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Level 32 Artisan Dragon
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    1
    07/02/2013 4:26 pm
    Level 32 : Artisan Dragon
    Pirate_Ray
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    jseyfert3
    Insane amount of blocks indeed, because you didn't realize you typed that into your calculator wrong. If you go from a chunk height of 256 to 512 with the same base area (16x16), then you have twice the number of blocks, just like when you go from a height of 128 to 256. A chunk with a 16 x 16 base and 512 blocks high would be 131,072 blocks, not 67,108,864!

    P.S. The main reason I want higher heights would be an epic automatically generated mountain terrain.

    P.P.S. 512 x 512 x 16 x 16 = 67,108,864. And since 512 x 512 is a 262,144 blocks, you just gave the number of blocks in a 262,144 x 16 x 16 chunk by accident. That's one tall chunk!


    thanks for noticing. x512 to many ... whoops im just a human XD. though thanks for the support.

    as for that tall chunk, now that could be some EPIC terrain generation.... with moons perhaps? :3
    1
    05/01/2013 11:11 am
    Level 32 : Artisan Dragon
    Pirate_Ray
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    good for you now keep expanding and keep thinking bigger and better
    1
    04/30/2013 5:07 pm
    Level 32 : Artisan Dragon
    Pirate_Ray
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    Bump, is there really no-one who actually knows the details (and is willing to share)?
    1
    04/29/2013 4:03 pm
    Level 32 : Artisan Dragon
    Pirate_Ray
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    well, this is currently my best creation....
    it is a fully automatic redstone powered cannon, and automatic means automatic, not x amount of charges.... built pre 1.5.1, i am thinking of a V2 or V3 which includes droppers/hoppers etc....still thinking it out...

    anyways here it is;
    http://www.planetminecraft.com/project/fully-automated-tnt-cannon/
    1
    01/21/2013 5:41 pm
    Level 32 : Artisan Dragon
    Pirate_Ray
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    3rd

    (bit late but, i lost the link to the tread XD)
    1
    01/09/2013 7:29 am
    Level 32 : Artisan Dragon
    Pirate_Ray
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    i would like to enter with http://www.planetminecraft.com/project/ ... nt-cannon/ version 1.3.2 and 1.4.6 compatible.
    1
    01/08/2013 5:41 am
    Level 32 : Artisan Dragon
    Pirate_Ray
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    also if there was no need to get higher, why do a lot of modders and mods aim to go higher, why do lots of builders want to make it higher, why are there so many height adding and changing mods then?

    plus you are only extending chunks from 256 to 2000 that way, increasing lag and data sent to clients, not an improvement id say, just a temporary substitute at most.

    EliteTNTGamingYou could dig down to get a larger space...


    you cant dig down in an empty world made of 256 high space for example.
    you can when 256 is sufficient enough for you but this mod is not just altering height, it aims for smaller and better chunk handling in general to relieve (or increase if wanted) the load to suit the pc of the user more.

    ParilI don't think you understand my remark exactly.

    Block data sent to clients, for instance, is encoded in a special way so that it can send small amounts of data. Keep in mind that engines try to use shortcuts by cutting down data or encoding it in special ways (for instance, any chunk is 16x16x256 - you can encode this perfectly into an unsigned short, a 16 bit integer, by using the first byte for x z, and second byte for y). Allowing Y to be limitless pretty much wouldn't allow this optimization to take place.

    Since MCEdit is a third party program it shouldn't be taken into account here. It's up to the maintainer of that program to keep up to date (if this was ever to happen) - it wouldn't affect the implementation of this sort of feature.

    Size constraints can easily be overcome by just getting a bigger hard drive or whatever, but it will still drastically affect the size of existing worlds. As I said, it could easily quadruple the size just because chunks would now have to be sliced on the Y plane and can no longer easily slip into a byte (hence the "magic" 256 number - it's the upper limit of an unsigned byte). You could do optimizations to surpass this and make it bearable, but it would likely be at the expense of speed.

    http://www.wiki.vg/Protocol#0x38 looking at some of these packets might reveal a bit more information about why/how this is done. There's a very specific reason why the number 256 (or 128 for the older map version) was chosen and why it can't be increased in vanilla gameplay, only decreased.

    -P


    i understand your remark perfectly, but what you say is incorrect, block data is encoded in a special way, agreed, currently it is encoded in such a way to handle 256 high chunks with ease, this can also be done with 16 high chunk or 32 or 64 etc, you said integer 16 sure... it requires a small rewrite and change of this stuff don't bother me with that i'm not a coder. i however do understand that when you make the chunks smaller you will send less data per package, 16x16x16 is a lot less data overll then 16x16x256, and agreed that the amount of packages will increase but there are shortcuts to that to (like flags).

    as for MCedit, it was just an example of a world handler, no need to spill words over that.

    existing worlds will not be affected that much, sure your adding the y to [x] high but you only add data of where you've actually been, i calculated wrong myself, sure the worlds would be a bit bigger, but it would just be the data of the end, the nether, and the overworld combined plus a certain part extra of the added y height, which wouldn't be that much unless you go and explore every square block there is and build in every chunk, this since "empty" or "stock" chunks could just be flagged as relieving data size.

    you are also talking of a method of saving which is currently used, for this new world format a new system has not to be optimized as was the case with 128 to 256, but a new system, like going from 32 bit to 64 bit OS (eventually we will go to a 128 bit and up type Os/pc due new development).

    also you say it cant be increased only decreased, pray tell me why has this happened before then, the mod i am speaking of is currently dead... i think... but it did the same as what i am speaking of, but then overworld only. i gave a link in the OP to several of these mods.

    it can be done with ease it just needs hell of a lot of optimization.

    ps, throw any packet information link at me that you want i understand to little code to actually understand it to the fullest, i do however know how logic that is supposed to work.

    ah well.. there will always be people that complain or have something to counter an idea with.
    just wish i wasn't the only one fighting/arguing here...

