SettleScape / server

The configuration for SettleScape™, a high-quality, community-minded Minecraft server.
https://SettleScape.org
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Discussion: World Scalability beyond v1.17.1 #178

Closed MilesBHuff closed 2 years ago

MilesBHuff commented 2 years ago

Due to logistics, it is just not feasible to support a single large world.

I didn't want to do workarounds like disabling large biomes past a certain point, or using the new terrain past a certain point and hoping it has the resources we need. The former does not preserve SettleScape's feel, and the latter just results in the same scaling issue down the line.

I'm going to be cropping our existing world to just the Great Sea and its surrounding areas, and then eventually adding the following things:

  1. A resource world, complete with its own Nether and End. This will be completely regenerated on a different seed at a regular interval (daily, weekly, or monthly). These resource worlds will essentially be anarchy, so you should come prepared, and leave behind anything you don't want to lose in PvP. These resource worlds also give limitless potential for explorers to earn money. Resource worlds will have their own dynmaps, with the fog of war we've all grown accustomed to.

  2. When the main world gets full, there will be a second world, also with its own Nether (but not End). These second worlds will possibly use 1.17.1 generation -- I'll be able to pregenerate them there, and then update them to whatever the latest version is. This allows us to enjoy two different terraingens, as the resource worlds will all be 1.18.2+ terrain.

This split between permanent and resource worlds will give extra incentive to keep the main world nice, and will mean we can restrict the main world more-heavily than the resource worlds -- although this may take some tricky permissions configurations, and idk how much is possible there.