Mellori wrote:Claims seem to be the overall solution, though perhaps light level or water would be a good indication also, as if it's not made into a spawner grinder it will most likely be lit up - though lava would also influence the light levels.
I'd imagine you're right about spawners being in the same place when regenerated, though it's probably better to be safe than sorry in that regard, plus how some of the spawners might still be in an old updates' chunks.
I'm not much of a coder person, but I know that it's reflex to claim a spawner you come across that you wish to keep, and I doubt there are any around that haven't been claimed that would be missed.
I think, whatever the method behind it, it's best to regen unwanted spawners under oceans, to prevent biome clashes like the biome walls found on the edges of oceans currently.
Yeah, I think Zz' claims will be important to take into consideration for Zz. This script is primarily being created as a universal script to regenerate chunks on both LVS and Zz, so it needs to be designed with the assumption that claims do not exist at all. Should be relatively simple to later tack on "if a claim extends into this chunk, do not regenerate it" once the script is otherwise complete.
For this update, there won't be quite as drastic changes between old and new terrain. The new ocean biomes will exclusively replace locations of ocean biomes in the world generator from 1.7 through to 1.12.2 so there will hopefully mostly just be cliffs below the water. However, the majority of the oceans on Zz are still pre-1.7 land so you may be right in expecting some odd islands or sink-holes formed in terrain by the odd spawner or claim in the middle of the existing ocean terrain.
Aravero wrote:I would just like to point out that the example crafting table does not fall under "blocks that cannot exist in the world without players" as stated in the previous meeting notes.
Firstly, crafting tables spawn in village librarian houses. Secondly... some people are in the habit of littering worlds with crafting tables they never intend to return to.
Ara posted the above in response to the meeting notes thread.
I aim to add a list of natural blocks generated per structure, and so it will be able to see the structure generated in the chunk and determine if the crafting table were generated within a natural structure where it would naturally generate.
We could include crafting tables as one of the "soft" player-placed blocks mentioned above, alongside torches, which would only regenerate a chunk which includes these soft blocks if it is within x chunks of a chunk with other player-placed blocks; This should allow regenerating wilderness chunks with litter without regenerating chunks in and around a player's base or work area.
Though it may get a bit complicated in trying to remove chunks which include litter, like cobblestone pillars, planks used to cross ravines, crafting tables in the middle of fields, torches dotted throughout caves and land. I would definitely prefer to act with caution, with chunks left as-is when we might have liked them to regenerate rather than regenerating chunks which were important to a player. Far easier to extend the script at a later date to regenerate those chunks left behind, rather than try to build in a way to un-delete those chunks and spend years dealing with support requests from players who have had their builds deleted.