Chunks generate with the help of the map seed , which means that the chunks are always the same if you would use the same seed again, as long as the map generator and version number remain the same.
Spawn chunks , a 16x16 set of chunks around the world spawn, are always loaded, so you can use that to your advantage when making automatic farms. Since Minecraft worlds are 30 million blocks in each cardinal direction and contain an extreme amount of chunks, the game loads only certain chunks in order to make the game playable. Please note that events that can happen when a chunk is loaded , is not the same as events that only happen around the player. For example, normal mob spawning and random tick determines crop growth, etc.
Each load ticket has three properties: Level, Ticket type and optionally Time to Live. Load levels range from 22 to 44 in regular gameplay, while only 22 to 33 are relevant.
Load levels less than 22 including negative levels are valid but only possible with a modded game. Load levels above 44 are not possible in vanilla. However, it could be possible by modifying the in-game code. There are four chunk load types; each load type has different properties. This excludes unloaded chunks. Load levels "propagate" or flow from source chunk with a ticket to neighboring chunks, but each time it increases its Level by 1 until the maximum of There are different ticket types, which come from various sources and activate chunks with different load types.
This ticket is caused by the player and is assigned level A player ticket is given to each chunk within an area surrounding the player as defined by the formulas described below and propagates as described in the table above. In singleplayer , the chunk loading distance is one less than the render distance , as configured in Options. The minimum AoC is 9, which means that there is no difference between having the render distance set to 2 or 3. In multiplayer , the chunk loading distance is equal to the view-distance, as configured in server.
It has a level of 31, so its propagation can be seen in the table above. Ticket created by the world spawn for the chunk it is located at " spawn chunks ". It has a level of 22, the lowest in the game. They are active whenever the player is in the Overworld and are otherwise permanently active. Ticket created when an entity is teleported through nether portal , given to chunk at the other side of the portal.
It expires after game ticks equivalent to 15 seconds. Because they are created each time an entity passes through the portal, it is possible to create a "chunk loader". Perpetually keeping chunks loaded without the player being near, which can be used for various in-game mechanics such as farms, but can create lag. Ticket created at the start of the battle with ender dragon and is given to the 0,0 chunk the one with exit portal.
It has a level of Ticket created when an arbitrary piece of game code calls getChunk. If the game code says the chunk should be loaded, it places this ticket on that chunk after possibly creating it. Aside from the obvious benefits of filling in the map for the sake of navigation, there are other reasons to make a map. A map wall can be a great way to get a birds-eye view literally of your Minecraft world.
Depending on the world size limit, you might need dozens or even hundreds of maps to fully display it—as well as hundreds of hours of gameplay to fill it in.
Take the time to learn how to make a map in Minecraft. Patrick is an Atlanta-based technology writer with a background in programming and smart home technology. Read Patrick's Full Bio. We hate spam too, unsubscribe at any time. How to Make a Map in Minecraft Get a bird's-eye view of your world. Table of Contents. Subscribe on YouTube! Did you enjoy this tip? If so, check out our very own YouTube channel where we cover Windows, Mac, software, and apps, and have a bunch of troubleshooting tips and how-to videos.
Click the button below to subscribe! How to Combine Multiple Google Calendars. What Is a Microsoft Family Account? Do not share my Personal Information. It is actually several affine transformations: a re-size, a rotation, and a scaling; but since multiple affine transformations can be chained together simply by multiplying the transformation matrices together, only one transformation is actually done. It performs three steps:. On the left is what will become the top of the block at actual size after the transformation, the right is the same but blown up by a factor of 10 with no interpolation to show the pixels.
The texture square is transformed for the sides of the cube in the textures. This is another affine transformation , but this time only two transformations are done: a re-size and a shear. Again, shown on the left are the two sides of the block at actual size, the right is scaled with no interpolation by a factor of 10 to show the pixels.
These three images, the top and two sides, are pasted into a single 24 by 24 pixel image to get the cube sprite, as shown. There is some overlap when put in the 24 by 24 box in which they must fit. There is one more complication. A six pixel gap is left between the lower-right border and upper-left border of blocks in this arrangement:.
