Jeb tweeted that this week's Snapshot will likely come tomorrow, instead of the usual Thursday release time. In addition, he released the following information for key changes likely to be seen in the coming update:
- Maximum build height has been increased to 256 (was 128)
- Empty sections of the world are not loaded into memory
- Block ids have been increased to 4096 (was 256) by adding a 4 bit data layer (similar to how meta data is stored)
- Block ordering have been changed from x/z/y to y/z/x in order to improve compression
- Packets for sending chunks have been updated (a full 128-high chunk is smaller than the old format, and a chunk with lots of empty space is much smaller)
- Biomes are saved per x/z column, which means they can be altered by tools
In addition, he offered a glimpse into a new map format, as well as changes to the file format for save games:
Quote fromJon and I have been working on a new map format for Minecraft that we’ve dubbed “Anvil” (it’s just a name). The purpose of the new format is to prepare for modding, especially to allow for more block types, but also to improve other areas of the game (such as map height).
...The next snapshot, and Minecraft 1.2, will automatically convert worlds to the new format. The files of the current format (“McRegion”) will remain in your save folder, if you need to restore them for some reason.
- The 16x128x16 “Blocks”, “Data”, “SkyLight” and “BlockLight” tags are removed
- A “Sections” tag has been added with up to 16 compound tags
- Each section has 16x16x16 “Blocks”, “Data”, “SkyLight” and “BlockLight” tags
- Each section has a “Y” integer tag saying which section it is (note that some Y positions can be skipped). 0 is at the bottom of the world and 15 is the topmost section
- Each section also has a “AddBlocks” tag, which is a DataLayer byte array just like “Data”. The “AddBlocks” tag is not included in the converter since the old format never had block ids above 255. This extra tag is created whenever a block requires it, so the getTile() method needs to check if the array exists and then combine it with the default block data. In other words, blockId = (addBlock << 8) + baseId.
- Each chunk has a 16×16 byte array with biome ids called “Biomes”. If this array is missing it will be filled when the game starts. The converter doesn’t include any biome sources, though (it had too many dependencies to be included).
- Note that the old format is XZY and the new format is YZX (see the difference between DataLayer and OldDataLayer).
- The new format uses the extension “.mca” instead of “.mcr” (the old format is kept for safety, with the level.dat backed up as “level.dat_mcr”)
Finally, he wished to express recognition for forum-user Robinton for his hard work on his rather impressive list of mods.
Many of the upcoming changes have clear implications - a smoother game experience, larger worlds and better mod compatibility - while others seem to be a prelude to even larger changes in the future. Keep an eye open for the early release of this week's Snapshot, as well as news about the upcoming 1.2 Update right here!
Check out this weeks' installment of the Curse Weekly Roundup, for all your game-related news on Minecraft & more from around the gaming network - click the image above to watch!
Did you even read the post above yours? I just explained how this wouldn't happen.
I'm presuming the same as well.
With increased height above sea level, players can build more grand structures. Mountain fortresses much? :biggrin.gif:
Also, from what I could understand that [As a person with no interest in coding 90% of that flew over my head], air blocks won't be rendered as actual blocks so chunks that have more air in them will effectively take less memory and stuffz . . . we now have room for an UNGODLY amount of blocks . . . the world height will be increased [Yay finally. It's weird that this is just stacked on top of the world though. Would have been fun having 64 more layers above and below ground], and presumably the new world format will allow modders easy ability to change biome code and all that fun stuff.
But I would guess there'd be a sort of big down-period where everything has to update.
And at least MCEdit is being given to someone else, so that person can get ready to update it for 1.2
Cats have already been added into the weekly snapshots... And creepers do run from them. So, yes.
"...The next snapshot, and Minecraft 1.2, will automatically convert worlds to the new format. The files of the current format (“McRegion”) will remain in your save folder, if you need to restore them for some reason."
I like that Jeb actually cares about the players. Many game developers lack that.
@jeb_ any chance of adding lamps? i mean a light source that can be turned on and off instead of piston complex machine with glowstone
@LucasVBotelho Yes, that will be included in tomorrow's snapshot
Pros:
* Higher structures
* Better chunk management
Cons:
* Temporarily breaks external mappers (Minutor, Cartographer-G) with new chunk system
* Temporarily break inventory editors (InvEdit) with new ID system
* Yet another round of mod redevelopment (which is typical for new releases until the moding API's come)
* Loss of will to do major projects on existing offline worlds.
* Needing to find that "Perfect Starter Seed" again.
I know that I might be complaining a bit, but it's just minor stuff that I'll get over.
Minecraft is far from being realistic, otherwise obsidian would not be that durable and you would not fight zombies or skeletons. Enchantments are only overpowered if you make it that way.