-Does it matter that giant mushrooms spawned there? How is that a good thing? It seems unfitting.
-Big trees are obnoxious because they are hard to cut down.
-Beta generation is nostalgic, but ultimately not that important.
-Beaches. At the cost of cutting through terrain in an awkward way.
-Those villages lack cohesion and villagers would have a hard time transversing them.
-Eh. Grassless plains are okay.
-What is with you and giant mushrooms?
-I do want village improvements in general, but what'd I'd prefer are careful village improvements. Make note that villagers have to live there and people will steal from them. Gotta make sure it's balanced just in case you spawn right next to one.
-Does it matter that giant mushrooms spawned there? How is that a good thing? It seems unfitting.
-Big trees are obnoxious because they are hard to cut down.
-Beta generation is nostalgic, but ultimately not that important.
-Beaches. At the cost of cutting through terrain in an awkward way.
-Those villages lack cohesion and villagers would have a hard time transversing them.
-Eh. Grassless plains are okay.
-What is with you and giant mushrooms?
-I do want village improvements in general, but what'd I'd prefer are careful village improvements. Make note that villagers have to live there and people will steal from them. Gotta make sure it's balanced just in case you spawn right next to one.
Just more deceration outside something other than forest and water.
Also I'm pretty sure the river option in 1.8 just changes how often they appear. Defiantly
Rollback Post to RevisionRollBack
#BAUM4EXILE2014 :^) HELP CAPSLOCK KEY FELL OFF IT SWITCHES ON AND OFF, HELP PLS.
Probably not for a very, very long time; even though the images we saw of ß1.8 looked like it would have been MUCH superior to what we actually got for ß1.8, we're still probably not going to see any terrain related updates for a long time simply because we just had one: r1.7. Even though it didn't come close to fixing any of the problems the ß1.8 terrain generator had, I would bet that Jeb and Dinnerbone are burned out on developing terrain-related features and aren't really in the mood for developing more (except maybe structures). Even if they were forced to do a terrain update it would probably suck simply because they don't really have the heart to do another. Although it has physically been a year, so they might be in the mood to do another, although chances are they'd rather focus on something else.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
-Beta generation is nostalgic, but ultimately not that important.
-Beaches. At the cost of cutting through terrain in an awkward way.
Just going to comment on these two points:
First, the beaches aren't cutting through the terrain in an awkward way. Those look more like prototype ravines that happened to partially generate between a beach and dirt; see how in the second picture off in the distance, the beaches are flush with the landscape?
Second, there were a great many things that the beta generator does better than the current generator. It's also a lot closer to the "ideal" ultra-varied generator than the current two generators are; for the beta generator, all you have to do is add actual oceans rather than lakes, make biomes bigger, add more biomes, and give them lots of content so they're visually distinct and there's a reason to cross the world to visit them (Beta biomes had almost no variation, although the world itself was far more varied than anything the ß1.8 generator can do and can prove to still be interesting after a few weeks of playing unlike the r1.7 generator). In order to make the "ideal" generator from the current generators, you basically have to rip up most of the things they implemented and replace them with equivalent features from the ß1.7 generator, and then implement everything that was needed for the ß1.7 generator to become the "ideal" generator.
Ultimately the things that ß1.7's generator got right are far more important than the things the other generators got right (height variation, beaches/underwater bedding, the temperature system and biome transitions, cave densities), as ß1.7's generator got the most important things right while all ß1.8 has is okay ocean/land ratios and all r1.7 has is okay biome variety. Either way, ß1.7 should be a model for what Mojang does for the next terrain update over anything else, assuming they do another (which I don't expect them to do aside from maybe another biome update).
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
I started playing MC in r1.3, so I can't say much about beta generation.
What I do know is that I really prefer r1.7 terrain over whatever we had before. I spawned in jungles 50% of the time, and when I didn't I was near one. Jungles were useless previously unless you wanted a cat (not that useful) or cocoa (once you get one, you're done). However, 1.7 brings melons to these biomes, reduces the size, and makes them rarer.
As for the generation in those pictures; the first one looks just like what we have now, except for the mushroom (defeats purpose of mushroom island) and a slightly larger river.
The other picture shows a plains biome (yes, a PLAINS biome) with mushrooms. Seriously? The village would be super hard for the villagers to cross, but I will admit the houses look nicer than what we have now.
First, the beaches aren't cutting through the terrain in an awkward way. Those look more like prototype ravines that happened to partially generate between a beach and dirt; see how in the second picture off in the distance, the beaches are flush with the landscape?
Second, there were a great many things that the beta generator does better than the current generator. It's also a lot closer to the "ideal" ultra-varied generator than the current two generators are; for the beta generator, all you have to do is add actual oceans rather than lakes, make biomes bigger, add more biomes, and give them lots of content so they're visually distinct and there's a reason to cross the world to visit them (Beta biomes had almost no variation, although the world itself was far more varied than anything the ß1.8 generator can do and can prove to still be interesting after a few weeks of playing unlike the r1.7 generator). In order to make the "ideal" generator from the current generators, you basically have to rip up most of the things they implemented and replace them with equivalent features from the ß1.7 generator, and then implement everything that was needed for the ß1.7 generator to become the "ideal" generator.
