Decide if we keep the end boats #3861

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opened 2023-07-30 21:19:49 +02:00 by kneekoo · 6 comments
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MineClone2 version: 0.84

We have both boats and ships. I'm ok with both, although boats being quite frequent compared to ships, it can make it a bit easy to find shulkers. Of course, this is just my personal experiences in one world.

As we don't have End Cities, the boats are be a reasonable alternative. But should we keep them even after we add the cities?

MineClone2 version: 0.84 We have both boats and ships. I'm ok with both, although boats being quite frequent compared to ships, it can make it a bit easy to find shulkers. Of course, this is just my personal experiences in one world. As we don't have End Cities, the boats are be a reasonable alternative. But should we keep them even after we add the cities?
kneekoo added the
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labels 2023-07-30 21:19:49 +02:00
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yeah but make them rarer to find but the end ships should spawn with the end cities

yeah but make them rarer to find but the end ships should spawn with the end cities
the-real-herowl added this to the Mapgen update project 2024-06-27 21:53:47 +02:00
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The mapgen update branch #4611 contains a simple end house, from MCLA.

You can also see the small boat ("wreck") generated above the surface in the background, but they look rather dull from below.
IMHO they at least need to be designed more interesting, but I'd rather aim for generating interesting end cities.

screenshot_20240901_002033.png

The mapgen update branch #4611 contains a simple end house, from MCLA. You can also see the small boat ("wreck") generated above the surface in the background, but they look rather dull from below. IMHO they at least need to be designed more interesting, but I'd rather aim for generating interesting end cities. ![screenshot_20240901_002033.png](/attachments/cfafd6a3-6ec4-4c46-baf7-d6e986269de7)
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What would it take to add the End Cities? I'm not really a fan of iterating with mapgen improvisations, since that makes existing (and constantly explored) worlds reflect the whole progression, with only the final version being useful enough. If it's not too difficult to pull these off, we could take a bit more time with them and solve this in one shot.

Is it more a design/build problem, or it's about the code that makes them deterministic?

What would it take to add the End Cities? I'm not really a fan of iterating with mapgen improvisations, since that makes existing (and constantly explored) worlds reflect the whole progression, with only the final version being useful enough. If it's not too difficult to pull these off, we could take a bit more time with them and solve this in one shot. Is it more a design/build problem, or it's about the code that makes them deterministic?

What would it take to add the End Cities? I'm not really a fan of iterating with mapgen improvisations, since that makes existing (and constantly explored) worlds reflect the whole progression, with only the final version being useful enough. If it's not too difficult to pull these off, we could take a bit more time with them and solve this in one shot.

Is it more a design/build problem, or it's about the code that makes them deterministic?

  1. Code being deterministic
  2. Structure generation from parts
  3. Big structures
> What would it take to add the End Cities? I'm not really a fan of iterating with mapgen improvisations, since that makes existing (and constantly explored) worlds reflect the whole progression, with only the final version being useful enough. If it's not too difficult to pull these off, we could take a bit more time with them and solve this in one shot. > > Is it more a design/build problem, or it's about the code that makes them deterministic? 1. Code being deterministic 2. Structure generation from parts 3. Big structures

Code being deterministic
Structure generation from parts
Big structures

The end city @kno10 proposes works with the normal structure gen.

> Code being deterministic Structure generation from parts Big structures The end city @kno10 proposes works with the normal structure gen.
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Jigsaw type of generation will take some cording work, but we also do not have schematics.
This small end house (which is in the latest mineclonia release) can be seen as a first schematics.

Jigsaw type of generation will take some cording work, but we also do not have schematics. This small end house (which is in the latest mineclonia release) can be seen as a first schematics.
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Reference: VoxeLibre/VoxeLibre#3861
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