I know I am a bit late to ask this but has there been any underground generational changes in the Nether Update? I wanted to post about an excellent spawner seed I found when I created a world in version 1.15.2, but realized 3 spawners were missing and were not there when I used the same seed in the latest version that is, 1.16.4. The mineshafts were not changed and all above ground structures such as villages were there in the same place. I didn't check if the ores also changed but the main thing which was special about the seed that is the various spawners were missing. I don't know if this happens with every new update or only the Nether Update has some changes with the generation or it is something else.
Ruined portals were added to world generation, which may have changed how dungeons generate. I don't know how different structures generate (I'm sure TheMasterCaver will be along shortly to explain in detail, they usually are), but I would guess that having certain structures grouped together in world generation isn't out of the question.
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I don't know about newer versions (since 1.13) but in earlier versions the game uses a single RNG to place all "decorations", including dungeons, and anything that changes the RNG sequence will affect everything generated afterwards, with structures generated first (the chance of generating and layout of a structure is derived from a separate RNG but random features like cobwebs in mineshafts use the RNG used to place decorations):
/**
* Populates chunk with ores etc etc
*/
public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
{
BlockSand.fallInstantly = true;
int var4 = par2 * 16;
int var5 = par3 * 16;
BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16);
this.rand.setSeed(this.worldObj.getSeed());
long var7 = this.rand.nextLong() / 2L * 2L + 1L;
long var9 = this.rand.nextLong() / 2L * 2L + 1L;
// Sets seed for current chunk
this.rand.setSeed((long)par2 * var7 + (long)par3 * var9 ^ this.worldObj.getSeed());
// Generates structures, uses decorator RNG to place "random" blocks like cobwebs. Note that whether
// structures are enabled will affect decorations in chunks that would contain them
if (this.mapFeaturesEnabled)
{
this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
var11 = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
// "Scattered features" includes all minor structures like temples, igloos, witch huts, etc (and
// probably portals if 1.13+ still uses the same code. Ocean monuments and woodland mansions
// were added as their own type of structure, either way, they can alter the RNG used by later
// features)
this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
}
int var12;
int var13;
int var14;
// Generates water and lava lakes
if (var6 != BiomeGenBase.desert && var6 != BiomeGenBase.desertHills && !var11 && this.rand.nextInt(4) == 0)
{
var12 = var4 + this.rand.nextInt(16) + 8;
var13 = this.rand.nextInt(128);
var14 = var5 + this.rand.nextInt(16) + 8;
(new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
}
if (!var11 && this.rand.nextInt(8) == 0)
{
var12 = var4 + this.rand.nextInt(16) + 8;
var13 = this.rand.nextInt(this.rand.nextInt(120) + 8);
var14 = var5 + this.rand.nextInt(16) + 8;
if (var13 < 63 || this.rand.nextInt(10) == 0)
{
(new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
}
}
// Generates dungeons
for (var12 = 0; var12 < 8; ++var12)
{
var13 = var4 + this.rand.nextInt(16) + 8;
var14 = this.rand.nextInt(128);
int var15 = var5 + this.rand.nextInt(16) + 8;
(new WorldGenDungeons()).generate(this.worldObj, this.rand, var13, var14, var15);
}
// Places everything else (trees, ores, etc)
var6.decorate(this.worldObj, this.rand, var4, var5);
// Spawns passive mobs
SpawnerAnimals.performWorldGenSpawning(this.worldObj, var6, var4 + 8, var5 + 8, 16, 16, this.rand);
Another possible cause of differences in world generation is the fact that decorations overlap across chunk boundaries, which can affect the placement of decorations in adjacent chunks and alter the RNG sequence depending on the order they were generated in, although this should not affect spawn chunks and I can consistently get the same results by generating chunks in the same way (as in the example given), in very rare cases it is possible that a random event like a fire near the edge of generated chunks could cause chunks to populate differently:
Also, if you have Optifine installed its Fast Math option affects world generation due to slight differences in the shape of caves (it reduces the accuracy of sine and cosine functions, which are used by cave generation), even a difference of a single block can determine whether a dungeon will generate (in my experience it is pointless to enable it, even on my old computer, with a very small cache compared to newer CPUs, it made no noticeable difference, and actually, I wouldn't be surprised if Optifine reduces performance due to adding code that checks if it is enabled every time a math function is called):
Unless the spawners were very close to each other I wouldn't consider 3 spawners to be anything special; they are actually incredibly common - just the last time I played I found four dungeons and at least as many cave spider spawners, and several more the day before, etc (granted, they are about twice as common in 1.6.4 than in later versions but that's still multiple spawners within a complex of mineshafts and caves which easily fits inside the spawn chunks).
