GoldKght Posted December 30, 2025 Report Posted December 30, 2025 I propose to add a world generation option that allows you to choose where the world's center (0,0) will be. Spawn - The default, the center of the world will be in the center of the player's spawn radius Nearest equator - The center of the world will be at the closest equator from spawn Nearest pole - The center of the world will be at the closest pole from spawn This option will allow players to make symmetrical worlds with 1 equator and 2 poles, or the opposite, without having to spawn at the equator or pole. 3
EmperorPingu Posted December 30, 2025 Report Posted December 30, 2025 Let q = the polar-equator distance (as selected by the world start up options - it defines the distance from the pole to the equator). c = "climate number" a number chosen based upon the starting biome selected in world creation where: Hot climate: c = 0 Warm climate: c = 0.25 Temperate climate: c = 0.5 Cool climate: c = 0.75 Icy climate c = 1 Then: z[new-equator-0] = z[classic0] + (c * q) Depending on which starting climate you go with will change how far away the equator "should" be. We can reallign the 0 to the equator by adding c*q to our z value, since we always spawn in a northern hemisphere (and -z is north because early game developers decided to turn their backs on centuries worth of engineering and mathematical convention...). If you want the 0 at the nearest pole - it'd probably be the north pole because (except for the Hot climate which is neutral), players spawn in a "northern hemisphere" (you go south it gets hotter, you go north it gets colder). To make the North Pole 0, you reverse "c" and minus c*q: Hot climate: c = 1 Warm climate: c = 0.75 Temperate climate: c = 0.5 Cool climate: c = 0.25 Icy climate c = 0 z[new-northpole-0] = z[classic0] - (c * q) Personally, I prefer the idea of full on polar coordinates which can be worked out like a navigational degree... (With the original "c" values): Latitude → φ = 90 * ((-z + (c * q)) / q) Longitude → λ = 90 * (x / q) Height above sea level → ζ = y - 110
Recommended Posts