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Posted

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.

Screenshot2025-12-30112612.thumb.png.f1dff7fc21614de2e84d5b6801e7b273.png

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Posted

Let 

= the polar-equator distance (as selected by the world start up options - it defines the distance from the pole to the equator).

= "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 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

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