Minecraft 1.2 discussion
#1
Posted 14 February 2012 - 04:15 PM
http://www.minecraft...-info-released/
#2
Posted 14 February 2012 - 05:07 PM
#3
Posted 14 February 2012 - 05:23 PM
#4
Posted 14 February 2012 - 06:00 PM
Hmm, I'm going to have to hire someone to make the Burj Khalifa for me.Cool, we can start doing realistic skyscraper sizes now.
#5
Posted 14 February 2012 - 06:02 PM
The overall improvements makes the impact on performance negligible.Wont that make the game much more laggy?
#6
Posted 14 February 2012 - 06:02 PM
#7
Posted 14 February 2012 - 06:05 PM
#8
Posted 14 February 2012 - 07:04 PM
#9
Posted 14 February 2012 - 07:52 PM
Wont that make the game much more laggy?
They recoded the way chunks work to improve it.
Hmm, I'm going to have to hire someone to make the Burj Khalifa for me.
Spoiler
Not a to-scale one I hope.
Edited by Heliostorm, 14 February 2012 - 07:54 PM.
#10
Posted 14 February 2012 - 07:59 PM
#11
Posted 14 February 2012 - 08:03 PM
... j/k, it's big enough already.
#12
Posted 14 February 2012 - 11:04 PM
#13
Posted 15 February 2012 - 09:48 PM
#14
Posted 15 February 2012 - 09:54 PM
#15
Posted 15 February 2012 - 10:03 PM
#16
Posted 15 February 2012 - 10:10 PM
LAIR
It shall look like this
#17
Posted 16 February 2012 - 12:27 AM
#18
Posted 16 February 2012 - 01:15 AM
so umm yeah not sure if i make much sense but lemme know what everypony thinks about this idea, i personally would just love to be able to fly to clodsdale without having to warp.
Afterthought! : have the cannon clodsdale in the same map as the rest of it all and use the old cloudsdale as the place for everypony to have their cloud homes, that way it wont overcrowd the skies with too many clouds, good eh?
#19
Posted 16 February 2012 - 01:17 AM
#20
Posted 16 February 2012 - 01:46 AM
That said, the amount of work involved in moving everything back (not to mention tossing aside iffie's epic model) probably isn't worth it.
#21
Posted 16 February 2012 - 01:52 AM
The ceiling height increase kind of makes all the recent work on dividing Canterlot into 2 worlds rather pointless.
Everything we do here is pointless, all that matters is if it was fun. There's always something newer and better coming along, that's just life!
I'm looking forward to seeing what we do with the new height limit, we can rework Canterlot, and it will be fun. We can copy around the buildings and stuff, most of the work will be in the terrain shaping.
Merging Cloudsdale already came up among the admins, and I will be doing that at least as a test to see how it looks. I just need to wait for all the tools out there to update, such as MCEdit or MCE.
#22
Posted 16 February 2012 - 04:18 AM
Also, after the update, we should randomly move the floating cities in Maneland up random distances. That would be entertaining. XD
#23
Posted 16 February 2012 - 06:34 AM
#24
Posted 16 February 2012 - 06:48 AM
Also, *quietly starts construction of 500x500 pyramid*
Edited by Heliostorm, 16 February 2012 - 06:49 AM.
#25
Posted 16 February 2012 - 07:11 AM
#26
Posted 16 February 2012 - 07:53 AM
Picture by pUREsTORM (with far render distance):That'd be real cool, but even though the block limit's being expanded it isn't that big...
I think you're underestimating just how really, really tall things can be now.
#27
Posted 16 February 2012 - 08:02 AM
The game loads in 'chunks'Wont that make the game much more laggy?
Chunks consist of a whole vertical section that includes all the blocks from 1 to whatever number is top. Raising the limit isn't likely to make minecraft laggy.
There's your lesson for today. Tomorrow I'll teach you proper neurotoxin edicate.
