4 days
ago -
Rocket
-
Direct link
Custom worlds were not removed. You have to author the custom worlds, using XML, and then everyone who wants to play that world needs to have those settings.
What happened was that the development team exposed the developer "custom world" settings button, but this was effectively completely broken. It did allow you to preview some changes, but it was entirely broken in multiplayer. Given the amount of data and change it required, as it was not fully deterministic, there was no realistic way to sync all that changed data nicely over multiplayer.
Instead, we moved making worlds into data. This allows people to make and share worlds, and actually be able to play them in multiplayer. There were also hundreds of bugs with the "custom world" created worlds - that would not directly manifest them to users as being because of the custom world.
We would like to, in the future, add user interface to make the process to make player generated worlds easier so that players don't need to go into the XML themselves. However, the project has always cost more money to develop than we make in revenue - so we try and keep the focus on the absolute key things.
At the moment, the key focus is on a refactor of the terrain system. This is, similar to above, because of massive and extensive performance issues and severe bugs with the old terrain system.
What happened was that the development team exposed the developer "custom world" settings button, but this was effectively completely broken. It did allow you to preview some changes, but it was entirely broken in multiplayer. Given the amount of data and change it required, as it was not fully deterministic, there was no realistic way to sync all that changed data nicely over multiplayer.
Instead, we moved making worlds into data. This allows people to make and share worlds, and actually be able to play them in multiplayer. There were also hundreds of bugs with the "custom world" created worlds - that would not directly manifest them to users as being because of the custom world.
We would like to, in the future, add user interface to make the process to make player generated worlds easier so that players don't need to go into the XML themselves. However, the project has always cost more money to develop than we make in revenue - so we try and keep the focus on the absolute key things.
At the moment, the key focus is on a refactor of the terrain system. This is, similar to above, because of massive and extensive performance issues and severe bugs with the old terrain system.