
Optimizing Worldgen
klinbee opened this issue ยท 2 comments
Hello, I am the creator of Terrainless Worldgen.
Due to data pack limitations and Minecraft limitations, this pack is rougher on performance. There are definitely optimizations that can be done to drastically improve the worldgen speed, but this is highly dependent on your goals. I would like to discuss that here.
- What structures do you want to be floating? (It does seem like you only want structures, no features).
- Do you mind if they have varied "Terrain" around them? (E.g. varied heights/path blocks traveling up invisible hills).
Some structures don't need to use the world creation/deletion trick used in this, some do. The varied height/paths would require simulating worldgen, and then removing it though...
But yeah, would be happy to help out some.
Hello! Nice to meet you!
I used Terrainless WorldGen in order to delay creating datapack by myself.
But with a small amount of time I have these days, it would be really helpful to work around your pack
I suppose that Terrainless WorldGen creates world as a normal Minecraft then deletes all blocks?
When we tested Milestone in multiplayer world generation ate so much resources. Especially when we flied on elytras.
Milestone needs structures but no features. I manually removed them for now. Structure basements look fine to me. So what's the plan?
I suppose that Terrainless WorldGen creates world as a normal Minecraft then deletes all blocks?
Correct.
Milestone needs structures but no features. I manually removed them for now. Structure basements look fine to me. So what's the plan?
Depends on some of your other goals. Realistically, the terrain can be simplified drastically depending on your goals. Which means instead of generating the entire normal Minecraft terrain, which has a lot of blocks to place and remove and uses a very complicated function, we can use a very simple function to place terrain.
I think discussing this more on Discord would probably be best, do you have a server?