So, after more than a month of waiting, we finally have a new snapshot.
What do you guys think of the new WorldGen sliders screen ? Myself I thought: finally !
Waiting for 1.8 to actually test it though.
One thing I saw that is major but not apparent until you carefully read every little change:
FOV (Field of View) lowest value, will be lowered to reduce "motion sickness" in some players. I do not know if this means the new default value (which previously was at the lowest setting) will be lowered the same, or if it means the new default value will stay the same but not be thre smallest slider value anymore.
But it is good news for me as I get M-S very easily.
Not complaining about the quality of the screen shot, just posting observations.
It's quite buggy, and some of the more extreme settings lagged the snot out of my computer (wile normally even Amped worlds do not). I'm sure they will iron all that out, just a warning for those about to partake. She seems a bit wonky at the moment.
Settings:
The first two pages looks to set up random chunk generation. Meaning you can change the frequency of what generates in a chunk. So if you want more diamonds and have them spawn at the surface, you can. You can also change the sea level, make smaller and bigger biomes, and what structures generate.
Question: Dungeon Count: 7?.... 7 per world?, 7 per biome, chunk. What is this 7?
Page 3:
Have to fiddle with it some more. I generated some really odd land masses. Nothing that struck me as "kool" though.
The "X,Y,Z" noise sliders seem to make the world more blocky at the low end, and much more round and gradual on the high end.
"Depth Base Size" I think moved bulk of the land up and down in elevation. IE setting to 0 put my happy skippy butt on the ocean floor.
"Height Scale" made floating islands.
"Biome depth weight, and Biome scale weight" seem to change the vertical scaleing of a biome. IE. Extreme Hills become more extreme.
4th page, looks like a sliderless, "just plug in your numbers here", version of page 3.
Rest of it I'm still working on. Looks good so far.
Their are also presets, and a way to make and save, and share presets. So when people tinker with, and find better settings we can share them.
I wonder if these settings are the ones they have been using all along, and just decided to make them public, or if they had to change the generator to use these values? Either way I would love to see the settings for "Flat Worlds", "Amped Worlds", "Nethers", etc.
Also I wounder if they will include these settings to be plugged into a server. Just leave a script file that the server reads for the world. That way my multi-player worlds can keep the settings and not just single player.
Well It sounds really awesome but I tried to generate a Deep Ocean world with sea level 1 and the structure levels at max (all the dungeon count and stuff like that) and it's been "building terrain" for the last 40 minutes.
I'm going to try with a less massive world now.
The customised screens scroll bars are so awkward to use. You drag it a bit and it stops, meaning you have to drag it again, making it so awkward to get to the bottom of the page, making life horrible on pages 2 and 4. Turning on Lava Oceans seems to not allow the world to load, and it freezes on "Building Terrain". Not sure why, my run of the mill laptop can run AMPLIFIED perfectly. By Minecraft's terms, it's 'beefy'. DO NOT LEAVE A PM ASKING FOR MY SPECS! THE PM WILL BE DELETED!
Oh, lava oceans? I turned that on too, I wanted to do something really extreme.
I'll try and turn it off.
There is a nifty new gamerule called "randomTickSpeed" that allows you to input how often random world updates occur, which includes plant growth, fire decay, leaf decay, vine spreading, and water/lava flow. You can increase or decrease the speed at which these occur. Or set to 0 if you don't want these ticks to occur whatsoever:
/gamerule randomTickSpeed 0
So instead of true/false, this is the first gamerule that uses a numerical value (though still uses a 'string' tag-type).
Also, the /worldborder command is really neat and will be super useful for adventure maps, game servers, etc, but it's bugged; if you throw an enderpearl through the world border you will go through it but you'll stay glitched in your position, taking suffocation damage, and dying from it. Death message "X suffocated in a wall" and the game crashes.
