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March 29, 2018, 10:43:23 am
dunno if its only 4 me, but ping is at something around 3 seconds Oo
February 13, 2018, 03:19:46 am
random art rules
February 11, 2018, 08:59:41 pm
Tist, that website is so addictive. Thanks!
February 06, 2018, 01:13:24 am
hi cheese, nothing much, cool every1 should try, random words/things become art http://www.random-art.org/online/
January 27, 2018, 06:01:10 am
Hi CheeseCutterSink: Thank you! I hope this year is good for you too!
January 26, 2018, 06:27:08 pm
Hey Tist, what's up old bean?
January 26, 2018, 12:20:11 am
anything interesting going on? Pip - owners:%bown% https://imgur.com/a/cKDHK
January 14, 2018, 07:30:49 pm
is...is good for you
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hey Barbay, hope this year us good for you
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Happy New Year, everyone!
January 05, 2018, 04:55:37 am
Happy New Year, everyone!
January 02, 2018, 02:53:24 am
hny peeps * !
December 29, 2017, 11:09:09 am
For all you stalkers, now you can stalk ingame chat directly from Discord. Check #mc_world channel.
December 29, 2017, 09:27:48 am
Hello, I wanted to wish you all a very happy new year!
December 28, 2017, 08:47:29 pm
Server re-opened.
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Server down for maintenance.
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Merry Christmas
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long time no see, hi everyone
December 23, 2017, 12:25:19 pm
I'm Santa and it's a secret lol
December 23, 2017, 02:23:22 am
certificate is expired , and what about secret santa?
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What Hal said!! Hohoho!
December 22, 2017, 05:17:37 pm
Keep an eye out for a christmas special this weekend on Mcsteamed
December 13, 2017, 11:45:59 pm
https://mcsteamed.net/index.php?topic=1043.msg13232#msg13232
December 13, 2017, 12:01:16 am
hey does anyone have the previous 2-3 maps available for download? got some people here irl id like to show some stuff
December 12, 2017, 11:19:24 pm
hey cheech
December 10, 2017, 05:12:42 pm
Thanks Cheech, I just pooped myself
December 10, 2017, 01:29:31 am
BOO!!! >exit stage left<
December 05, 2017, 01:32:02 pm
I figured out my login! Now to try to find my minecraft info...
December 03, 2017, 10:09:29 pm
Imagine that, i misplled spelling
December 03, 2017, 10:09:03 pm
Werking, also try /w asset to see your own warps and what they are. Maybe speliing is off?
December 03, 2017, 06:09:56 pm
wereking try to /w list 30 or other number to see if your warp name apears w list gives you the list of warps , and 30 its the page 30 of the list
December 03, 2017, 06:06:47 pm
had no issues with /w castle or /w jasvi
December 01, 2017, 08:46:01 pm
are the commans broken ? i can warp using /home, but i can't use my public warp /w SanctuaryFarm anymore or create a new 1 :/
December 01, 2017, 03:03:18 am
Tree is complete https://imgur.com/vSAso55
November 26, 2017, 02:04:49 pm
Leet, Ol' buddy, old pal
November 21, 2017, 02:04:17 am
today played w/o lag =)
November 20, 2017, 04:18:44 am
having lag issues badly ~1500 ping
November 18, 2017, 03:02:47 am
hey leettox, good to see you puttering around here still
November 17, 2017, 02:29:37 am
o/
November 08, 2017, 07:32:37 pm
Much better today! yeah ^^
November 06, 2017, 03:01:53 pm
Lag is really hard *
November 06, 2017, 07:44:06 am
People are alive. How nice!
November 05, 2017, 05:57:05 pm
experiencing major lag. may require a server reboot please
November 04, 2017, 02:40:17 am
yeah, I'm just not int the mood to play MC , but its still fun to hang out
October 29, 2017, 07:02:02 am
Not really. I personally just ain't into minecraft right now.
October 24, 2017, 02:56:35 pm
Everyone is in discord
October 22, 2017, 06:31:28 am
:u ... quiet ... :u ...
September 30, 2017, 02:36:17 am
server online , thanks ylt
September 30, 2017, 02:27:12 am
i think the server just failed
September 30, 2017, 02:12:45 am
Pips, we are experiencing a lot of lag. Would you be willing to restart the server?

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Author Topic: World vs Nether: Separating beacons?  (Read 3184 times)

Superleclerc84

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World vs Nether: Separating beacons?
« on: January 18, 2012, 07:20:07 am »
I wish ylt could find a way (and mostly the time) to make it so a beacon in world doesn't also "beaconize" the same coordinates (which are usually very far from the portal) in the nether.  And vice-versa, a beacon in the nether shouldn't also "beaconize" the same area in world.

For example, if i put a beacon at 800, 800 in world, then enter a portal there, I will appear in the nether near 100, 100, which is nowhere near the "nether beacon zone" at 800,800 in the nether.

If I explore the nether a bit and claim some spot, and make portal back to world there, I'll appear extremely far, maybe outside all borders.

For example, if i put a beacon at say 500, 500 in the nether, I will appear in world near 4000, 4000, that's quite out there!

The problem is that because of the 8-factor expansion, this means that the "density" of the odds of landing into already-beaconized space is actually 64 times greater than normal.  Since lots more beacons are in world than the nether, of course it seems like its already all claimed, unless you're ready to take a very long and perilous walk/dig.

