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World Size Trimming

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  • 1
    Registered User commented
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    This is actually an intresting idea, I can see a couple of issues that could result, if done incorrectly, this would need to be CAREFULLY implimented. I can also see how we could use it to exploit structures.

    The real problem with this is if we cause it to be permanent by interacting with blocks, most players dont use elytra, so exploring would become difficult for anyone who doesnt want to load acssessive chunks, this would also make mining or temporal farming and shelter no longer viable, unless you plan to use the area extensively. However that could allow for pathes to become saved and then predictable and unable to be edited I guess.

    This would be an incredibly difficult change to fine-tune.

  • 1
    Registered User commented
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    There are multiple problems with this idea:

    • Each world has a seed, which generates new chunks with a lot of specificity. Only procedurally generated structures change with the same seed, and this is asking the whole world to be a procedurally generated structure, which would take up a lot more data than exploration already does.
    • I think that you actually care a lot more about chunks staying the same than you think. For example you might be lucky enough to find a woodland mansion in the early game but walk away, intending to come back later to raid it (because you aren't powerful enough yet), then find it's disappeared when you do come back, it's not that fun. And if you get even more technical, there would be more problems.
    • Strategic players could abuse this to generate rare structures. For example, you could sprint around a dark forest repeatedly until a woodland mansion appears. You could then do this repeatedly, filling your map with rare structures.
    • Maps wouldn't work. You might bring a map while your exploring uncharted areas, moving quickly, and then you come home. Suddenly, when you go through the area again, the map breaks, as the new terrain is entirely different from the old layout.