#WorldGen w/ y-Offset Chunks
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oh I would SO play this omg
I'mma give it a go
wait do you mean that the coordinate system changes from chunk to chunk?
oh that's interesting
that might be beyond my skill level tbh
this sounds like a bitch to implement
yeah, there are a number of technical challenges, and thinking about it, compatibility would be a nightmare
It would be siiiiick tho
there’s a million things that would be sick but are way more trouble than they’re worth
!!ivegotagreatidea
yeah....
I'm already in the midst of being one of those, I can't do this for another project too XD
no reason to do this instead of just increasing the height limit
which is something you can do in vanilla
performance
marginally at best
you'll need so much custom logic for inter-chunk behaviour
like when a piston pushes a block over a chunk border, suddenly it also needs to move up/down some number of blocks
and, like, pathfinding would be so cursed
and a million other things
How hard would it be to have parallel chunks running?
"real" chunks that process the data normally and then "rendered" chunks that are offset
wdym
the problem is it's not just rendering
I know that I'm just using that as a simplified term
It's rendering and position mainly i'd say
like, if there's an offset of 20 blocks between chunk a and chunk b, when you cross between them, you need to not take 20 blocks of damage
@mild basalt would you have the skill to do this?
(you're literally the most talanted dev I know)
this sounds theoretically plausable but I don't think its worth implementing it because of the practicle challenges it might impose, imagine building an underground bunker and you're just walled off by a bunch of bedrock.
even moreso, if you build a redstone flying machine on top of a mountain, and it flies over an ocean, it would techincally be above the build limit, so what would it do?
I was thinking more along the lines of each chunk having normal coordinates but being visually offset
So going from one to another chunk at a certain y-level will stay at the same y-level in the backend for the new chunk but will VISUALLY move whatever the offset distance is
I don't get the vision
I feel like the only way to show it is visually but I have no skill animating or drawing
😭
do your best
This mod idea explores a world-generation and rendering experiment where each chunk is spatially offset from its neighbors by a random amount — for example, up to ±10–15 blocks vertically and horizontally. The goal is to create a visually distorted landscape where chunks don’t line up perfectly, forming natural-looking mountains, valleys, and rifts without actually modifying terrain data.
Each chunk maintains its own local coordinate space, but entities, players, and rendering all still exist within a shared global coordinate system. This means physics, movement, and interactions like pistons or redstone carry through normally — a piston extending from one chunk into another at Y=50 will continue into Y=50 globally, even if that chunk visually appears offset (say, at Y=30). The effect is purely visual/spatial, not logical: world mechanics remain intact, but the rendering and entity positions are transformed per-chunk.
The result would be a surreal, warped world where players can traverse uneven, disjointed terrain — climbing, falling, or bridging between chunks that are visually displaced. The technical challenge lies in adjusting rendering matrices, entity transforms, and potentially pathfinding, without breaking block or entity interactions across chunk borders.
I used chatgpt
don't kill me please
so half the flying machine would appear 10 blocks higher...
Yes
or lower
or whatever the offset is
same for pistons, redstone, etc
The problem here is that chatgpt has not represented your idea well
At least that doesn't come as a surprise
funnies
i think if you explained it yourself, it would sound better
Wow, that sounds terrible. You'd just have random visual discontinuities everywhere; if the terrain sloped smoothly, you'd walk across a chunk border and find yourself falling from the sky--or suffocating 10 blocks underground, depending which way you're walking!
No you go thru the visual border so you can go from y=40 to y=55 or whatever the offset is
yeah rendering
coordinates
Only pistons etc go thru with an offset
That would still be hideous and terrible, just so you know.
Yes isn't that kind of the point?
I still have dreams about a stripe lands mod
a mod that turns java into bedrock
but in a terrible way
on 1.12.2 it's interesting
so 1.7 and below give you the bedrock style stripelands
they have hardcoded models
but 1.8+ compiles models first then renders them
so in 1.8 and beyond you get complete models but bad placement
like this
in 1.14+ stripelands crash the game
but a mod that fakes them would be fun
Oh aren't you the guy who extended the wbor to int limit?
not really
you're likely thinking of thistestuser or zero