As I kept testing the /worldborder command, I noticed that you can also place blocks, spawn mobs, throw arrows (or enderpearls as already said) beyond the border; also place buckets of water or lava, and they will go through the border. The mobs that are spawned beyond the border take instant suffocation damage and die. But blocks can be placed, and entities can be thrown.
Also spiders try to climb the borders. And mobs can go from outside the borders to inside, but not from inside to outside.
f3 screen changes
ALSO!!! More changes, the f3 debug screen now shows stuff like the following: (looking at a diamond ore)
"Model: cube_normal"
That appears under where it says "block: blah blah".
I'm not completely sure what it means, but it appears when looking at every ore, cobblestone (not smoothstone), bedrock, obsidian, TNT, brick block, noteblocks, mineral blocks (gold, diamond, etc), bookshelves, sandstone and probably some more I haven't tested yet.
For other blocks, instead of "normal", it says the name of the block.
For example "Model: cube_granite". I've also seen cube_stone, cube_diorite, _andesite, _andesiteSmooth, _graniteSmooth, _dioriteSmooth, _dirt, _podzol and a lot more. For wood planks it says cube_jungle, cube_acacia, etc, depending on the type of wood planks.
For grass blocks the Model part in the debug screens says "grass_normal".
For snow layers, the model is "snow_height2_height2 and it grows up by 2 every time the layer keeps increasing. (_height4, 6 and so on) When the snow covers reach full size, it says "cube_height16", which isn't the same as a pure snow block, which says "cube_normal".
Leaves say a lot more of stuff. Model is "leaves_" and the type of tree, e.g. leaves_spruce, same for logs, but when looking at leaves you'll also see a lot of stuff about decaying and who knows.
Logs tell in which axis the log is (x/y/z), and if it's facing north or any other direction.
Blocks with orientations such as furnaces,droppers or dispensers' models will be "cube_north/west/east/south/up/down" depending on the orientation.
Sorry for the really long posts but I'm testing a lot of things and I think this is pretty interesting, and all this model information didn't appear in 14w11b.
Seems that the only thing i would like to see is a way to pick individual biomes in include/exclude during world gen i.e. i don't want Birch forest, taiga or mooshroomland to generate. I think i will look out and see if anyone has posted the bug of picking a save and getting no chance to load it/delete it before it autoloads 3-5 times before i can pick to delete it or not.
Question: Dungeon Count: 7?.... 7 per world?, 7 per biome, chunk. What is this 7?
It is the number of times the game attempts to generate a dungeon per chunk, although the actual number is much less because the randomly selected location needs to be suitable (they only generate connected to caves/air spaces underground).
Also why can you change the number of dungeons and lakes but not other structures, especially since Superflat already allows you to do so for mineshafts, villages, and strongholds, so hardly any changes needed to the code other than adding in sliders/presets?
In addition, this is NOT what I think of when I think of a "caver's delight" world:
Yeah, the same old lame 1.7+ cave generation (made worse by oceans going down to bedrock in the large blank areas)... of course, not unexpected because there is no actual option to change cave generation other than on/off; at the least, you'd want two sliders, one to change the number of caves per cave system and one to change the chance of generating a cave system in a chunk, similar to the settings for ores.
Never mind what the surface looks like, more like an Amplified world (on steroids...), and making the ground higher has hardly any effect on the number of caves unless you change their distribution (i.e. caves by default become much more common as you go deeper; you'd have to increase the max altitude so more generate higher up):
Also, I don't see why you need a separate on/off button, as used for dungeons and lakes - just have the slider turn them off when it is set to the minimum value; similarly, when making a Superflat preset it only generates what you actually include.
The customised screens scroll bars are so awkward to use. You drag it a bit and it stops, meaning you have to drag it again, making it so awkward to get to the bottom of the page, making life horrible on pages 2 and 4. Turning on Lava Oceans seems to not allow the world to load, and it freezes on "Building Terrain". Not sure why, my run of the mill laptop can run AMPLIFIED perfectly. By Minecraft's terms, it's 'beefy'. DO NOT LEAVE A PM ASKING FOR MY SPECS! THE PM WILL BE DELETED!
