[Suggestion] SS service to delete old chunks in wild

Discussion in 'Suggestion Box Archives' started by iamfuturetrunks, Mar 6, 2021.

  1. So I have heard this talked about by Chicken and/or Aikar in the past about maybe cleaning up old chunks in wild that were created a long time ago just by people running through them to get to new chunks in order to clean up the wild and maybe save space.

    Well right now a friend has an outpost out in the wild and people decided to explore out around it in a few different directions loading chunks way back before 1.16 and so now when needing to find some new ones and new structures for some farms they will have to travel out further and then move some of those hostile mobs by rail because you can't transport mobs through the neither on EMC.

    Wondering if there can be a SS service that they can go through and delete a bunch of the chunks that were loaded in the past, that don't have any builds on them to make it easier to explore new chunks now closer by instead of having to travel really far again to get more new chunks.

    Or is there any plans to do that in the future. Like if there are no locked chests or major builds in a bunch of these old chunks that can just be cleared away.

    Cause right now a lot of those chunks are clearly just paths people took either by flying or running through and have no builds or anything in them, which would be nice to clear out.

    I already know there will be some players against this right from the start worried their bases will get reset but how this would work they wouldn't be able to delete builds or areas with locked chests in them etc. Only the areas that are clearly just ones that people mined through, and/or traveled through to get to other places and didn't put bases out there or anything.
  2. I'm not sure I see the point of this in the long-run. If you are talking about the wilderness and not the wastelands then I believe the rule of "never resets" applies regardless if it was manually done or not. If you need new chunks for resource purposes, that's exactly what the Wasteland worlds are for. The Wilderness is intended more for base building or long-distance exploration. I'm unsure how much mining you have done at your outpost, but I have worked on the same place for years and still found caves and such that I didn't know where there, so I don't think you really need to go to new chunks just for mining.

    Long message short, if you want resources go to the Wastelands rather than the Wilderness. The Wilderness is meant to never reset and this doesn't seem like it's necessary when we have an entire world dedicated to resource gathering.
  3. This isn't for resources, im not a new player. This is for getting specific mobs in the wild. You cannot transport certain (hostile, not the passive ones you can eggify) mobs from the waste to wild. And you cannot transport mobs through the neither cause EMC doesn't allow it. So transporting certain hostile mobs long distances means first finding them in new chunks, then building LONG rails to transport them to a base/outpost in the wild sometimes a VERY long distance because the nearest newest chunks are really far away and all the chunks around an outpost have nothing in them or have only been loaded because of people running/flying through them.
    FadedMartian and UltiPig like this.
  4. I think EMC will allow for nether transportation soon enough, hinted by Chickeneer recently.

    Also, Yeah, I think the "area resets" should be in the wild, because the wild should never reset, even if its inconvenient for older players. But I'm not fully against it being a thing since I do see the positive aspects that players can get from it.

    +0
  5. Why would you need to move hostile mobs long distances?
  6. Because the current chunks are all old before 1.16 so some hostile mobs only spawn in specific spots the newer chunks. Unless EMC decides to let us eggify hostile mobs and start moving them then could be a lot easier. Otherwise having to spend hours and hours putting down blocks and tracks and moving said mobs thousands and thousands of blocks. -_-
  7. I meant more of which mob are you trying to move? Piglins can spawn in the old nether chunks is the only one I could think of that even was a hostile mob.
  8. Well there is Elder Guardians (only in guardian temples), Piglin Brutes (which only spawn in the bastions), and Pillagers (which only spawn in pillager outposts from what I can see on EMC).
    Tuqueque likes this.
  9. Follow up question, Why?

    Trying to make a menagerie?
  10. Pillagers and Vindicators can be used for farms. Many people make "mob museums" in their outposts. or they just want a strange pet =P
    UltiPig likes this.
  11. I don't feel the chunks is the issue. Even then, refreshing chunks doesn't equal the structures respawning. I believe the world spawns in the chunks first, then the structures get created after, then caves. So even if they //regen I don't believe this regenerates structures. Someone with more WE knowledge help me out here.
  12. Not talking about refreshing chunks, im talking about deleting the chunks all together so when you travel to the new chunks it creates new chunks thus chances of new 1.16+ chunks with a chance of having certain structures spawn. Since we see that all the time now when you go into new chunks. I am just saying for chunks near an outpost where it's clear no one has built anything in those, players just wandered around, walked/flew through them on their way to other places and so now a whole bunch of chunks are old ones.

    So now have to travel even further out to get to new chunks before even having a chance at finding those new structures and then having to build a long enough rail line to bring said mobs all the way back which is a big enough pain let alone having to do it long distances.

    Also with 1.17 when that comes out this could also be useful for that to get those new chunks near an outpost instead of having to travel even further out for those as well.
    Tuqueque likes this.
  13. i dont think this would be a good idea if and only if what happens if u load 1.16 chunks in 1.17 doesn't change but i doubt it wont change. if it doesn't change then that's a horrible idea but if we are talking about doing it soon and for chunks that have only been walked across of flown around then i say not a bad idea
  14. I like it. It proves a solid point that many of us have faced at one point in time or another. I can’t tell you how many times I wished establishment of an official outpost, made it to where all the chunks we’re “officially allowed”, were bordered off, for would-be trespassers. Allowing only a selection of individuals. Similar to how the wastelands border doesn’t let anyone go beyond it, this system would allow only select players walk through, that were a part of the group settling there.

    Although I am no stranger to taking long adventures into every realm, when you settle into a base, looking at the perspectives of the greater majority, most people try to have all their assets within a reasonable distance of the original settlement. However, this changes so drastically between groups and even players respectively, it’s impossible to get a perfect balance.

    Whether for hunting for food, mining for hours, or as you stated exploring solely for the new structures and entities, people are not going to stop their explorations on the account of “ we would like you to be considerate of others who’ve settled far out, and zigzag in your travels to miss going near their areas”. It’s just not going to happen. It sucks yes, but it’s not gonna happen.

    As pointed out by TheFryedmans, hiring staff to do this for you at one version, and then again perhaps for a later one for the same reasons seems too resource-heavy. I know you wouldn’t blast the staff intentionally with a montage of services, but really, it seems like that’s all this would be doing. Creating another overwhelming load for the staff roles.

    It’s an understanding grounded position you’re coming from, but how to resolve it without the aftermath of greater or equal consequences is challenging, because you have to think about it from their perspective, as much as you do ours.
    Burki likes this.