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    posted a message on Infinite skybox.
    Quote from Bumber »
    Quote from mpeh4teh »
    The performance issue is why I think the air block should stop after a point. The game would no longer have to render/place/ect that block, cutting down on the performance that is needed to slightly increase it.

    The air blocks are used to reserve space for new blocks, so you can't just get rid of them. Without them the block arrays would get very tricky. Air blocks don't need to be rendered, so there is minimal performance loss compared to other blocks (but this amount is magnified because there are a lot of them.)

    From what I've read about yMod, it sets a chunk's height to the highest non-air block inside it. It can do this while you're playing, so each chunk is only as high as it needs to be. I'm definitely going to try this mod once it gets updated.


    Okay.
    Thanks.
    Posted in: Suggestions
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    posted a message on Infinite skybox.
    Quote from Bumber »
    I have no idea what you're talking about. The air block is just the absence of a block within the buildable map area. The height can easily be increased, but performance suffers.

    If you want a height limit increase there's a mod that does this called yMod.


    The performance issue is why I think the air block should stop after a point. The game would no longer have to render/place/ect that block, cutting down on the performance that is needed to slightly increase it.

    Quote from AgilePyro »
    Because even though there are already fifty threads about this we clearly needed a fifty-first that adds nothing to the issue.


    Because nearly all of the other 50 threads leave nothing other than make the skybox higher. I left an actual idea stating how I think this is achievable


    From what I remeber, the reason the air block is here is because of the map generation, if the air block is not generated after a certain point, it should help at least a little with increasing the hight limit on maps.
    Posted in: Suggestions
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    posted a message on Infinite skybox.
    I know that this has been discussed a little before and the conclusion that infinite skyboxes cannot be in minecraft due to the way maps are created. From what I heard and invisible block named "air" is present where another block is not. The map generator is dependent on this "air"

    This is the reason that we cannot have infinite skyboxes. At layer 127, an invisible ceiling is placed, and you are not able to move past this point.
    Correct me if I am wrong, but the Air block is only needed in map generation. and if we move past the layer 127(well past the generation of natural blocks, then we could have a dramatically higher(or possibly infinite) skybox.
    I know that notch has tried to remove the "air" block, but it would have required a total rewrite of the current map generator.

    My thought is at the current top of the map and up (layer 127) the "air" blocks stop generating, but if we build high enough we can build past that, infinitely.
    I know very little in coding(Only minor C++), so I don't know how well this would work. But in my head, at layer 127, the map generator would essentially just stop placing blocks any higher. This area would be open to building in, but there would be no natural "air" present.
    Posted in: Suggestions
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    posted a message on A possible solution to mildly realistic biomes.
    Quote from PyroNox »
    Quote from mpeh4teh »
    Quote from GameLag »
    No to limited maps.

    I think just having biomes in logical areas would work. Snow up high in mountainous regions, deserts far away from water, and swamps in between etc.


    Right now maps are limited. They are just on an extremely large scale.
    I want to shrink these a little bit, It would still be hard to explore the entire map. but all will be created at one time, so the biomes could be geographically coordinated.



    No to shrunken maps.


    Not shrunken to a large scale. again, it would take days to reach the end of a map. ANd when you do you are just standing on the opposite side of the world.
    Posted in: Suggestions
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    posted a message on A possible solution to mildly realistic biomes.
    Quote from GameLag »
    No to limited maps.

    I think just having biomes in logical areas would work. Snow up high in mountainous regions, deserts far away from water, and swamps in between etc.


    Right now maps are limited. They are just on an extremely large scale.
    I want to shrink these a little bit, It would still be hard to explore the entire map. but all will be created at one time, so the biomes could be geographically coordinated.
    Posted in: Suggestions
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    posted a message on A possible solution to mildly realistic biomes.
    There are a few problems with biomes at this point. One is that they are usually too small. The other is that they are just randomly scattered across the land.

    I have a simple solution for this.

