Opticraft Community

Discussion forum => Legacy => Archives => General Discussion => Topic started by: Tobs on February 14, 2012, 11:39:20 am

Title: New Map Format (1.2)
Post by: Tobs on February 14, 2012, 11:39:20 am
Looking good, in the next update there should be an increase of world height, hopefully less lag and ironed out bugfixes and coding plus a lot of other cool stuff too (mobs, AI etc.)

Some changes to world generation/map format:

The maps should automatically update with the update, so hopefully no worries there.
Also, read the full artical here http://www.mojang.com/2012/02/14/new-minecraft-map-format-anvil/


Should be good to see what people can get out of this new world limit, and can't wait to see the new structures raise to the skyline :D
What do you think about this next update, what are you wanting to build, what you don't like or whatever?
FULL LIST OF UPDATES (http://www.minecraftwiki.net/wiki/Version_history/Development_versions#12w06a)
Title: Re: New Map Format (1.2)
Post by: DJAlphaWolf on February 14, 2012, 11:46:07 am
For a lot of us, this is a pretty significant update! I'm excited! ;D
Title: Re: New Map Format (1.2)
Post by: Raichor on February 14, 2012, 11:55:25 am
will a map reset be required?
Title: Re: New Map Format (1.2)
Post by: Tobs on February 14, 2012, 12:03:26 pm
will a map reset be required?
Not necessarily, you can just update your world (same for the server) to the new generator and it should keep all the world info - though it is reccomended to update fully.
Title: Re: New Map Format (1.2)
Post by: clawstrider on February 14, 2012, 12:03:47 pm
will a map reset be required?

From what I understand, for these features, no, for jungles and cats, yes. I could be wrong.
Title: Re: New Map Format (1.2)
Post by: Persianskitty on February 14, 2012, 01:56:10 pm
Quote
Zombie Pigmen have a rare chance to drop a Golden Helmet, Gold Ingot, Golden Sword, or an Enchanted Golden Sword.
Zombies have a rare chance to drop an Iron Ingot, Iron Helmet, Iron Shovel, or Iron Sword, thus making iron a renewable resource.

I wonder if there is a way to remove those items from the drops, because that could be a problem if someone made a zombie farm and went afk for a few hours.
Title: Re: New Map Format (1.2)
Post by: clawstrider on February 14, 2012, 02:08:31 pm
Quote
Zombie Pigmen have a rare chance to drop a Golden Helmet, Gold Ingot, Golden Sword, or an Enchanted Golden Sword.
Zombies have a rare chance to drop an Iron Ingot, Iron Helmet, Iron Shovel, or Iron Sword, thus making iron a renewable resource.

I wonder if there is a way to remove those items from the drops, because that could be a problem if someone made a zombie farm and went afk for a few hours.

Its quicker to mine.
Title: Re: New Map Format (1.2)
Post by: SpikeyThorn on February 14, 2012, 02:31:30 pm
Quote
Zombie Pigmen have a rare chance to drop a Golden Helmet, Gold Ingot, Golden Sword, or an Enchanted Golden Sword.
Zombies have a rare chance to drop an Iron Ingot, Iron Helmet, Iron Shovel, or Iron Sword, thus making iron a renewable resource.

I wonder if there is a way to remove those items from the drops, because that could be a problem if someone made a zombie farm and went afk for a few hours.

Its quicker to mine.