#28
Posted 16 February 2012 - 08:09 AM
also reproducing testificates will make them hard to get rid of in range3 (if there are any left) (i found one a few days ago in a cave)
#29
Posted 16 February 2012 - 08:10 AM
From what I understand (and I might be wrong, it's happened before) the map format is being changed such that chunks are 16x16x16 cubes, so you wouldn't get the whole vertical area at once. This could be a good thing, since it could mean not having to load mini-chunks that are entirely underground, but I doubt they thought that far ahead on the optimization end of things. Still, you'll probably load chunks in a spherical radius now, instead of a flat area. Also, they've changed how air blocks work, and how the lighting data is stored. All of which might actually speed up loading for some folks, especially moving into areas that are more than half empty, since the air blocks essentially take up zero space in the data..The game loads in 'chunks'
Chunks consist of a whole vertical section that includes all the blocks from 1 to whatever number is top. Raising the limit isn't likely to make minecraft laggy.
There's your lesson for today. Tomorrow I'll teach you proper neurotoxin edicate.
#30
Posted 16 February 2012 - 08:21 AM
That would be nice.
#31
Posted 16 February 2012 - 08:23 AM
That'll be nice. Minecraft has gotten more pressing on my computers in the later updates.From what I understand (and I might be wrong, it's happened before) the map format is being changed such that chunks are 16x16x16 cubes, so you wouldn't get the whole vertical area at once. This could be a good thing, since it could mean not having to load mini-chunks that are entirely underground, but I doubt they thought that far ahead on the optimization end of things. Still, you'll probably load chunks in a spherical radius now, instead of a flat area. Also, they've changed how air blocks work, and how the lighting data is stored. All of which might actually speed up loading for some folks, especially moving into areas that are more than half empty, since the air blocks essentially take up zero space in the data..
#32
Posted 16 February 2012 - 09:21 AM
No I don't think Jeb has implemented cubic chunks in this snapshot, otherwise it would have being mentioned in the patch notes.From what I understand (and I might be wrong, it's happened before) the map format is being changed such that chunks are 16x16x16 cubes, so you wouldn't get the whole vertical area at once. This could be a good thing, since it could mean not having to load mini-chunks that are entirely underground, but I doubt they thought that far ahead on the optimization end of things. Still, you'll probably load chunks in a spherical radius now, instead of a flat area. Also, they've changed how air blocks work, and how the lighting data is stored. All of which might actually speed up loading for some folks, especially moving into areas that are more than half empty, since the air blocks essentially take up zero space in the data..
#34
Posted 16 February 2012 - 02:14 PM
From what I understand (and I might be wrong, it's happened before) the map format is being changed such that chunks are 16x16x16 cubes, so you wouldn't get the whole vertical area at once. This could be a good thing, since it could mean not having to load mini-chunks that are entirely underground, but I doubt they thought that far ahead on the optimization end of things. Still, you'll probably load chunks in a spherical radius now, instead of a flat area. Also, they've changed how air blocks work, and how the lighting data is stored. All of which might actually speed up loading for some folks, especially moving into areas that are more than half empty, since the air blocks essentially take up zero space in the data..
I'm not sure if he has changed the loading, necessarily, but he has changed the way chunks are tagged.
- 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
#35
Posted 16 February 2012 - 04:58 PM
Anyway, the doubled world height is definitely a welcome thing. Now we can make all of our subliminally phallic objects even TALLER!!! xD
In all seriousness, I think it would be totally cool if we could place Cloudsdale directly over Ponyville. The only potential negative I see would be random shadows all over the ground in Ponyville. But the breath-taking effect could be totally worth it, as, after all, clouds casting shadows on the ground is about as realistic as it gets.
PS: my computer derp'd this past Monday, so I won't be on the server until it gets fixed or replaced.
Edited by Plainstrotter, 16 February 2012 - 05:01 PM.
#36
Posted 16 February 2012 - 04:59 PM
#37
Posted 16 February 2012 - 05:02 PM
#38
Posted 16 February 2012 - 05:09 PM
#39
Posted 16 February 2012 - 05:10 PM
#40
Posted 17 February 2012 - 01:21 AM
#41
Posted 17 February 2012 - 01:28 PM
#42
Posted 17 February 2012 - 10:11 PM
The ceiling height increase kind of makes all the recent work on dividing Canterlot into 2 worlds rather pointless. We could totally have both the castle and the city in the same world now.
