Important things to know before making the worlds World sizeĪn important thing to consider at the beginning of the world-making is its desired size.We may want to scale down the source map in order to make the world not too big.Otherwise,walking through such a world could take as much time as it would take in reality.With regard to elevation,we are limited by the range allowed by Minecraft,which goes from altitude 1 to altitude 256.Taking into account that sea level in Minecraft is at altitude 63,we usually want to scale everything,even the highest mountains,to fit into the range between 63 and 256.For bathymetric maps and underground structures (or if we simply want to),of course,we can go below 63,but not below 0. Since that release, East has taken precedence over West.Mojang Minecraft is the first true gaming format added to FME.Unlike most other formats and standards made for serious uses by professionals,Minecraft appeals to a much wider,and often younger audience.īringing real data into Minecraft allows turning a block-building game into a simple,yet spectacular modelling tool where everyone could try all kinds of natural or urban scenarios.What if the sea level rises or falls by 100 meters?How quickly can a forest fire spread,and what are the consequences?What would happen if a sleeping volcano suddenly erupted?How might a Moai statue fit into a cityscape of our home town?These questions can easily (and in a fun manner) be answered with Minecraft.įME is an excellent tool for bringing real data of any kind into Minecraft.Vector layers,rasters,point clouds,and 3D models can be transformed,adjusted,and aligned to the required size and position in the Minecraft world.įor FME,a Minecraft world is a regularly spaced point cloud,so the transformation task is essentially a combining of all the necessary sources into such a cloud.Below we go through several examples that show different techniques of making Minecraft worlds. Prior to 1.9pre-4, West took precedence over East. There are other block orientation quirks not directly related to this quirk listed on the wiki too. Unpowered tracks will curve south or east when they are initially placed at a "T" intersection. Minecarts will favor South or East motion at a "+" intersection because they favor "starting" at the North or West edge. The rule has a few important consequences, detailed on the wiki. Since connectEast and connectWest are mutually exclusive, and one must be checked first, there will always be one direction on each axis that takes precedence. Here's some pseudocode to illustrate the situation: checkConnections(trackPiece): This isn't really a bug as such (it would be impossible to fix, since one direction must always take priority). Most redstone schematics will say whether they will only work in a certain orientation or not. There is nothing that can be done to get around this, other than avoid ambiguous connections. This is due to those directions always being checked first for connections on each axis. When placing rails, or connecting redstone, connections going South and East will take priority over those going North and West.
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