Jeb tweeted that this week's Snapshot will likely come tomorrow, instead of the usual Thursday release time. In addition, he released the following information for key changes likely to be seen in the coming update:
Maximum build height has been increased to 256 (was 128)
Empty sections of the world are not loaded into memory
Block ids have been increased to 4096 (was 256) by adding a 4 bit data layer (similar to how meta data is stored)
Block ordering have been changed from x/z/y to y/z/x in order to improve compression
Packets for sending chunks have been updated (a full 128-high chunk is smaller than the old format, and a chunk with lots of empty space is much smaller)
Biomes are saved per x/z column, which means they can be altered by tools
In addition, he offered a glimpse into a new map format, as well as changes to the file format for save games:
Quote from Jeb »
Jon and I have been working on a new map format for Minecraft that we’ve dubbed “Anvil” (it’s just a name). The purpose of the new format is to prepare for modding, especially to allow for more block types, but also to improve other areas of the game (such as map height).
...The next snapshot, and Minecraft 1.2, will automatically convert worlds to the new format. The files of the current format (“McRegion”) will remain in your save folder, if you need to restore them for some reason.
The 16x128x16 “Blocks”, “Data”, “SkyLight” and “BlockLight” tags are removed
A “Sections” tag has been added with up to 16 compound tags
Each section has 16x16x16 “Blocks”, “Data”, “SkyLight” and “BlockLight” tags
Each section has a “Y” integer tag saying which section it is (note that some Y positions can be skipped). 0 is at the bottom of the world and 15 is the topmost section
Each section also has a “AddBlocks” tag, which is a DataLayer byte array just like “Data”. The “AddBlocks” tag is not included in the converter since the old format never had block ids above 255. This extra tag is created whenever a block requires it, so the getTile() method needs to check if the array exists and then combine it with the default block data. In other words, blockId = (addBlock << 8) + baseId.
Each chunk has a 16×16 byte array with biome ids called “Biomes”. If this array is missing it will be filled when the game starts. The converter doesn’t include any biome sources, though (it had too many dependencies to be included).
Note that the old format is XZY and the new format is YZX (see the difference between DataLayer and OldDataLayer).
The new format uses the extension “.mca” instead of “.mcr” (the old format is kept for safety, with the level.dat backed up as “level.dat_mcr”)
Many of the upcoming changes have clear implications - a smoother game experience, larger worlds and better mod compatibility - while others seem to be a prelude to even larger changes in the future. Keep an eye open for the early release of this week's Snapshot, as well as news about the upcoming 1.2 Update right here!
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They should be doing more for memory and chunk loading like this.
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Political Correctness - is a doctrine, fostered by a delusional, illogical minority, and rabidly promoted by and unscrupulous mainstream media, which holds forth the proposition that is entirely possible to pick up a turd from the clean end.
I'd suspect the water level to stay where it is, or maybe somewhere like 80 or 90. Getting down to bedrock is so easy right now; what's 60 blocks.? (Not that 80 or 90 is much different) A few more would give a little more work. Have the water stay low can allow for mountainous regions to be much more than what they are now, and allow for all sorts of variances in other areas of the map.