[LVS] Council Pre-meeting Agenda (December 2nd 2017)

[LVS] Council Pre-meeting Agenda (December 2nd 2017)

Postby Spectatre » Sat Nov 18, 2017 10:49 pm

EliasRipley will be hosting us all in two weeks time!

Last meeting notes: Clicky

Post apologies, discuss discussions here
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Re: [LVS] Council Pre-meeting Agenda (December 2nd 2017)

Postby SwayLight » Sun Nov 19, 2017 3:28 am

Guess who won't be there? me.
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Re: [LVS] Council Pre-meeting Agenda (December 2nd 2017)

Postby EmpressBethany » Sun Nov 19, 2017 3:47 pm

POINT FOR DISCUSSION: LVS Regen Strategies or Border Expansion in Light of THE UPDATE AQUATIC in Spring 2018

How can we add shipwreck and mansion adventures and coral mining to the LVS? Can we figure it now and then eagerly roll out the expansion when 1.14 is released? Is it a problem we can throw money at? What can we non-computer ppl do to help the computer-brainiacs see the expansion/regen through?
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Re: [LVS] Council Pre-meeting Agenda (December 2nd 2017)

Postby Zedwick » Sun Nov 19, 2017 8:52 pm

EmpressBethany wrote:POINT FOR DISCUSSION: LVS Regen Strategies or Border Expansion in Light of THE UPDATE AQUATIC in Spring 2018

How can we add shipwreck and mansion adventures and coral mining to the LVS? Can we figure it now and then eagerly roll out the expansion when 1.14 is released? Is it a problem we can throw money at? What can we non-computer ppl do to help the computer-brainiacs see the expansion/regen through?


It's not yet known which of these features can show up in previously generated biomes, Guardian temples could generate in old chunks for example. Expanding the border seems a reasonable step once the update settles, but we may find that Mojang have considered old worlds and will make sure the new content shows up in them. Other more drastic regen strategies are possible, but we'd have to discuss such measures once we know more.
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Re: [LVS] Council Pre-meeting Agenda (December 2nd 2017)

Postby ABParadigm » Mon Nov 20, 2017 2:30 am

Ah, I agree EB. I see your point Zed, but I also agree with the fact that woodland mansions' nonexistence on LVS is currently a significant "Latest Version" handicap. I believe with an update this significantly geared toward exploration a border expansion of some variety would be important.

If I may throw us back a few months, Marco_Francisco input a topic on this subject (located here: https://zedwork.co.uk/wiki/Zedling_Coun ... 2017-06-17) in July of 2017, where some decent discussion took place during, and maybe a few off-the-clock ideas and suggestions were born. If I recall the best idea were to do some sort of end reset script in the overworld, but beyond the border. This would allow structures (and biomes) marked as rare to be resetable, much like elytras and shulkers in their respective rarities.

This would cause a lot of issues in the long run, such as "how would you get players outside the border safely back in?" I cannot answer that. Also, how do we prevent monument camping? Again, I am unsure. But I can tell you for sure, this is one of the most logical suggestions considering the update will cause a large boom of exploring and will eventually lead them back to oblivion.

Naturally, we can talk about this more when the update hits and the dust settles, but I thought it would be worth reanimating an old topic.
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Re: [LVS] Council Pre-meeting Agenda (December 2nd 2017)

Postby Forseth » Mon Nov 20, 2017 7:29 am

Another possibility would be to reset a part of the world. Instead of expanding the world border, you could reset the last 5 or so thousand blocks next to it. There aren't alot of players out there and those who are could get enough time to move out of that area. That area should be large enough to generate all the new features, and much more.

Also I can't make this meeting. Work work. Sorry. (Almost there!)
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Re: [LVS] Council Pre-meeting Agenda (December 2nd 2017)

Postby ABParadigm » Tue Nov 21, 2017 2:32 am

IUALUM83 and Aravero as well as Entity008 all have settlements on the world border, whether they be permanent, outposts, or otherwise. I believe NeoElder also has one, and SneakySkeleton is working on a Mesa further out that I know of.

Sorry to shoot you down Forseth but a lot of people are down and around the world border(s).
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Re: [LVS] Council Pre-meeting Agenda (December 2nd 2017)

Postby Forseth » Tue Nov 21, 2017 8:12 am

Yeah I am aware of that. They would have to move their stuff, tear down their bases and get them selves out of the selected area.

I'm no exception. My base is within that area too.
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Re: [LVS] Council Pre-meeting Agenda (December 2nd 2017)

Postby EliasRipley » Tue Nov 21, 2017 9:07 am

Amber and I also have a base we've been working on at the world border. For that reason I would prefer to see specific unoccupied areas refreshed (if possible). We could go out exploring for regions without [active] players. I think expanding the world border should be something done when we reach overpopulation.

Question:
If Zed were able to update specific ranges... Would they keep their landscape, or would it be random? (I'm imagining a biome suddenly becoming another biome. That would look ugly / unnatural.)

I think AB is very right about us not representing our server name if we are missing latest version features. I didn't actually know we don't have any mansions yet.
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Re: [LVS] Council Pre-meeting Agenda (December 2nd 2017)

Postby Zedwick » Tue Nov 21, 2017 1:15 pm

EliasRipley wrote:If Zed were able to update specific ranges... Would they keep their landscape, or would it be random? (I'm imagining a biome suddenly becoming another biome. That would look ugly / unnatural.)


They would be refreshed using the same seed each time, and so would generally keep the same shape and biomes. However, this update looks to include new biomes. The last update to include new biomes, I believe, was 1.7. This is the update I created LVS for, so it has never seen a generator change to include new biomes. Zurvival, however, has seen generator changes. The border between old and new land creates sharp cliffs when the height of the landscape changes. I suspect we will begin to see this on LVS in 1.14. However once land has been generator with the new generator, regenerating it will always create the same landscape.

It is also possible that the new biomes will exclusively be replacing existing deep ocean locations, as they are all oceany biomes. If Mojang manage to Only replace ocean biomes with the new biomes, there would hopefully be much less risk of seeing the weird generator cliffs. Will need to wait to see how they handle it.
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