Other than that... I'm confused what the /worldborder command does. And I'm confused by what they meant by performance gains, I go absolutely no change in FPS...
On the plus side, my saves folder is 20 saves smaller (That's a remark on how it motivated me to clean my saves folder, I'm not saying 14w17a deleted my Saves)!
Page 4, you can directly input numbers. No sliders....Enjoy!
Seems that the only thing i would like to see is a way to pick individual biomes in include/exclude during world gen i.e. i don't want Birch forest, taiga or mooshroomland to generate. I think i will look out and see if anyone has posted the bug of picking a save and getting no chance to load it/delete it before it autoloads 3-5 times before i can pick to delete it or not.
I'm not sure it's a bug. It just auto-clicks it for some reason, it has happened to me too. I just left the save alone for now...
More information on the new "Model" part in the f3 screen:
The model for chests is "Null" for some reason.
When looking at a missing texture block, it will also say "Model: Null", but it will also say "State: Null", and under "Model" and "State" it will say "Round trip different" and a bunch of things I don't really understand. Something about 0x1, 0x2, 0x3 and 0x4.
To test the missing texture block thing you can write the following command:
/summon Item ~ ~ ~ {Item: {id: minecraft:log2,Damage: 2,Count: 1}}
And place the "block" the command will give you.
The /worldborder also affects the Nether; and since the distance in the Nether is 1:8 to the Overworld's, if the world space in the Overworld is 1000 blocks long (the border is 500 blocks in every direction from the center), the Nether's world space would be 250 blocks long. Also my game crashed while accessing The End with world borders on. I restarted it and everything was fine.
Aside from every single enderman in The End dying, leaving a lot of endermites and enderpearls behind.
I think this world border thing is still pretty experimental, buggy and glitchy; it does its job, but while going from dimension to dimension you'll stay frozen in your place, for example when spawning in The Nether you'll be frozen, you have to change the world border center (it can be by just a block), same for going to the end or for coming back to the overworld. It does its job, but there's still a lot of stuff that doesn't work with these new world borders.
I haven't tested the customized worldtype yet, will have to do it tomorrow, I've spent some hours testing the /worldborder command and experimenting with the new parts of the f3 screen.
Last informationsss I bring you for today:
- eyes of ender are really glitchy in this snapshot, at least for me
- biome name of The End has been changed from Sky to The End
So I think this snapshot brings some pretty awesome changes and is really neat in general.
Seems that the only thing i would like to see is a way to pick individual biomes in include/exclude during world gen i.e. i don't want Birch forest, taiga or mooshroomland to generate. I think i will look out and see if anyone has posted the bug of picking a save and getting no chance to load it/delete it before it autoloads 3-5 times before i can pick to delete it or not.
I have that problem too. A few suggestions to add would be to raise or lower the lava on layer 11, and to select the frequency of springs.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/11/2013
Posts:
42
Member Details
I read that they took the minecart changes out. Anybody know why? I like what I read from 11a, though I never did actually try them out. I hope they bring some of these back. Minecart physics has always sucked.
(...)if the world space in the Overworld is 1000 blocks long (the border is 500 blocks in every direction from the center), the Nether's world space would be 250 blocks long. (...)
I read that they took the minecart changes out. Anybody know why? I like what I read from 11a, though I never did actually try them out. I hope they bring some of these back. Minecart physics has always sucked.
I believe Dinnerbone said that the game simply can't handle it right now.
What do you guys think of the new WorldGen sliders screen ? Myself I thought: finally !
Waiting for 1.8 to actually test it though.
