On the State of TWiTCraft

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Re: On the State of TWiTCraft

Postby Edgemerian » 10 Aug 2013, 07:02

I think Warrior is right, don't divide survival into separate instances. I like the idea of new biomes, but I've spent over a year on my castle, and really don't want to start over. I think expanding the borders sounds reasonable, but if the group is dead set on a new map, is it possible to use worldedit (or some other tool) to copy and paste regions into the new map? Plop me down somewhere, and I'll fix the terrain joining issues. If that's not possible....well...I guess I'll just start over.

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Re: On the State of TWiTCraft

Postby VanDerProtofsky » 05 Sep 2013, 15:18

I felt this thread needed bumping due to the snapshot released earlier today. It is the first snapshot towards the next version and it contains a lot of very interesting major changes that may be relevant to the expansion/new map ideas.

Of especially relevant note (Changelog - Screenshots) :

This is highly likely to result in very different boundaries to newly generated land in survival if the borders were expanded.

Hope this helps!

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Re: On the State of TWiTCraft

Postby Warriorbox » 05 Sep 2013, 15:49

VanDerProtofsky wrote:[*] Structures including skylands (terrain generated at new height limits!) and biome-dependent snow capping on high terrain


Ohhhhhhhhhh I want skylands... you guys know how i build.... oh yes... skylands....

Thanks for the update VanDer
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Re: On the State of TWiTCraft

Postby VanteS » 06 Sep 2013, 03:56

VanDerProtofsky wrote:This is highly likely to result in very different boundaries to newly generated land in survival if the borders were expanded.

From Dinnerbone himself:

"We strongly recommend that you don’t run the snapshots on an existing world if you want your landscape to stay pretty. You’ll get silly chunk borders and they don’t look pretty at all. I’d even go as far as to call them ugly."

https://mojang.com/2013/09/minecraft-snapshot-13w36a/

Cleary, it would be unwise to expand the borders after 1.7 is released.

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Re: On the State of TWiTCraft

Postby asim0v » 06 Sep 2013, 04:11

VanteS wrote:From Dinnerbone himself:

"We strongly recommend that you don’t run the snapshots on an existing world if you want your landscape to stay pretty. You’ll get silly chunk borders and they don’t look pretty at all. I’d even go as far as to call them ugly."

https://mojang.com/2013/09/minecraft-snapshot-13w36a/

It would be foolish to expand the borders after 1.7 is released.



Yep, same thing happened on my seriously old world from the late alpha / early beta days when they added new biomes.
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Re: On the State of TWiTCraft

Postby PosterAnonymous » 06 Sep 2013, 08:51

:cough time for a new map cough:
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Re: On the State of TWiTCraft

Postby PosterAnonymous » 06 Sep 2013, 11:37

Poster Out!

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Re: On the State of TWiTCraft

Postby DragonofHalo » 06 Sep 2013, 12:00

New map! I have an excuse to not work on the existing Netherroad! :D
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Re: On the State of TWiTCraft

Postby nfair » 06 Sep 2013, 16:48

Clearly we must build a wall to keep the vile corruption of 1.7 biomes from corrupting the purity that is TwitCraft.

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Re: On the State of TWiTCraft

Postby PosterAnonymous » 06 Sep 2013, 20:23

Yes. Because, as the mighty ostrich hath taught us from yon subterranean vista, ignoring the problem is ALWAYS preferable to confronting it head-on.

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Re: On the State of TWiTCraft

Postby VanteS » 07 Sep 2013, 16:45

nfair wrote:Clearly we must build a wall to keep the vile corruption of 1.7 biomes from corrupting the purity that is TwitCraft.


It's going to be one heckuva wall, here is an example of what we'd expect to see if we expanded the border after upgrading to 1.7.

Somebody on r/minecraft expanded their existing world after upgrading to the newest snapshot:

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Re: On the State of TWiTCraft

Postby gregor1942 » 07 Sep 2013, 17:11

i think what might solve this problem is if we create a seperate world and leave the current survival to move peoples stuff (either with a mods help or brick by brick) and then just leave the current world like the chatrealm world. where people can explore but cant create or distroy.
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Re: On the State of TWiTCraft

Postby VanteS » 07 Sep 2013, 17:47

And just to beat a dead horse, I generated a world using the seed from our beloved TWiTCraft survival world using Minecraft version 1.4.7. The world is identical to TWiTCraft survival minus all the building and mining.