Fully separating world beacons and nether beacons would "uncrowd" and "free" a lot of the claimed space, that is actually not used because when a player puts a beacon, its exceedingly rare that the player actually wanted to develop both planes that way, usually he'd put one or more beacon in world, to develop things in world, and then do the same putting beacons in the nether, to develop things in the nether.  That is because many players don't much care to find out or travel to where in the nether their claimed world beacon actually falls, cause its a location totally unrelated to where they would appear anyway from that world beacon: nobody chooses a location purely on the basis of the fact that it is exactly the same coordinates as another location in another world that doesn't even have the same travel scale, usually there are more valid reasons, like they like the look of the spot, etc.

In any case, this separation of beacons that protect only areas in their respective worlds only, would speed up the map server a lot, too, because it wouldn't need to draw as many beacons/borders in each of the 2 planes, since beacons would "exist" only in the plane they are located, instead of extending their protected area simultaneously in both, despite the x8 factor scaling between both planes making same-coordinates location pretty much irrelevant to each other.  *If* the scaling between world and nether was x1, then *maybe* it could be logical do a "cover both planes for the price of a single beacon" thing like it actually is, but such as it is, it is simply neither very useful nor efficient and is just a big waste of claimable space.  To me this feel like if you'd buy a house in america, this would also make a house in china become "reserved" to you, even though you'll probably never go there, or rather you'd go eventually, but you probably would want another house (which would also "reserve only to you" yet another house in america, that you probably don't care about).

So in short I think each plane should be kept fully separate.  Especially considering the promise of a skylands plane coming in a further minecraft version.  With our current beacon system, right off the bat on "day 1" of the generation of the skylands plane, it would be "already pretty much claimed" even before any player would have had a chance to actually go there, simply because that plane would also use the already existing beacons in both world and nether to determine its already claimed space.  That just feels weird to me.  The x2 waste would upgrade to x3.

Apart from this little detail, congrats to ylt for a superb piece of software, because the beacon system is a piece of genius, thanks.

ylt

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Re: World vs Nether: Separating beacons?
« Reply #1 on: January 18, 2012, 08:58:56 pm »
The beacons are separate, much of the beacon crowd is caused by people attempting to expand the world, and making do with limited space (combining protection + border was a bad idea) so you'll need to create a beacon at the exit point. I did think of making it create a beacon at exit point - but I thought it would be better if players were to do it themselves.

For the dynmap, yes that shows both worlds (forgot to fix), maybe I'll improve it after exams (last one: 24th).

Superleclerc84

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Re: World vs Nether: Separating beacons?
« Reply #2 on: January 19, 2012, 01:49:53 am »
Thank you for such a prompt and very clear answer, ylt!  So this means its more on the side of the map website, that in the game itself.

I hope one day when you have the time (and you want to do it of course!), that it will be fixed, along with:

b) Upon arriving at the map website, beacons and border are turned off by default.  This lets the player zoom to where he wants before turning the (much slower) "beacons/borders" display mode.

c) Mouse pointing displays the accurate coordinate (http://mcsteamed.net/index.php?topic=448.0)

d) Beacon and borders south & east limits displayed correctly (http://mcsteamed.net/index.php?topic=436.0)

I agree that players changing planes should have to bring their own beacons, and that making the beacons and the borders both fused into a single beacon system did not turn out as good an idea as what you probably wanted.  It really does create a lot of border overlap.

Once again, thanks for all your coding, its already a superbly and greatly useful tool.











pips

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Re: World vs Nether: Separating beacons?
« Reply #3 on: January 19, 2012, 11:49:02 am »
b) Upon arriving at the map website, beacons and border are turned off by default.  This lets the player zoom to where he wants before turning the (much slower) "beacons/borders" display mode.

Just changed that. :) One down, two to go.
(Where is a)?)

Superleclerc84

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Re: World vs Nether: Separating beacons?
« Reply #4 on: January 19, 2012, 06:02:41 pm »
Most Excellent!  (and fixed so fast, too!)  I'm quite sure I won't be the only one who will appreciate that feature a lot!

Oh, and I forgot the last one in the complete "small dynmap fixes" list:

e) Reorient the map display so that "toward the top of the screen" is actually the in-game-North instead of the in-game-West.

(I think this should actually be fixed before the "b" step above, so that after correcting the "e" step, the "b" step  woudn't have to rechecked to see if still works correctly.)



There is also another less important thing that I think could potentially also be useful:

f) Instead of only a single +" and "-" buttons to zoom in or out, bracketing an entire column of buttons, one for each of all the available zoom levels, between the "+" button, which ould be at the top of the control area, and the "-" button, which would be at the bottom if that column of buttonss.  This way players consulting the map can zoom directly to/from desired zoom levels without necesseraly having to cycle through all intervening zoom levels.


Thanks!

SpottiCuss

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Re: World vs Nether: Separating beacons?
« Reply #5 on: January 20, 2012, 08:42:13 am »
Would be nice to be able to see the Nether map without all the beacons from "the top".
It is really hard to figure out which areas are taken and which are not - I normally use the map when going on Glowstone hunt and because of all the displayed borders on the map I normally travel (allot) to reach the unspoiled edges for best chance of avoiding "No permission"  ;D

Sincerely,
SpottiCuss
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From Denmark :-)


NickoTyn

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Re: World vs Nether: Separating beacons?
« Reply #6 on: January 20, 2012, 10:45:29 am »
I think it's almost impossible to make the beacon's border look good in the 3D view of the map.
It would require that each block inside a beacon to be drawn with another color, not just drawing a rectangle of set radius from the center of the beacon, with it's height set to 64.

The only way to see the beacon's borders right is to look at the map using the top-down mode.