Ultimately the things that ß1.7's generator got right are far more important than the things the other generators got right (height variation, beaches/underwater bedding, the temperature system and biome transitions, cave densities), as ß1.7's generator got the most important things right while all ß1.8 has is okay ocean/land ratios and all r1.7 has is okay biome variety. Either way, ß1.7 should be a model for what Mojang does for the next terrain update over anything else, assuming they do another (which I don't expect them to do aside from maybe another biome update).
Okay. You have a point on beaches. Still looks a little weird to me. Perhaps wide beaches like that should be restricted to oceans, while r1.7's "beaches" are for all other bodies of water.
My main problem with ß1.7 generation is that when watching people like KurtJMac play it (he sees a lot of terrain in his journey), I compare it to r1.7 and don't see too much of a difference in variance, excepting biome-specific variance. People make a big deal about it, but no one's posted an image or a video that has convinced me that there is anything special about beta generation. People make claims that r1.7 generation lacks something that ß1.7 had, and I refute them because I have seen, as a common sight, the things in r1.7 generation that it apparently doesn't have. The only thing I have been convinced of is that the biomes are too freaking large (I generally set my biome size much smaller in the customizer).
However, there is a 'cure,' for those who actually care. This thread has a 1.8 preset to simulate Beta generation, and it matches up almost perfectly according to the images involved. The beaches and underwater stuff are the only things that I think it doesn't account for.
As for the generation in those pictures; the first one looks just like what we have now, except for the mushroom (defeats purpose of mushroom island) and a slightly larger river.
Mooshrooms? There is nothing unique about huge mushrooms - you can grow them yourself by using bonemeal on a regular mushroom, found almost anywhere underground if not on the surface, although I think they look a bit weird in otherwise normal landscapes (mushrooms the size of trees?).
Bigger rivers would be better though; an easy way to make rivers bigger is to make them deeper, which basically forces terrain to be lowered within a few blocks (a smoothing algorithm blends in elevation differences between biomes), and also reduces the incidence of dry river valleys. Perhaps instead, as with beaches below, force the height variation to be smaller in river biomes (avoiding rivers that are very deep)
As for beaches, one way to improve them is to reduce height variation for beaches only, with the terrain at or just above sea level on average; for example, here is a comparison of old and new beach generation in my world, after I modified world generation (from vanilla generation prior to release 1.7); you can see a chunk cliff underwater near the center due to the normally underwater part of beaches being lifted up to sea level (the opposite occurs if the land side was mountainous):
(though not all beaches are so nice and flat, giving some variation, but this in particular is pretty much eliminated)
The biggest problem I have with current world generation (post release 1.7, not counting the underground generation) is the climate system which leads to huge stretches of the same few biomes repeating over and over; true, stuff like jungles next to snow biomes may be a bit weird but perhaps they could have instead added "edge" biomes that offer a transistion zone between very different biomes (this was the purpose of Extreme Hills Edge prior to 1.7, smoothing the height gradient). Or at least an option in the customized settings to disable the climate system and/or change the size of climate zones, and ideally, change the frequencies of different biomes (certain biomes are rare because they were intentionally made so; even removing the climate system won't make them very common).
I like the new rivers (with beaches), random giant mushrooms, and villages, but IMO the generation in 1.8 is better than beta generation. So if they could combine the features of these old screenshots with the current world generation, that would be perfect.
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Timeless Modding is kinda dead but idk what to put here now
I would like to see a change in generation to make things larger, but my main issue is lag. Although if I could get a better computer that would solve that issue and I would be happy with Minecraft forever.
Back in 1.8 Notch tweeted this screenshot of his progress with rivers and stuff.
There's a few differences in this picture from what we have now
Difference from now
#BAUM4EXILE2014
:^)
HELP CAPSLOCK KEY FELL OFF IT SWITCHES ON AND OFF, HELP PLS.
-River size is controllable in 1.8.
-Does it matter that giant mushrooms spawned there? How is that a good thing? It seems unfitting.
-Big trees are obnoxious because they are hard to cut down.
-Beta generation is nostalgic, but ultimately not that important.
-Beaches. At the cost of cutting through terrain in an awkward way.
-Those villages lack cohesion and villagers would have a hard time transversing them.
-Eh. Grassless plains are okay.
-What is with you and giant mushrooms?
-I do want village improvements in general, but what'd I'd prefer are careful village improvements. Make note that villagers have to live there and people will steal from them. Gotta make sure it's balanced just in case you spawn right next to one.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
Just more deceration outside something other than forest and water.
Also I'm pretty sure the river option in 1.8 just changes how often they appear.
Defiantly
#BAUM4EXILE2014
:^)
HELP CAPSLOCK KEY FELL OFF IT SWITCHES ON AND OFF, HELP PLS.