    +Sheena+No.


    Yes.


    Whoever01No, 256 is a great build height. You will never need to go any higher. Anyway, any higher and the game will lag like hell no matter what the chink generation is. At least there could be more generated structures in the air. And by the way, you can build on 257 with water and lava.
    -Who


    actual limit stays 256, with water 257, 1 block makes no difference especially when that one black is a single block and not an entire new layer.

    also if there was no need to get higher, why do a lot of mod try to go higher, why do lots of builders want to make it higher, why are there so many height adding and changing mods then?
    1
    01/07/2013 4:53 pm
    Level 32 : Artisan Dragon
    Pirate_Ray
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    a yohoho and a deadmans chest it is.
    1
    01/07/2013 2:12 pm
    Level 32 : Artisan Dragon
    Pirate_Ray
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    instead of trying to fix whats broken, needs additions or improve, recreate it as described here and make a good generator to not have any waste at all. they have the experience, the recources are there to use, and they are busy rewriting anyway....
    1
    01/07/2013 1:42 pm
    Level 32 : Artisan Dragon
    Pirate_Ray
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    to bad for me i am not a modder but the idea might very well be implemended someday. or at least i hope.
    1
    01/07/2013 1:15 pm
    Level 32 : Artisan Dragon
    Pirate_Ray
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    minerat27
    you could go infinitely horizontally as well as vertically

    shoundn't this be vertically as well as horizontally?
    (this is 4th para 2nd to last line)


    good find, i shall change it, thank you.


    ParilMaps would be too big to be maintain. Chunks are written in a way so that the positional data can be pushed into an unsigned short; you'd essentially be quadrupling, if not more, the size of region files if it also had to account for a "limitless y".

    It's certainly not impossible, just not exactly good for space.

    -P


    i agree on maps being larger in size but that would be a normal expectation when you make it unlimited in size, the size it then can be is only the size your harddrive eventually can maintain, though you'd be able to reach that goal right now to since horizontal axis is unlimited as we speak.

    as for maintaining? yes it can be pushed into a wacky mess, same goes for the current world now by just renaming chunk files, same then, but with a more ridiculous outcome....

    unmaintainable... no, just need a better version of mcedit then capable of handling the worldfile, as with converting from old format to the current anvil format.
    1
    01/07/2013 12:44 pm
    Level 32 : Artisan Dragon
    Pirate_Ray
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    please read the previous statements about this, multiple scenarios have been discussed and rejected. please read before you post.

    also if you still run a XP or earlier then you shouldnt play this game at all, vista can get ugly but is maintainable and windows 7/8....
    it all depends on your pc specifications in the end, not the operating system however.
    1
    01/07/2013 11:18 am
    Level 32 : Artisan Dragon
    Pirate_Ray
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    i hope to, that someday this idea will be become reality, thanks
    1
    01/05/2013 4:17 pm
    Level 32 : Artisan Dragon
    Pirate_Ray
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    that is a possibility, but not preferred, thanks for the suggestion though.
    1
    01/05/2013 9:24 am
    Level 32 : Artisan Dragon
    Pirate_Ray
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    same here since 2 days
    1
    01/05/2013 6:14 am
    Level 32 : Artisan Dragon
    Pirate_Ray
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    glad you like it
    1
    01/05/2013 6:08 am
    Level 32 : Artisan Dragon
    Pirate_Ray
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    here's my entry:

    its an ion blaster, i hope you like it
    1
    01/02/2013 2:25 pm
    Level 32 : Artisan Dragon
    Pirate_Ray
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    if your still watching mod ideas, i am trying to spread this mod idea: height-limit-breakable-t200854.html
    1
    01/01/2013 5:17 pm
    Level 32 : Artisan Dragon
    Pirate_Ray
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    just came up with this:

    6 stage world generation being nether, underworld, overworld, skylands, empty air and end. seamlessly integrating into each other at border areas (just a random blend of both generators) allowing for more precise, good looking and stable world generation.

    to improve stability of world generation, a single world generator would screw up to much i think due complexities while smaller specialized ones combined can make beautiful results..
    1
    01/01/2013 12:15 pm
    Level 32 : Artisan Dragon
    Pirate_Ray
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    ColdTuberGaming
    snip


    No i make you other avatar but give me theme with that pic you give me i cant make you.Or give me render and make again but with that pic i cant


    ahh like that, already thought i misunderstood...

    as for a new one, no, its good, you gave me an idea so ill go and try for myself. thanks

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