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✨Good day all!✨
2025 has been undoubtedly been a challenging year for many reasons, with many setbacks, issues and genuine struggles to overcome. Non the less the commitment to progress the worlds further is strong and unbroken!

⚒️So these are the things that are actively being worked on for future worlds

  • New Structures (new POI s + a structure type per global biome zone)

  • New Biomes System (based on Holdridge Life Zones)

🌱And these are the things that are planned being worked on for future worlds

  • Update / diversification to the cave systems

  • A greater overarching lore system

  • Terrains (from the roadmap)

Plans from a previous roadmap:
https://www.planetminecraft.com/blog/mcmeddons-roadmap/

This has become a pretty long post - so i might repost this in smaller sections for easier access.

Structures:

📸Here is a picture of the current progress for the biggest planned structures.
Some progress but many creative blocks to overcome.
Ultimately i might need more assistance with this, as i keep struggling, envisioning what the structures should look like, unlike with terrains.

At the current time, i see many will only shortly be used, as current plans to develop biome depended / fitting structures might make these obsolete or rework.
✨As the current plan is to do: Zone x Type (more on that in the next chapter)

As of writing, i am structuring out an idea matrix how/what structures should be in every area for the future biomes, once finished i could put them up for debate and feedback.

Future-Future-Possibly that the second gen of structures might also be obsolete soon after, as soon as the push for a lore based world might take place.
✨So the Idea would be: Faction x Zone x Type

But i am really torn on this, as it contradicts one of the original main goals was to stay "Minecraft based" or be within "close distance" to vanilla Minecraft.

The question for help(?)

Ultimately, the progression of these structures ingame (and also other topics like social media, videos, posts, renders, bedrock conversions, editing, etc) solely lays on my shoulders.

The benefit:
i get to claim " i did and touch everything 10000%", 100% my vision, 100%, my ideas, my style."
The Contra:
if i am sad, tired, sleeping, afk, overloaded, or overwhelmed, or a creative block? - progress stops.

And with so many people putting trust and hopes into me and these worlds, i get more and more the feeling, the need to deliver more and more and be worthy of the support you put in me - especially after the last months.

So the thought is, should i enable people to contribute to the worlds?
(mid write think - a poll how you guys see/feel it would good to see where the sentiment lays)

  • Creator/Builder Collaboratives?

  • A Build team?

  • Community Driven?

  • Competitions?

  • Contributions?

    - But also if/how i could compensate such efforts, which at the moment doesnt seem to be in my financial capabilities, with the means and obligations i have (rent, insurance, healthcare, etc). Not without significant growth.
    - And also a BIG point to uphold, avoiding: no drama & no content / build stealing.
    Which happens quite easily with stuff like litematica and file sharing or "tutorials" or just imitations, in todays environment.

I´d like to have more people involved to create more and bigger projects. But ultimately im just one person with limited resources.

New Biomes System (based on Holdridge Life Zones)

In the recent weeks ive been working out a new Biome Determination System.
So it calculates and determines biomes classified under the Holdridge Life Zones, now based on:

  • altitude

  • latitude

  • coastal proximity

  • evaporation belts/ ratios

  • precipitation (rain belts)

  • it calculates wind directions based on its latitude

  • mountains cast rain shadows, along the latitude wind direction/zone

  • and casts more moist biomes along water bodies

  • oh i can also simulate north/south/full globe hemisphere

  • i can also make it dynamic so im not fully locked into a "latitude model"

here seen the multiple "rainfall" bands, based on our real world but mildly modulated to simulate "turbulences".

Based on this categorization, i tried/try to base the biomes for future Minecraft worlds. And make some new based biomes, withing the means of Minecraft.
Further in the researched i also found The Köppen Model, but i had a hard time wrapping my head around how to implement that one. Although it really made sense.

The main difference of those 2 classification was, how seasonal weather determines what type of vegetation can be applied (dry summer, wet winter). Maybe i´ll figure out how to implement that in a future update. Going REAL REAL.

So far, Its theoretically finished.
But All worldpainter layers have to be developed now for this to work.
So basically the work of the last 4 years now. again. But quicker. LOL.
And i havent yet confirmed that this system will work "well". oh heavens

And these are the things that are planned being worked on for future worlds

  • Update / diversification to the cave systems

  • A greater overarching lore system

  • Terrains


And Another talking point: WM Struggles

The current struggles in regards with WorldMachine & Worldpainter.
(Explainer: WorldMachine the program that calculates the terrain and mountains)

In short. The Project has become so big and complex and also Legacy-Heavy.
Changes, iterations and updates, have become decently slow, even with a beefy pc (9950x3d & 192GB ram). Last time (2y ago) node count was like 2600 nodes, which i highly believe has been doubled by now.

I upgraded over the year the world from Worldmachine 4032 to 4048, which added new challenges (e.g. from changes how erosion and flow restructure works), and also finding new bugs or masking issues, that never appeared before - but also finally enabled bigger world builds (10k 12k and even 16k in a test), and split render times by 4x+ down from 1-2h down to 20-40 min. Kinda feels like i traded render speed for workflow speed.. mm

So the big consideration is there to "start fresh(ish)" to gain the momentum but sacrifices many achievements and structural workflows that have been build with this 4y+ lab grown node-monster.


The End

p.s. Thanks for all the support over this year,
its been truly a foundation of safety, in rough times. 🧡

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