One thing I saw that is major but not apparent until you carefully read every little change:
FOV (Field of View) lowest value, will be lowered to reduce "motion sickness" in some players. I do not know if this means the new default value (which previously was at the lowest setting) will be lowered the same, or if it means the new default value will stay the same but not be thre smallest slider value anymore.
But it is good news for me as I get M-S very easily.
It's quite buggy, and some of the more extreme settings lagged the snot out of my computer (wile normally even Amped worlds do not). I'm sure they will iron all that out, just a warning for those about to partake. She seems a bit wonky at the moment.
Settings:
The first two pages looks to set up random chunk generation. Meaning you can change the frequency of what generates in a chunk. So if you want more diamonds and have them spawn at the surface, you can. You can also change the sea level, make smaller and bigger biomes, and what structures generate.
Question: Dungeon Count: 7?.... 7 per world?, 7 per biome, chunk. What is this 7?
Page 3:
Have to fiddle with it some more. I generated some really odd land masses. Nothing that struck me as "kool" though.
The "X,Y,Z" noise sliders seem to make the world more blocky at the low end, and much more round and gradual on the high end.
"Depth Base Size" I think moved bulk of the land up and down in elevation. IE setting to 0 put my happy skippy butt on the ocean floor.
"Height Scale" made floating islands.
"Biome depth weight, and Biome scale weight" seem to change the vertical scaleing of a biome. IE. Extreme Hills become more extreme.
4th page, looks like a sliderless, "just plug in your numbers here", version of page 3.
Rest of it I'm still working on. Looks good so far.
Their are also presets, and a way to make and save, and share presets. So when people tinker with, and find better settings we can share them.
I wonder if these settings are the ones they have been using all along, and just decided to make them public, or if they had to change the generator to use these values? Either way I would love to see the settings for "Flat Worlds", "Amped Worlds", "Nethers", etc.
Also I wounder if they will include these settings to be plugged into a server. Just leave a script file that the server reads for the world. That way my multi-player worlds can keep the settings and not just single player.
I'm going to try with a less massive world now.
Oh, lava oceans? I turned that on too, I wanted to do something really extreme.
I'll try and turn it off.
There is a nifty new gamerule called "randomTickSpeed" that allows you to input how often random world updates occur, which includes plant growth, fire decay, leaf decay, vine spreading, and water/lava flow. You can increase or decrease the speed at which these occur. Or set to 0 if you don't want these ticks to occur whatsoever:
So instead of true/false, this is the first gamerule that uses a numerical value (though still uses a 'string' tag-type).
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Also, the /worldborder command is really neat and will be super useful for adventure maps, game servers, etc, but it's bugged; if you throw an enderpearl through the world border you will go through it but you'll stay glitched in your position, taking suffocation damage, and dying from it. Death message "X suffocated in a wall" and the game crashes.
As I kept testing the /worldborder command, I noticed that you can also place blocks, spawn mobs, throw arrows (or enderpearls as already said) beyond the border; also place buckets of water or lava, and they will go through the border. The mobs that are spawned beyond the border take instant suffocation damage and die. But blocks can be placed, and entities can be thrown.
Also spiders try to climb the borders. And mobs can go from outside the borders to inside, but not from inside to outside.
f3 screen changes
ALSO!!! More changes, the f3 debug screen now shows stuff like the following: (looking at a diamond ore)
"Model: cube_normal"
That appears under where it says "block: blah blah".
I'm not completely sure what it means, but it appears when looking at every ore, cobblestone (not smoothstone), bedrock, obsidian, TNT, brick block, noteblocks, mineral blocks (gold, diamond, etc), bookshelves, sandstone and probably some more I haven't tested yet.
For other blocks, instead of "normal", it says the name of the block.
For example "Model: cube_granite". I've also seen cube_stone, cube_diorite, _andesite, _andesiteSmooth, _graniteSmooth, _dioriteSmooth, _dirt, _podzol and a lot more. For wood planks it says cube_jungle, cube_acacia, etc, depending on the type of wood planks.