Not necessarily, i own a Zombie XP farm, i could easily convert it into a drop farm, and thus, get all that stuff, as it's under my house, i dont need to stand near it for ages, just stay around it. And all i need is to go down every 30 mins, and reap the rewards from doing merely nothing, hopefully they would create a plugin, or make it in the server config to change the chance of drop, or remove them at all.
Title: Re: New Map Format (1.2)
Post by: Tobs on February 14, 2012, 03:06:38 pm
Well, the chance for it to drop thoses items are pretty slim and as claw said, it probably would be a lot quicker to mine. Yet if this is a problem, it might be easy to remove the item drops.
Title: Re: New Map Format (1.2)
Post by: Complicated_Name on February 14, 2012, 03:31:12 pm
Im pumped for the update, but would as other people said, will we still be able to have the jungle and the jungle cats?
Title: Re: New Map Format (1.2)
Post by: Nick3306 on February 14, 2012, 03:32:30 pm
Im pumped for the update, but would as other people said, will we still be able to have the jungle and the jungle cats?
Not without a map reset.
Title: Re: New Map Format (1.2)
Post by: Your_Mine on February 14, 2012, 06:14:21 pm
Im pumped for the update, but would as other people said, will we still be able to have the jungle and the jungle cats?
Not without a map reset.
Would it be possible to generate 1.2 map biomes outside of the 3k x 3k map area, then copy them into the usable area?  The rough edges could be smoothed out with worldedit.  Of course, that's assuming optical and/or admins have the ability to go outside the 3k area.
Just an idea, I know it's kind of a band-aid approach, but it could allow people to use the jungle biome without resetting the map entirely.
Title: Re: New Map Format (1.2)
Post by: Complicated_Name on February 14, 2012, 06:25:27 pm
Im pumped for the update, but would as other people said, will we still be able to have the jungle and the jungle cats?
Not without a map reset.
Would it be possible to generate 1.2 map biomes outside of the 3k x 3k map area, then copy them into the usable area?  The rough edges could be smoothed out with worldedit.  Of course, that's assuming optical and/or admins have the ability to go outside the 3k area.
Just an idea, I know it's kind of a band-aid approach, but it could allow people to use the jungle biome without resetting the map entirely.
That would be very nice if we could do that
Title: Re: New Map Format (1.2)
Post by: Tobs on February 14, 2012, 06:56:20 pm
Would it be possible to generate 1.2 map biomes outside of the 3k x 3k map area, then copy them into the usable area?  The rough edges could be smoothed out with worldedit.  Of course, that's assuming optical and/or admins have the ability to go outside the 3k area.
Just an idea, I know it's kind of a band-aid approach, but it could allow people to use the jungle biome without resetting the map entirely.
The method you are saying would not happen, but on the subject Jens (or notch) already said you need a whole new world in order to have the new biomes. But that was a while ago, before the new generator was announced so at the moment I don't know about it.
Title: Re: New Map Format (1.2)
Post by: Mr_Mr_Mr on February 14, 2012, 07:46:07 pm
Quote
Zombie Pigmen have a rare chance to drop a Golden Helmet, Gold Ingot, Golden Sword, or an Enchanted Golden Sword.
Zombies have a rare chance to drop an Iron Ingot, Iron Helmet, Iron Shovel, or Iron Sword, thus making iron a renewable resource.

I wonder if there is a way to remove those items from the drops, because that could be a problem if someone made a zombie farm and went afk for a few hours.
How is it a problem, it is the reality of the game.
Title: Re: New Map Format (1.2)
Post by: Persianskitty on February 14, 2012, 08:15:04 pm
Quote
Zombie Pigmen have a rare chance to drop a Golden Helmet, Gold Ingot, Golden Sword, or an Enchanted Golden Sword.
Zombies have a rare chance to drop an Iron Ingot, Iron Helmet, Iron Shovel, or Iron Sword, thus making iron a renewable resource.

I wonder if there is a way to remove those items from the drops, because that could be a problem if someone made a zombie farm and went afk for a few hours.
How is it a problem, it is the reality of the game.

Melons are in the process of being removed from the market due to the players being able to just go afk and become millionaires. (From what I have heard from a few people, at least).

I don't see how this is a different situation whatsoever.
Title: Re: New Map Format (1.2)
Post by: Mr_Mr_Mr on February 14, 2012, 10:03:23 pm
Melons make no money whatsoever. It is $15 per melon. Instead of removing them, make them $1 each.
Title: Re: New Map Format (1.2)
Post by: Persianskitty on February 14, 2012, 10:54:37 pm
Yes, but if I were to go out with my plan, you would be making 300k per harvest, for a small investment.

Nick did not agree with my plans, and I don't see why zombie farming (Which would take close to no effort whatsoever to make in comparison to my idea) should be allowed either.
Title: Re: New Map Format (1.2)
Post by: Mr_Mr_Mr on February 14, 2012, 10:55:56 pm
I use my melon farm for food supply, not money. So, I don't mind you crashing the prices on melons, but it's still dumb to remove them imo, just crash the prices like relkeb did to endstone.
Title: Re: New Map Format (1.2)
Post by: Persianskitty on February 14, 2012, 10:58:10 pm
Then again, we are not talking about melons right now. Those are already in the process of being solved. The problem at hand is farming iron ingots off of zombies.

