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Well, for starters, I am OCD as heck about it. :) Second, I like being organized, and want to do things like "plant plots of 256 lettuce, turnips, etc. I also want to have a block of 256 cactus plants for raising cactus flowers. Also, I have seen neat examples of "this fits into one chunk" buildings and such that would be fun to try, maybe making roads along the grid lines to make a little Creati-town. :)
From what I have read monster spawners work best if they take up whole chunks, but you'd have to ask someone who has actually built monster spawners. I haven't tried it - I might at some point, but I honestly find that just running around the layers where they live tends to find me plenty of monsters. Sometimes more than I can handle. :)
EDIT: Oh, and so far the only thing I tried is making a new world so that it allows claims so I get the glowy thing that delimits a 4x4 chunk region, and carefully pacing out and marking the corners every 16 blocks. Kinda more tedious than watching paint dry, but as TheRemyD pointed out, it's probably the best option we have. Had to abandone a huge reserve of resources from my first world, though, as it was made before claims were a thing. I am making my new world "the one where I put what I learned in the first one to use."
Yeah, my OCD cringes at phrases like "not prcise" LOL
Yes, none of which is convenient or user-friendly compared to just having a toggle to make them visible-when-desired. And the Claims thing does not work on worlds made before Claimes were implemented.
Subtle is always nice. I figured a toggle would be good so that it could be just plain *gone* when you didn't want to see it. :)
So yeah I would definately +1 the border toggle, maybe even +2 or +99, as I tend to use // and a calculator QUITE A BIT, and it does get tedious.
Another thing I use chunk borders for is plotting stairs, kind of OCD I guess, but I have a thing for plotting corners at 16 block inervals, I like to have them start at a chunk corner, run down to the next corner, turn then down to the next.
Unless and until we get chunk border markings of some sort, there are at least a couple of easier ways to determine chunks thatn the coordinate method. I touched on them in an earlier post in this thread, but I've also done a video explaining in a bit more detail.
https://youtu.be/3whPPa-dFeU
- mob spawning algos (count of blocks, mobs and even lights)
- lighting (sometimes nearby chunks fail to get affected from lights just on the edge of a chunk)
- liquids (sometimes they don't realize there is more liquids in the nearby chunk and they look like flowing even though they should be still; unless it has been fixed liquids don't flow into completely empty chunks)
- window glasses (the glass itself may show weird differences in the texture at chunks corners)
- in certain cases also grass behaves like window glasses at chunk corners
- unaimed pet commands issued with a shortcut (they affect all pets in the chunk)
- pet browsing interface (the left and right arrow only cycle through pets in the same chunk)
- underwater air pockets (you can cleary tell where the chunk begins because the air pockets generated by slopes or other non-full blocks show a clear cut there)
There may be more subjects affected by chunks which I am unaware of.
Being able to see the chunk limits would be really helpful.