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World at very low and high y-values #266

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opened 2026年01月29日 11:16:33 +01:00 by Dirkfried · 3 comments

Is there any idea to use the vast height (and depth) that Luanti worlds have?

Even if floatlands would be generated around y=1024, there would be still so much left empty above it (for default world size).

Same thing for the underground: is there an idea to add layers? For example different cave biomes?

What do you think about the usual approach to separate layers of the world and build in some kind of teleportation method?

Is there any idea to use the vast height (and depth) that Luanti worlds have? Even if floatlands would be generated around y=1024, there would be still so much left empty above it (for default world size). Same thing for the underground: is there an idea to add layers? For example different cave biomes? What do you think about the usual approach to separate layers of the world and build in some kind of teleportation method?
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I have toyed with the idea of using some kind of floatlands late in the project, when most other features are done and have stabilized. It seems appropriate for this game. I may also add some kind of flying vehicle to get there.

Teleportation is currently not planned; the pacing in this game is intentionally slow and the game is intentionally low-tech. Slow exploration is part of the game design. More vehicles are planned tho.

In general, more biomes are planned including for the underground. This includes "cave biomes". But I have not decided on introducing something like a hard height limit. What is planned that this game may eventually make more use of the height for a more interesting and rich world. This still needs a lot of planning and design.

As for "layers", "realms" or "dimensions", this is not planned. Repixture plays in a singular world to keep things simple.

All of these are just rough ideas, nothing is set in stone yet, except for the rejection of realms, that one I am pretty certain about.

Does this answer your questions?

I have toyed with the idea of using some kind of floatlands late in the project, when most other features are done and have stabilized. It seems appropriate for this game. I may also add some kind of flying vehicle to get there. Teleportation is currently not planned; the pacing in this game is intentionally slow and the game is intentionally low-tech. Slow exploration is part of the game design. More vehicles are planned tho. In general, more biomes are planned including for the underground. This includes "cave biomes". But I have not decided on introducing something like a hard height limit. What is planned that this game may eventually make more use of the height for a more interesting and rich world. This still needs a lot of planning and design. As for "layers", "realms" or "dimensions", this is not planned. Repixture plays in a singular world to keep things simple. All of these are just rough ideas, nothing is set in stone yet, except for the rejection of realms, that one I am pretty certain about. Does this answer your questions?

Yes, it answers a part of my question to know that you reject layers/ other realms in Repixture as well as that you probably reject teleportation.
(I agree that keeping everything in one realm fits to Repixture trying not to be too complex.)

The main problem for me is still that going up and down is very boring at the moment compared to moving on the surface.
And that there is just so much unused space.

If you would introduce floatlands, would you generate them all the way up or stop at some height?
And do you thought about the problem with them casting shadows on the ground?

My motivation for this topic was that I thought about running a Repixture server and that in this case I would probably introduce borders (maybe at y= +/- 1024) to left unoccupied space for introducing something interesting there later on.

Yes, it answers a part of my question to know that you reject layers/ other realms in Repixture as well as that you probably reject teleportation. (I agree that keeping everything in one realm fits to Repixture trying not to be too complex.) The main problem for me is still that going up and down is very boring at the moment compared to moving on the surface. And that there is just so much unused space. If you would introduce floatlands, would you generate them all the way up or stop at some height? And do you thought about the problem with them casting shadows on the ground? My motivation for this topic was that I thought about running a Repixture server and that in this case I would probably introduce borders (maybe at y= +/- 1024) to left unoccupied space for introducing something interesting there later on.
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I agree that vertical exploration is currently lacking, caves definitely need more love. When I redesign caves, that will very likely also affect stuff close to the surface (for vegetation and stuff).

I don't think I will use the full 31000 up/down limits anytime soon, probably only a part of it. It doesn't make sense to me to flood the whole sky with floatlands at all heights.

Also my plan is that when I do large updates to biome stuff, I can make it so that old worlds are not affected to prevent ugly discontinuites, unless there is an explicit user request to generate new stuff in your world anyway. I do not want to break anyone's server. Rest assured I will take compatibility in mind. I introduced a biome version a while back then. This rule does not apply to smaller biome changes tho.

1024 as limit sounds maybe a bit much, but it's hard to predict which height is 100% "future-proof".

I'm excited to hear about the start of a possible new Repixture server! 😃

I agree that vertical exploration is currently lacking, caves definitely need more love. When I redesign caves, that will very likely also affect stuff close to the surface (for vegetation and stuff). I don't think I will use the full 31000 up/down limits anytime soon, probably only a part of it. It doesn't make sense to me to flood the whole sky with floatlands at all heights. Also my plan is that when I do large updates to biome stuff, I can make it so that old worlds are not affected to prevent ugly discontinuites, unless there is an explicit user request to generate new stuff in your world anyway. I do not want to break anyone's server. Rest assured I will take compatibility in mind. I introduced a biome version a while back then. This rule does not apply to smaller biome changes tho. 1024 as limit sounds maybe a bit much, but it's hard to predict which height is 100% "future-proof". I'm excited to hear about the start of a possible new Repixture server! 😃
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