Published Dec 11th, 2014, 12/11/14 4:58 am
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7
Version 3 has been made. A bug where you would not be teleported to the opposite edge of the world when you were above about y = 200 was fixed.
Updated to work in 1.9. For some reason, the redstone clocks freeze when you opened the world in 1.9. After updating them, the design works in 1.9, and the redstone clocks don't seem to break when the world is reloaded as far as I know.
Version 2 has been made. This fixes the issues with the redstone not being able to keep up when you place blocks quickly, causing some blocks to not get broken, or get deleted. Lag is probably also reduced.
This is a concept for map makers. The earth is round. If you go in a straight line, you will eventually end up where you started traveling. My idea was to simulate this in Minecraft. When you reach a certain point, you are teleported to the other end of the world. The land is also cloned to past the border, and back, so you can build, and have it appear past the border, and build past the border, and have it appear within the border. Although I demontrate this concept in a small area, it is designed for a larger area. There are some bugs with this concept, but I might experiment with this concept more. If you use this in a map, build it in always loaded chunks, meaning either the spawn chunks or chunks always loaded by a chunk loader.
Updated to work in 1.9. For some reason, the redstone clocks freeze when you opened the world in 1.9. After updating them, the design works in 1.9, and the redstone clocks don't seem to break when the world is reloaded as far as I know.
Version 2 has been made. This fixes the issues with the redstone not being able to keep up when you place blocks quickly, causing some blocks to not get broken, or get deleted. Lag is probably also reduced.
This is a concept for map makers. The earth is round. If you go in a straight line, you will eventually end up where you started traveling. My idea was to simulate this in Minecraft. When you reach a certain point, you are teleported to the other end of the world. The land is also cloned to past the border, and back, so you can build, and have it appear past the border, and build past the border, and have it appear within the border. Although I demontrate this concept in a small area, it is designed for a larger area. There are some bugs with this concept, but I might experiment with this concept more. If you use this in a map, build it in always loaded chunks, meaning either the spawn chunks or chunks always loaded by a chunk loader.
Progress | 100% complete |
Tags |
tools/tracking
3169748
2
looping-world
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Actually I've not tried it out yet. Does this work for entities as well?