To get to the point, it could have a large effect on the economy and would most likely be a turn for the worst.
Title: Re: New Map Format (1.2)
Post by: Mr_Mr_Mr on February 14, 2012, 10:59:37 pm
Well anyone can use the method, so I don't see how it's crashing the eco. This goes with both melons and the zombies.
Title: Re: New Map Format (1.2)
Post by: tbpb2010 on February 15, 2012, 01:06:06 pm
Maximum build height has been increased to 256 (was 128)

Well I know what I'm going to build next after I finish my Community's Tower :)

On a different note:
Melons are in the process of being removed from the market due to the players being able to just go afk and become millionaires. (From what I have heard from a few people, at least).
Honestly that's a bit of an exaggeration imo Persian.  True that melon farms are somewhat profitable but people have to harvest them and maintain them (aka fix damage from griefers).  I have been using a melon farm to make money so I can buy supplies for my projects but honestly I dont see myself becoming a millionaire anytime soon. I'm only at 10k right now 

I don't think it's abusing the system because it still requires work, just like mining or any other process.  On top of that why is it an issue if ppl are rich?  I'm just curious...

Also the zombie farming idea-
If ppl can farm mobs for common drops why is it bad for them to farm mobs for rare drops? It's not like ppl will get an iron ingot EVERY time and besides, I agree with Claw and Tobs (srry Spikey). 

I feel that it would requre less effort to just go to a local mineshaft and find iron/gold. It'd be even easier to grow pumpkins/melons, sell them and use the profit to buy iron/gold (I do that alot when I don't have time to mine for like 3 iron).
Title: Re: New Map Format (1.2)
Post by: SpikeyThorn on February 15, 2012, 01:18:02 pm
(srry Spikey).

Lol, Dont be, everybody has a right to voice a different opinion, just cause somebody doesnt agree with my decision, doesn't make me mad or anything :)
Title: Re: New Map Format (1.2)
Post by: tbpb2010 on February 15, 2012, 01:20:25 pm
(srry Spikey).

Lol, Dont be, everybody has a right to voice a different opinion, just cause somebody doesnt agree with my decision, doesn't make me mad or anything :)

Yeah I forgot, it's a force of habit :) I tend to forget there are ppl online who don't throw a rage fit when there's a person who disagrees with them.
Title: Re: New Map Format (1.2)
Post by: SalasCraft on February 15, 2012, 03:14:54 pm
I don't think melon prices or item drops should be removed or changed.
That's the game, that's market, that's profit.
You don't see KFC have only one or two chicken to produce their food because someone doesn't allow them to have more. It's stupid.

Soon, mining will be restricted too or what?
Title: Re: New Map Format (1.2)
Post by: Nick3306 on February 15, 2012, 03:46:16 pm
I don't think melon prices or item drops should be removed or changed.
That's the game, that's market, that's profit.
You don't see KFC have only one or two chicken to produce their food because someone doesn't allow them to have more. It's stupid.

Soon, mining will be restricted too or what?

No, but depending on how rare the drops are, they could be removed since people could just make a mob trap by a zombie spawner and go afk for hours and get rich. But like I said, it depends on how rare they are talking about.
Title: Re: New Map Format (1.2)
Post by: SalasCraft on February 15, 2012, 04:06:47 pm
From what I read on mojang.com, they made those special mob drops even MORE rare. and I didn't even know mobs would drop that atuff, so that should be rare enough.
Title: Re: New Map Format (1.2)
Post by: clawstrider on February 15, 2012, 08:03:32 pm
Pretty sure its like a 2% chance, and say a mob spawns every 5 seconds, that is one every 250 seconds, or 4 minutes, 10 seconds (I could have got maths wrong, worked it out in my head quickly! :P ). If you are in a cave system, you can find iron every say, 30 seconds - a minute (At the least). And when you find iron, they are almost always in a group of 4+. So that means that mining is 16.16 times more efficient than using a mob trap. Again, that is just some quick calculations, but I think it shows how much of a gimmick this really is.
Title: Re: New Map Format (1.2)
Post by: SalasCraft on February 16, 2012, 08:08:43 pm
I read that the new Map with the new height, is a new world.
You know how they added Flatland?
Well, this one is called "Anvil"
So I think for us to be able to get it, is by doing a map reset.
Which we all know it's not going to happen.
Title: Re: New Map Format (1.2)
Post by: SpikeyThorn on February 16, 2012, 08:29:16 pm
Mojang said it's possible with the addition of a file or so the the save, to alter an older version's hight
Title: Re: New Map Format (1.2)
Post by: Xeadin on February 18, 2012, 01:27:08 am
Well, during my time testing out the recent 1.2 update, I am happy to report the following:


All in all, I think it looks to be somewhat promising.