Minecraft is not static.
Just going to comment on these two points:
First, the beaches aren't cutting through the terrain in an awkward way. Those look more like prototype ravines that happened to partially generate between a beach and dirt; see how in the second picture off in the distance, the beaches are flush with the landscape?
Second, there were a great many things that the beta generator does better than the current generator. It's also a lot closer to the "ideal" ultra-varied generator than the current two generators are; for the beta generator, all you have to do is add actual oceans rather than lakes, make biomes bigger, add more biomes, and give them lots of content so they're visually distinct and there's a reason to cross the world to visit them (Beta biomes had almost no variation, although the world itself was far more varied than anything the ß1.8 generator can do and can prove to still be interesting after a few weeks of playing unlike the r1.7 generator). In order to make the "ideal" generator from the current generators, you basically have to rip up most of the things they implemented and replace them with equivalent features from the ß1.7 generator, and then implement everything that was needed for the ß1.7 generator to become the "ideal" generator.
Ultimately the things that ß1.7's generator got right are far more important than the things the other generators got right (height variation, beaches/underwater bedding, the temperature system and biome transitions, cave densities), as ß1.7's generator got the most important things right while all ß1.8 has is okay ocean/land ratios and all r1.7 has is okay biome variety. Either way, ß1.7 should be a model for what Mojang does for the next terrain update over anything else, assuming they do another (which I don't expect them to do aside from maybe another biome update).
What I do know is that I really prefer r1.7 terrain over whatever we had before. I spawned in jungles 50% of the time, and when I didn't I was near one. Jungles were useless previously unless you wanted a cat (not that useful) or cocoa (once you get one, you're done). However, 1.7 brings melons to these biomes, reduces the size, and makes them rarer.
As for the generation in those pictures; the first one looks just like what we have now, except for the mushroom (defeats purpose of mushroom island) and a slightly larger river.
The other picture shows a plains biome (yes, a PLAINS biome) with mushrooms. Seriously? The village would be super hard for the villagers to cross, but I will admit the houses look nicer than what we have now.
Let's do some math.
1/3 = 0.333...
1/3 * 3 = 1
0.333... * 3 = 0.999...
1 = 0.999...
1 - 0.999... = 0.999... - 0.999...
0.0...1 = 0
0.0...1 * 10... = 0 * 10...
1 = 0
Okay. You have a point on beaches. Still looks a little weird to me. Perhaps wide beaches like that should be restricted to oceans, while r1.7's "beaches" are for all other bodies of water.
My main problem with ß1.7 generation is that when watching people like KurtJMac play it (he sees a lot of terrain in his journey), I compare it to r1.7 and don't see too much of a difference in variance, excepting biome-specific variance. People make a big deal about it, but no one's posted an image or a video that has convinced me that there is anything special about beta generation. People make claims that r1.7 generation lacks something that ß1.7 had, and I refute them because I have seen, as a common sight, the things in r1.7 generation that it apparently doesn't have. The only thing I have been convinced of is that the biomes are too freaking large (I generally set my biome size much smaller in the customizer).
However, there is a 'cure,' for those who actually care. This thread has a 1.8 preset to simulate Beta generation, and it matches up almost perfectly according to the images involved. The beaches and underwater stuff are the only things that I think it doesn't account for.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
Mooshrooms? There is nothing unique about huge mushrooms - you can grow them yourself by using bonemeal on a regular mushroom, found almost anywhere underground if not on the surface, although I think they look a bit weird in otherwise normal landscapes (mushrooms the size of trees?).
Bigger rivers would be better though; an easy way to make rivers bigger is to make them deeper, which basically forces terrain to be lowered within a few blocks (a smoothing algorithm blends in elevation differences between biomes), and also reduces the incidence of dry river valleys. Perhaps instead, as with beaches below, force the height variation to be smaller in river biomes (avoiding rivers that are very deep)
As for beaches, one way to improve them is to reduce height variation for beaches only, with the terrain at or just above sea level on average; for example, here is a comparison of old and new beach generation in my world, after I modified world generation (from vanilla generation prior to release 1.7); you can see a chunk cliff underwater near the center due to the normally underwater part of beaches being lifted up to sea level (the opposite occurs if the land side was mountainous):
(though not all beaches are so nice and flat, giving some variation, but this in particular is pretty much eliminated)
The biggest problem I have with current world generation (post release 1.7, not counting the underground generation) is the climate system which leads to huge stretches of the same few biomes repeating over and over; true, stuff like jungles next to snow biomes may be a bit weird but perhaps they could have instead added "edge" biomes that offer a transistion zone between very different biomes (this was the purpose of Extreme Hills Edge prior to 1.7, smoothing the height gradient). Or at least an option in the customized settings to disable the climate system and/or change the size of climate zones, and ideally, change the frequencies of different biomes (certain biomes are rare because they were intentionally made so; even removing the climate system won't make them very common).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
He scream