The solution is to manually touch up those 6 pixels. Therefore, they all line up perfectly! This is done at the end of Textures. With these cube sprites, we can draw them together to start constructing the world. The renderer renders a single chunk section a 16 by 16 by 16 group of blocks at a time.
This section of the design doc goes over how to draw the cube sprites together to draw an entire chunk section.
Each of those cubes shown is where one of the pre-rendered block sprites gets pasted; the entire thing is a chunk section. The renderer iterates over a chunk layer-at-a-time from bottom to top, drawing the sprites.
The order is important so that the it gets drawn correctly. Obviously if a sprite in the back is pasted on the image after the sprites in the front are drawn, it will be drawn on top of everything instead of behind.
A single block is a 24 by 24 pixel image. Before we can construct a chunk section out of individual blocks, we must figure out how to position neighboring blocks.
Two blocks that are neighbors after projection to the image diagonally neighboring in the world have a horizontal offset of 24 pixels from each other, as shown below on the left. Two blocks in the same configuration but rotated 90 degrees have some overlap as shown on the right, and are only vertically offset by 12 pixels. Now for something slightly less intuitive: two blocks that are stacked on top of each other in the world. One is rendered lower on the vertical axis of the image, but by how much?
Interestingly enough, due to the projection, this is exactly the same offset as the situation above for diagonally neighboring blocks. The block outlined in green is drawn 12 pixels below the other one. Only the order that the blocks are drawn is different.
And finally, what about blocks that are next to each other in the world — diagonally next to each other in the image? The block outlined in green is offset on the horizontal axis by half the block width, or 12 pixels. For the other 3 directions this could go, the directions of the offsets are changed, but the amounts are the same.
Now that we know how to place blocks relative to each other, we can begin to construct an entire chunk section. Since the block sprites are 24 by 24 pixels, and the diagonal of the 16 by 16 grid is 16 squares, the width of one rendered chunk section will be pixels. Just considering the top layer of blocks within a section:. The height is a bit more tricky to calculate. The non-overlapping edge of each block sprite is 12 pixels high.
There are also 6 additional pixels at the top and bottom of the stack as shown, giving a total height of pixels. What about the entire chunk section?
Take a look at this diagram:. The green highlighted blocks are the stack we calculated just above and have a height of pixels. The red highlighted blocks each take 12 pixels of vertical space on the image, and there are 15 of them. The coordinate system is arranged as shown, with the origin being at the left corner. From the data file on disk, block information in a chunk is a three-dimensional array of bytes, each representing a block id. The process of assembling a chunk is simply a matter of iterating over this array, reading the blockid values, looking up the appropriate sprite, and pasting it on the chunk image at the appropriate location.
Since this is pretty tall, the diagrams in this section are simplified to only show the top face of a chunk, as shown in green here:. This makes it easier and less cumbersome to describe how to place chunks together on a tile. Just remember that chunks are actually very tall and extend down far beyond the drawn diamonds in these diagrams. Chunks in Minecraft have an X,Z address, with the origin at 0,0 and extending to positive and negative infinity on both axes Recall from the introduction that chunk addresses are simply the block addresses divided by For that, we translate X,Z coordinates into column,row coordinates.
Consider this grid showing 25 chunks around the origin. They are labeled with their X,Z chunk addresses. So the chunk at address 0,0 would be at col 0, row 0; while the chunk at address 1,1 would be at col 2, row 0. The intersection of the red and green lines addresses the chunk in col,row format.
As a consequence of this addressing scheme, there is no chunk at e. There are some col,row addresses that lie between chunks, and therefore do not correspond to a chunk.
So how does one translate between them? Try it! This section will seem very familiar to the block positioning. They therefore have these offsets from their neighbors:.
However, for large worlds, that would quickly become too much data to handle at once. Early versions of the Overviewer did this, but the large, unwieldy images quickly motivated the development of rendering to individual tiles. Hence choosing a technology like Google Maps or Leaflet, which draws small tiles together to make it look like one large image, lets rendering even the largest worlds possible.
The Overviewer can draw each tile separately and not have to load the entire map into memory at once. Instead of rendering to one large image, chunks are rendered to small tiles.
Only a handful of chunks need to be rendered into each tile.
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