I then upgraded my client to the newest snapshot and generated new chunks, in the foreground is land gen'd under 1.4.7 and in the background we see land generated with the latest snapshot.

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Re: On the State of TWiTCraft

Postby gregor1942 » 07 Sep 2013, 19:15

seeing the photo there i almost like the idea of just expanding the borders. just make bridges and what not
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Re: On the State of TWiTCraft

Postby Timberwolf1777 » 07 Sep 2013, 19:16

Got it. Dead horse beaten. So go with 5murgs idea. Make the resource world a new non-resetting world where people can build and make new towns on normal difficulty. I'll still use it as a resource world for sand harvesting and mining and leather and such. But people will be free to make the castle of their dreams there without fear of a monthly reset. And with no dynamap there, it wont add too much load on the server.

This will leave the main twitcraft survival world for the more advanced players who like doing big builds that are meant to be shared (like the fleamarket, race tracks, and aquadome) and having them visible via dynamap is important. And regarding the dragon hunt: the one thats created when the 1.7 world is made can just be the last one. Yeah it will create fairness issues for the "have nots" on the server but is this really that big of an issue? It will at least make the last few hunts crowded and exciting ;)

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Re: On the State of TWiTCraft

Postby Warriorbox » 08 Sep 2013, 05:40

VanDerProtofsky and I were discussing one possibility last night....

Would we HAVE to expand the borders all the way around the current world? Suppose we just expand ONE border, say the north... to a length of a similar size to the current world... Just tack on ONE same size square in the new 1.7 landscape... then encourage anyone to build bridges, tunnels, lift systems or smooth out the terrain at the seam.

The stargate/portal/tp options (if/when a decision is reached) could still proceed, but we could also build an extension to the roads/rails going north into the new land straight north from current spawn.

One edge would be easier to manage than four. I would enjoy to build something to bridge the gap, and/or we could use beacons to clear or smooth the big step up or down, if that was the preference.

I could see this challenge appealing to the creative and amazing players we have, and one edge only wouldn't be as daunting as four.

Also, it would save dividing the community into two, with one group staying on Old Twit, and one moving to New Twit, or trying to divide their time between the two... we would have the best of both worlds. Still all together on Text chat, still in the one world.. just a new part of the landscape.
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Re: On the State of TWiTCraft

Postby VanDerProtofsky » 08 Sep 2013, 15:47

Warriorbox wrote:Would we HAVE to expand the borders all the way around the current world? Suppose we just expand ONE border, say the north... to a length of a similar size to the current world... Just tack on ONE same size square in the new 1.7 landscape... then encourage anyone to build bridges, tunnels, lift systems or smooth out the terrain at the seam.


To further expand on this idea, I was thinking that Curley and the mods should temporarily install VoxelSniper and create a Cataclysm-style chasm between the old and new map, by eroding and brushing down even the most drastic of changes to the terrain. I mention the chasm idea as it could be useful in "explaining" the sudden changes of biome/elevation between the old and new lands.

Furthermore, the spawn could be changed to a new city near this chasm, to allow new users to either pick between the old or new lands easily. As Warriorbox mentions, we could also invite other builders to try and smooth the transition in creative ways, either by bridges, winding paths, etc. I also agree with just expanding one boundary (i.e. doubling the length of the map), so that such an idea would only require chasm'ing one side.

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Re: On the State of TWiTCraft

Postby uekitree » 08 Sep 2013, 17:45

I'm just wondering if I'm the only person who thinks these crazy border errors are amazing. I would love to have a chunk of that awesome land to play with.

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Re: On the State of TWiTCraft

Postby Timberwolf1777 » 08 Sep 2013, 17:50

I would love to play with one too uekitree. Temple face in the wall indiana jones style. Giant shelf with a home on it. Huge arching bridges .... all awesome

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Re: On the State of TWiTCraft

Postby uekitree » 08 Sep 2013, 18:02

Also I should say that WarriorBox and VanDer's plan sounds like a great compromise. Anyone who wants to stay in the old world can but an equal new world will be ready to explore for the players who want a fresh start.

For my part this is the best plan I've heard and I'm all for it.

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