That said, the amount of work involved in moving everything back (not to mention tossing aside iffie's epic model) probably isn't worth it.
same with cloudsdale!The ceiling height increase kind of makes all the recent work on dividing Canterlot into 2 worlds rather pointless. We could totally have both the castle and the city in the same world now.
That said, the amount of work involved in moving everything back (not to mention tossing aside iffie's epic model) probably isn't worth it.
#43
Posted 18 February 2012 - 01:55 AM
#44
Posted 18 February 2012 - 05:16 AM
#45
Posted 18 February 2012 - 07:32 AM
We'll have to test it out and see, if lighting works in 1.2 like it does now, then everything below cloudsdale will be dark, so we would want to put it above a forest or something.
Not to mention that would be canon anyways...
Cloudsdale seems to be directly west of Canterlot, over a mountain/forest thing. Unfortunately I think Crescent Cove is occupying that area right now.
Edited by Heliostorm, 18 February 2012 - 07:36 AM.
#46
Posted 19 February 2012 - 02:26 AM
It would be nice to have another map with the new terrain (range4?), since the jungles are going to be pretty expansive.
#47
Posted 19 February 2012 - 09:30 PM
#48
Posted 19 February 2012 - 10:43 PM
Derp.
#49
Posted 23 February 2012 - 10:34 AM
http://twitter.com/j...627282408652800

LONG LIVE LORD JEB! MAY HIS REIGN OF MINECRAFT LAST FOREVER!!
EDIT: Also http://twitter.com/j...634968441364480
#50
Posted 23 February 2012 - 02:08 PM
#51
Posted 23 February 2012 - 02:14 PM
#52
Posted 23 February 2012 - 02:49 PM
#53
Posted 23 February 2012 - 03:28 PM
#54
Posted 23 February 2012 - 03:38 PM
I am scared. Very scared.
Villager Golems!
#55
Posted 23 February 2012 - 03:42 PM
#56
Posted 23 February 2012 - 09:04 PM
I hope there's a way to keep them on without using redstone. Possibly spawning the lit block just like with burning furnaces.
#57
Posted 23 February 2012 - 11:05 PM
Mind the voices, that's these guy's bit.
My7PPIk8Org
Man, shit gets done with Jeb.
Edited by Bullpockey, 23 February 2012 - 11:05 PM.
#58
Posted 23 February 2012 - 11:15 PM
Now I'm waiting for villagers to build new houses in the case that the village becomes overpopulated, that would be cool (even though I know that they only make babies if others die, but it would be cool if they could do something other than go in and out of houses and make babies).
#59
Posted 23 February 2012 - 11:18 PM

#60
Posted 24 February 2012 - 12:12 AM
#61
Posted 24 February 2012 - 12:49 AM
#62
Posted 24 February 2012 - 02:33 AM
#63
Posted 24 February 2012 - 09:35 AM
#66
Posted 24 February 2012 - 01:43 PM
mhhhhhh it need to be ....1000 blocks higher i think xD
Actually no, if you've watched the episodes you can sorta see it from the ground quite well.
Doubt this picture's distance away from canterlot is accurate to the show but it looks to be a little higher then canterlot.
Maybe not 1000 blocks higher ;-;..
#67
Posted 24 February 2012 - 01:52 PM

(That's Canterlot on the left of the image.)
We'll see how it looks before we decide if we want to keep it in the Equestria world.
#68
Posted 24 February 2012 - 02:04 PM
This is only an experiment to see what it would look like in 1 world, this is far from final, and we might not even merge it.
#69
Posted 24 February 2012 - 02:05 PM
#70
Posted 24 February 2012 - 02:08 PM
#71
Posted 24 February 2012 - 02:45 PM
#72
Posted 24 February 2012 - 02:46 PM
Only issue is, would the water fall all the way down and flood the town?
