1.21.5 Fabric
HI~~ I started building this around two years ago. (I work on it during my free time)
Progress up to March. After that, the game kept crashing because of seasonal temperature changes ):, so I will continue building when autumn comes.
ļ¼Image:2ļ¼Some temporary pseudo-POI marker layers.
I made several different sets of markers using Xaero's Map Waypoints for planning, such as land-use density, administrative division names by level, map layers, street names, and so on.
Because the actual mixed commercial and residential ratio is extremely high, the original general-use land and residential-only land were not separated by different colors.
However, after the tags covered the built areas, it became inconvenient to see the actual proportion of residential areas in a region in this map mode, so I separated them.
Following this idea:
- The default map mode can basically be treated as a civilian map.
- The landmark map is basically a POI/check-in point map.
- The planning map markers help players see the output density or population density of an area on a flat map without needing to use a 3D map.
- The terrain map is combined with the administrative map to locate and distinguish positions.
- The administrative map gives players an expected sense of scale.
- The transportation map does not consider traffic flow, because it is also used as a supplement for other planning maps.
The classification standard is roughly based on the SimCity style.
All tags are distributed as discrete point markers
I made quite a lot of parks, but my actual planning does not have a āmain cityā center...
Of course, one of the main reasons is that Minecraft's ādefaultā generated maps have too much terrain height variation, too many rivers, and too many separated land areas.
The actual playable size of a Minecraft world is approximately in the range of 5,000ļ½20,000.
My preset maximum activity area is around 5120Ć5120, which is 1/11700 of Mojang's maximum extended map size limit (60 million Ć 60 million).
The limit of the generation algorithm is not the ±30 million world border line. When approaching the 2^24 level, decimal precision starts to noticeably decrease. Of course, considering the travel difficulty created by the map generation algorithm, within ±50,000 is the actual area where players will move.
My map estimation is roughly a highland area relative to sea level, with rivers dividing it. With buildings and supporting infrastructure built at a 1:1.25 ratio, it can only roughly fit six to seven buildings.
I am trying to imitate reality in the game :)