For example, this is what ChunkBase shows for the seed for my first world in 1.16; there are 45 dungeons, including two within a single chunk, within an area measuring about 55x86 chunks (4730 chunks or slightly larger than a level 3 map), or about one every 105 chunks (about 164x164 blocks, which is close to the average i once found in a 1.7+ world with MCEdit); likewise, there are 32 mineshafts within the same area, or one every 148 chunks (average is one every 250 chunks or 253x253 blocks, with each one averaging about 4 cave spider spawners, so there are a total of about 173 spawners within the area shown):
(it is worth noting that this reveals a major bug within the game - every single mineshaft west of x = 0 is mirrored to the east at sign-reversed coordinates (e.g. chunks -13, 6 and 13, -6) - yes, they are not just in the same relative locations but have the same structure)
Also, ChunkBase shows completely different dungeon locations in 1.15, same for 1.13-1.14, so only seeds for 1.16 will work in that version.
visit an area with spawners or anything else and update the world to 1.16.4 the already generated terrain could change?
The spawners could disappear?
My knowledge about this stuff is practically 0, since world generation is very complex stuff to me.
Once you generate chunks those stay as is even if you change versions.
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Once you generate chunks those stay as is even if you change versions.
In almost all cases, the only exception I know of is that when ocean temples were added they could generate in previously loaded chunks if a player hadn't been in them for more than 5 minutes.
I would say the dungeons are fairly close to each other. The seed gives you amazing dungeons so close to spawn. And some other goodies near spawn. And to reply to your previous reply I wasn't using any mods and playing in Vanilla. I think the only thing we could do now is to load the chunks in 1.15.2 and then open the world in the latest version. I have tested it by loading the chunks where the dungeons were found and then loading the world in the latest version I saw the dungeons were there.
Unless the spawners were very close to each other I wouldn't consider 3 spawners to be anything special; they are actually incredibly common - just the last time I played I found four dungeons and at least as many cave spider spawners, and several more the day before, etc (granted, they are about twice as common in 1.6.4 than in later versions but that's still multiple spawners within a complex of mineshafts and caves which easily fits inside the spawn chunks).
For example, this is what ChunkBase shows for the seed for my first world in 1.16; there are 45 dungeons, including two within a single chunk, within an area measuring about 55x86 chunks (4730 chunks or slightly larger than a level 3 map), or about one every 105 chunks (about 164x164 blocks, which is close to the average i once found in a 1.7+ world with MCEdit); likewise, there are 32 mineshafts within the same area, or one every 148 chunks (average is one every 250 chunks or 253x253 blocks, with each one averaging about 4 cave spider spawners, so there are a total of about 173 spawners within the area shown):
(it is worth noting that this reveals a major bug within the game - every single mineshaft west of x = 0 is mirrored to the east at sign-reversed coordinates (e.g. chunks -13, 6 and 13, -6) - yes, they are not just in the same relative locations but have the same structure)
Also, ChunkBase shows completely different dungeon locations in 1.15, same for 1.13-1.14, so only seeds for 1.16 will work in that version.
Who said there were only 3 dungeons? I will post the seed and more information about it in the seeds section soon. I also wanted to state another fact which I think might be totally unrelated but before the nether update released ibxtoycat posted a video on his channel showing how they have changed underground ore generations in the nether update on Bedrock. I wonder if they had done something similar in Java which might be the cause of the dungeons not generating where they should. I have shared the link of the video and you might wanna check it out. It might be something totally unrelated as it is in Bedrock but still maybe there is a connection.
I know I am a bit late to ask this but has there been any underground generational changes in the Nether Update? I wanted to post about an excellent spawner seed I found when I created a world in version 1.15.2, but realized 3 spawners were missing and were not there when I used the same seed in the latest version that is, 1.16.4. The mineshafts were not changed and all above ground structures such as villages were there in the same place. I didn't check if the ores also changed but the main thing which was special about the seed that is the various spawners were missing. I don't know if this happens with every new update or only the Nether Update has some changes with the generation or it is something else.
