This post has been de-listed
It is no longer included in search results and normal feeds (front page, hot posts, subreddit posts, etc). It remains visible only via the author's post history.
So I've been going through /u/JacinthJoy 's profile and gathering all the exciting info she's been leaking. I figured the comment section is massive now so maybe a lot of people will find this useful.
I will update and add anything new but if you think I have missed something make a comment with a link to the comment so I can add it.
Map Information
- Shards End:
Naunet - Ocean & Underwater caves
Eilon - Forest
Abydos - Mesa
Volans - Floating Islands
Tjikko - Spruce Forest
Ulca Felya
Sheol - Nether
Isolde - Ice Mountains
Ovid - The End
Drakontas
Padzahr
Tigrillo - Jungle
Rokko Steppe - Plains/Savannah
- Custom terrain
- 12 shards and The End
- RealisticBiomes will be a thing, though it will be different from 2.0
- Most shards will contain multiple biomes, though they will be biomes of the same category
- Harder shards will contain more endgame materials
- Vanilla spawners
- Leaning towards border long teleportation between shards
- Some shards will be a single biome
- Certain player friendly, spawn shards
- Certain shards will better suit certain resources in a RealisticBiome sense
- Ore generation will be different to 2.0 and vary between shards
- Citadel durability values will be tweaked
- No world border vaults
- Method of moving between shards still being decided (e.g. vanilla portal, command, walk in)
- Circular Shards, either 1000 or 3000 radius
- Deterrents from building next to shard borders (possible reinforcement degrading)
- Plans to add shards after world start
- Caves
- Floating island shard with no bedrock, lava/water flow likely nerfed for lag prevention
- Cobweb factory cobwebs in world
- Impossible to AFK minecart ride between shards
- Possibly factory for custom tree saplings
- Some mountains to sky limit
- Nether world
- Some shards will contain debuffs making it harder to live there
- Custom mobs will have better loot
- No vanilla chunks and any that appear will be eradicated
- Nether world accessable same way as all other worlds
- Smaller overall map size to reduce lag and more player interaction>retention
- Possible inability to teleport between shards when combat tagged
- Probable cooldown between shard teleports
- Plentiful quartz in nether shard
- Shard dependent ore generation
- Rokko Steppe shard will be good for horse breeding
- Food, wood, & Iron in starter shards
- Factorymod recipes to be changed
- Animals will probably be able to move between shards
- We will probably be able to find out what shard weβre in (hopefully from tab)
- Each shard connected to multiple shards
- Underground world with no sky access, most difficult world to live in
- PMs and groupchat will work as normal (across shards)
- Possibly a slight increase in view distance from 2.0
Subreddit
Post Details
- Posted
- 9 years ago
- Reddit URL
- View post on reddit.com
- External URL
- reddit.com/r/Civcraft/co...