Lol What Town?
Edited by Metallic_Owl, 24 February 2012 - 02:51 PM.
#73
Posted 24 February 2012 - 02:53 PM
Lol What Town?
Sorry, Canterlot.
#74
Posted 24 February 2012 - 03:01 PM
I had a look around myself to help y'all decide whether you like the idea or not.
View from below:
View from above:
The only lighting problem is this big dark smudge.
But even if you don't like the idea of Cloudsdale being so close to the ground and you preferred it looking like it was high in the sky, you can't even see the ground when you set your render distance to Normal:
Bonus image - Cyberman! Also a kitten.
#75
Posted 24 February 2012 - 03:16 PM
#76
Posted 24 February 2012 - 03:19 PM
I for one welcome our rose clutching overlord!
#77
Posted 24 February 2012 - 03:22 PM
#78
Posted 24 February 2012 - 03:30 PM
Like, making one mountainous cloud 500 blocks or so and having plots for builders on top and hanging off?I reckon Cloudsdale will look better over Equestria when we roll out the one-large cloud-and-more-canon Cloudsdale, rather than the current fuckton-of-clouds-and-looks-like-a-mess Cloudsdale.
Edited by Minnow, 24 February 2012 - 03:31 PM.
#79
Posted 24 February 2012 - 03:37 PM
#80
Posted 24 February 2012 - 03:48 PM
For once.
#81
Posted 24 February 2012 - 04:08 PM
*kills self*
Edited by Heliostorm, 24 February 2012 - 04:08 PM.
#82
Posted 24 February 2012 - 04:12 PM
OH GOD. WHAT HAVE I BECOME?
*kills self*
Nawww :C
*saves*
#83
Posted 25 February 2012 - 01:49 PM
The only lighting problem is this big dark smudge.
Don't clouds cast shadows? So wouldn't a massive city on a massive cloud cast a massive shadow below it? It would certainly block out the sun, which is probably why nopony lives beneath it.
Edited by RunningWolf251, 25 February 2012 - 01:52 PM.
#84
Posted 25 February 2012 - 08:22 PM
#85
Posted 25 February 2012 - 08:47 PM
#86
Posted 25 February 2012 - 08:52 PM
Remember, Ratty said that they might not do it, don't get your hopes too high.wow cant wait its gonna be awsome!
#87
Posted 26 February 2012 - 03:05 AM
<== optimist
#88
Posted 26 February 2012 - 07:49 AM
I meant ablut 1.2 coming out but the cloudsdale being part of the mane world is gonna be good to if it happens.Remember, Ratty said that they might not do it, don't get your hopes too high.
#89
Posted 26 February 2012 - 03:09 PM
I would actually make like 4 main clouds instead of the cluster of clouds we have now.
#90
Posted 26 February 2012 - 03:11 PM
#91
Posted 26 February 2012 - 06:04 PM
#92
Posted 26 February 2012 - 06:45 PM
#93
Posted 26 February 2012 - 06:58 PM
#94
Posted 26 February 2012 - 07:03 PM
#95
Posted 27 February 2012 - 04:56 AM
It could probably be improved... But I have no reason to tear it down and rebuild... New Cloudsdale is a good reason ^^
But anyways... Rambling... And this isn't a thread about New Cloudsdale, this is a thread about mc1.2. <= Re-rail request
#96
Posted 28 February 2012 - 02:35 AM
I'd rather not transfer any houses, this is the opportunity to make it really awesome like we did with Canterlot.
Just look at the current Cloudsdale, its just a crowded mess, it would be tragic if we didn't prevent that from happening again.
#97
Posted 28 February 2012 - 04:52 AM
#98
Posted 28 February 2012 - 04:55 AM
#99
Posted 28 February 2012 - 05:10 AM
#100
Posted 28 February 2012 - 12:58 PM
I'm presuming at least 20 of those are Single Player mods. You should probably use seperate jars for SMP and SP if that is the case.I use a little over 25 or 30
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