Ruined portals were added to world generation, which may have changed how dungeons generate. I don't know how different structures generate (I'm sure TheMasterCaver will be along shortly to explain in detail, they usually are), but I would guess that having certain structures grouped together in world generation isn't out of the question.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I don't know about newer versions (since 1.13) but in earlier versions the game uses a single RNG to place all "decorations", including dungeons, and anything that changes the RNG sequence will affect everything generated afterwards, with structures generated first (the chance of generating and layout of a structure is derived from a separate RNG but random features like cobwebs in mineshafts use the RNG used to place decorations):
Another possible cause of differences in world generation is the fact that decorations overlap across chunk boundaries, which can affect the placement of decorations in adjacent chunks and alter the RNG sequence depending on the order they were generated in, although this should not affect spawn chunks and I can consistently get the same results by generating chunks in the same way (as in the example given), in very rare cases it is possible that a random event like a fire near the edge of generated chunks could cause chunks to populate differently:
MC-55596 Some chunks in the SAME Minecraft World Seed seem to have different versions (an example I found)
Also, if you have Optifine installed its Fast Math option affects world generation due to slight differences in the shape of caves (it reduces the accuracy of sine and cosine functions, which are used by cave generation), even a difference of a single block can determine whether a dungeon will generate (in my experience it is pointless to enable it, even on my old computer, with a very small cache compared to newer CPUs, it made no noticeable difference, and actually, I wouldn't be surprised if Optifine reduces performance due to adding code that checks if it is enabled every time a math function is called):
Bug: "Fast Math" option changes world generation
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?
You should definitly share the seed!
If the Spawners are near too each other it's worth generating the area in 1.15.2,
not entering the nether and updating the world to 1.16.4
I would defenitly rank a good spawner location above ruined portals.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
Unless the spawners were very close to each other I wouldn't consider 3 spawners to be anything special; they are actually incredibly common - just the last time I played I found four dungeons and at least as many cave spider spawners, and several more the day before, etc (granted, they are about twice as common in 1.6.4 than in later versions but that's still multiple spawners within a complex of mineshafts and caves which easily fits inside the spawn chunks).
For example, this is what ChunkBase shows for the seed for my first world in 1.16; there are 45 dungeons, including two within a single chunk, within an area measuring about 55x86 chunks (4730 chunks or slightly larger than a level 3 map), or about one every 105 chunks (about 164x164 blocks, which is close to the average i once found in a 1.7+ world with MCEdit); likewise, there are 32 mineshafts within the same area, or one every 148 chunks (average is one every 250 chunks or 253x253 blocks, with each one averaging about 4 cave spider spawners, so there are a total of about 173 spawners within the area shown):
https://www.chunkbase.com/apps/dungeon-finder#-123775873255737467
https://www.chunkbase.com/apps/mineshaft-finder#-123775873255737467
(it is worth noting that this reveals a major bug within the game - every single mineshaft west of x = 0 is mirrored to the east at sign-reversed coordinates (e.g. chunks -13, 6 and 13, -6) - yes, they are not just in the same relative locations but have the same structure)
Also, ChunkBase shows completely different dungeon locations in 1.15, same for 1.13-1.14, so only seeds for 1.16 will work in that version.
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?
If i generate a world on 1.15.2,
visit an area with spawners or anything else and update the world to 1.16.4 the already generated terrain could change?
The spawners could disappear?
My knowledge about this stuff is practically 0, since world generation is very complex stuff to me.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
Once you generate chunks those stay as is even if you change versions.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
In almost all cases, the only exception I know of is that when ocean temples were added they could generate in previously loaded chunks if a player hadn't been in them for more than 5 minutes.
Just testing.
I will definitely post the seed! It's one of the best I ever found.
I would say the dungeons are fairly close to each other. The seed gives you amazing dungeons so close to spawn. And some other goodies near spawn. And to reply to your previous reply I wasn't using any mods and playing in Vanilla. I think the only thing we could do now is to load the chunks in 1.15.2 and then open the world in the latest version. I have tested it by loading the chunks where the dungeons were found and then loading the world in the latest version I saw the dungeons were there.
Who said there were only 3 dungeons? I will post the seed and more information about it in the seeds section soon. I also wanted to state another fact which I think might be totally unrelated but before the nether update released ibxtoycat posted a video on his channel showing how they have changed underground ore generations in the nether update on Bedrock. I wonder if they had done something similar in Java which might be the cause of the dungeons not generating where they should. I have shared the link of the video and you might wanna check it out. It might be something totally unrelated as it is in Bedrock but still maybe there is a connection.