    The maps would have a limited size, similar to creative, but on a dramatically larger scale.
    As you reach one edge of the map brings you to the opposite side.
    Almost like a simulated planet.

    Well, the whole map would be created as you start a new world.
    I think is should be a flat map, and details are added into chunks as they are discovered.
    (like they are there but there is nothing but a flat piece of land until it is just out of render distance from the player).
    A north pole, south pole, and an equator are created in relation to each other.
    Then, I believe biomes would be more accurately represented. Combining this with weather and possibly seasons could create very realistic environments.

    The biomes would be created by their surrounding and their position in relation to the Np, Sp and EQ. if you are by the equator and water, it creates a tropical climate. by the equator and not by water would make a desert.

    The only thing that bothers me with the biomes we have now is that they are so small. I've always wanted to make a desert or winter castle/town, but I can always see the temperate grasslands less than 50 blocks away.


    One of the problems I can imagine is a longer load time for the first play.
    Posted in: Suggestions
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    posted a message on Scapecraft 24/7 SMP
    Quote from CodeJerry »
    I cant seem to connect is it down?


    I can't either.
    Might it be full?
    Posted in: Alpha - SMP Servers
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    posted a message on No new features till beta???
    Quote from xlPickleBottlelx »
    Is there a date set for beta?

    well not really a set date but
    Quote from notch »
    I’ll also fix mob jump animations in SMP, the ugly black lights, and make leaves decay again. Once that’s in place, BETA! :-D
    Posted in: Suggestions
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    posted a message on No new features till beta???
    I actually saw the post where he said that.
    and its not that theres no new features until beta,
    it that beta is so near that there is no time for new features.
    I would love it if he were to dedicate like every Monday, Wednesday, and friday to bug fixing
    while leaving Tuesday and Thursday for new feature development.
    Posted in: Suggestions
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    posted a message on Question about new blocks.
    Quote from got_milk »
    I don't think there's a limited number...that is, unless he uses more than 65,535 blocks (largest 32-bit integer). But I doubt it. :tongue.gif:


    But I could have sworn he said he can only make like 120-180 unique block types?
    Posted in: Alpha - Survival Single Player
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    posted a message on Mods (Beta 1.1_02 compatible! TeleportSigns,LightstoneTorch)
    Quote from dougbenham »
    Quote from mpeh4teh »
    Quote from dougbenham »

    Oh.. No I highly doubt that. The built-in physics would have to be slightly redone to allow for it. And I'm not up for something like that.


    Okay.
    Is there any way to remove the limit on speed on minecarts?


    That would also require some changes to the physics of the game. I'm not completely familiar with it all so I can't really do anything about it.


    Okay.
    Thanks for a straight answer.
    Posted in: Mods Discussion
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    posted a message on Mods (Beta 1.1_02 compatible! TeleportSigns,LightstoneTorch)
    Quote from dougbenham »

    Oh.. No I highly doubt that. The built-in physics would have to be slightly redone to allow for it. And I'm not up for something like that.


    Okay.
    Is there any way to remove the limit on speed on minecarts?
    Posted in: Mods Discussion
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    posted a message on Mods (Beta 1.1_02 compatible! TeleportSigns,LightstoneTorch)
    Quote from dougbenham »

    Quote from mpeh4teh »
    For the minecarttracks could you make it so they can be placed at any angle? so like loops could be made for roller coasters?


    I'm not sure what you mean.. Can't they already be placed at any angle?


    Like so that that can be placed upside down.
    Posted in: Mods Discussion
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    posted a message on Mods (Beta 1.1_02 compatible! TeleportSigns,LightstoneTorch)
    For the minecarttracks could you make it so they can be placed at any angle? so like loops could be made for roller coasters?
    Posted in: Mods Discussion
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    posted a message on Get Rid of the Creeper
    I would just make it so it only moves like 5-10 blocks from it's spawn, spawns after the map is generated, and doesn't spawn 10-20 blocks from people.
    Posted in: Suggestions
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