the past 3 years, we've been working on a project. This project has a map, but not just any map.

    Our world is infinite and made entirely out of chunks/schematics. Because of this, it allows to create a dynamic world that perpetually moves around players seamlessly without obstructing trees/terrains/lakes/builds etc. This means we can basically have building spawning and despawning across the world without them ever being inside of a mountain, on the edge of a mountain, on top of a tree etc. Not only do these buildings spawn and despawn, but we'll be working on having interactive elements generating inside of them such as Quests/Traders/Custom items etc. To top it off, we also have roads/rivers which are chunk based generating through out the world and its forests/mountains.

    Along side this, we've also made a dungeon generator that generates mazes automatically using chunk based schematics. Using this same algorithm, we can generate different types of mazes. Inside each of these dungeons, there's 1 spawn room, 1 treasure room and 1 boss room. We can configure the size and complexity of the maze.

    Finally but not least, the chunk based schematic editor. It's a tool people can use to create templates which can then be modified and submitted for review. If accepted the chunk based schematic automatically gets added to the world and dungeons (Depending on what type you choose). You can also save as a draft the schematic, add friends to it, delete the schematic or edit current existing schematics).

    If you wish to learn more, add me on Discord: Kalinox#0001








    Posted in: Maps Discussion
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