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jeb_ addresses the biome issue...

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I believe there should be a thread just for minecraft related stuff.
 
This is getting way off topic... I posted it because in the future, the seed/biome will stay the same when we update
 
Which means no more unwanted ice!!!! How about when we get the next update, we completly wipe the pvp world. It dosnt have any factions, and we can give people 2 weeks notice to get their stuff out, unless that is affected by the inventory seperation. Then have them write down what they had, and have it spawned for them. But they could lie about it...It would be awesome to get the Jungle Biome. Just saying.
 
The PVP world has bases that people built, it probably won't be reset anytime soon. PVE is more likely to be reset if anything; unless that's what you were talking about.
 
The PVP world has bases that people built, it probably won't be reset anytime soon. PVE is more likely to be reset if anything; unless that's what you were talking about.

agreed, andrew: Faction world has too many bases... I don't think any faction will want to dig out all the obsidian again and replace it... If you guys know what I mean :P
 
The PVE world is seriously being considered to be re rendered with jungles...
 
JEB.png
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:

Jeb said:
Jon 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!

This must be how he addressed the issue. Nice.
 
The people who are proposing this are people who have not played in a faction.
 
This is a GOOD thing. Tell me why it isn't good for factions? W'ell have taller builds. Whoopee. How does that interfere with factions ?
 
Rerendering the factions world!? No, let's just do the pve!!

It's a horrible idea, because, unlike pve, there are groups with planned builds in protected areas that they own! And no one can get their stuff out before the rerender, because of te seperate inventories. Not to mention people PAID at have this protected land, and would be pretty peeved if their land got re-rendered.
 
Rerendering the factions world!? No, let's just do the pve!!

It's a horrible idea, because, unlike pve, there are groups with planned builds in protected areas that they own! And no one can get their stuff out before the rerender, because of te seperate inventories. Not to mention people PAID at have this protected land, and would be pretty peeved if their land got re-rendered.

This is turning into a he said she said...

I do not want to render the factions world. I am talking about the re-rendering of PVE not factions.
 
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