For grass blocks the Model part in the debug screens says "grass_normal".
For snow layers, the model is "snow_height2_height2 and it grows up by 2 every time the layer keeps increasing. (_height4, 6 and so on) When the snow covers reach full size, it says "cube_height16", which isn't the same as a pure snow block, which says "cube_normal".
Leaves say a lot more of stuff. Model is "leaves_" and the type of tree, e.g. leaves_spruce, same for logs, but when looking at leaves you'll also see a lot of stuff about decaying and who knows.
Logs tell in which axis the log is (x/y/z), and if it's facing north or any other direction.
Blocks with orientations such as furnaces,droppers or dispensers' models will be "cube_north/west/east/south/up/down" depending on the orientation.
Sorry for the really long posts but I'm testing a lot of things and I think this is pretty interesting, and all this model information didn't appear in 14w11b.
It is the number of times the game attempts to generate a dungeon per chunk, although the actual number is much less because the randomly selected location needs to be suitable (they only generate connected to caves/air spaces underground).
Also why can you change the number of dungeons and lakes but not other structures, especially since Superflat already allows you to do so for mineshafts, villages, and strongholds, so hardly any changes needed to the code other than adding in sliders/presets?
In addition, this is NOT what I think of when I think of a "caver's delight" world:
Yeah, the same old lame 1.7+ cave generation (made worse by oceans going down to bedrock in the large blank areas)... of course, not unexpected because there is no actual option to change cave generation other than on/off; at the least, you'd want two sliders, one to change the number of caves per cave system and one to change the chance of generating a cave system in a chunk, similar to the settings for ores.
Never mind what the surface looks like, more like an Amplified world (on steroids...), and making the ground higher has hardly any effect on the number of caves unless you change their distribution (i.e. caves by default become much more common as you go deeper; you'd have to increase the max altitude so more generate higher up):
Also, I don't see why you need a separate on/off button, as used for dungeons and lakes - just have the slider turn them off when it is set to the minimum value; similarly, when making a Superflat preset it only generates what you actually include.
Finally...
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?
Page 4, you can directly input numbers. No sliders....Enjoy!
More information on the new "Model" part in the f3 screen:
The model for chests is "Null" for some reason.
When looking at a missing texture block, it will also say "Model: Null", but it will also say "State: Null", and under "Model" and "State" it will say "Round trip different" and a bunch of things I don't really understand. Something about 0x1, 0x2, 0x3 and 0x4.
To test the missing texture block thing you can write the following command:
/summon Item ~ ~ ~ {Item: {id: minecraft:log2,Damage: 2,Count: 1}}
And place the "block" the command will give you.
EDIT: Use with caution, don't light a fire...
Aside from every single enderman in The End dying, leaving a lot of endermites and enderpearls behind.
I think this world border thing is still pretty experimental, buggy and glitchy; it does its job, but while going from dimension to dimension you'll stay frozen in your place, for example when spawning in The Nether you'll be frozen, you have to change the world border center (it can be by just a block), same for going to the end or for coming back to the overworld. It does its job, but there's still a lot of stuff that doesn't work with these new world borders.
I haven't tested the customized worldtype yet, will have to do it tomorrow, I've spent some hours testing the /worldborder command and experimenting with the new parts of the f3 screen.
Last informationsss I bring you for today:
- eyes of ender are really glitchy in this snapshot, at least for me
- biome name of The End has been changed from Sky to The End
So I think this snapshot brings some pretty awesome changes and is really neat in general.
I have that problem too. A few suggestions to add would be to raise or lower the lava on layer 11, and to select the frequency of springs.
Err, actually, it would be 125 blocks long.
Nether is 1/8 the overworld, not 1/4.
I believe Dinnerbone said that the game simply can't handle it right now.
omg I know i know i know.
I even calculated it and everything; just posted it wrong. Sorry.
I think it's about chance of spawn.
on topic;
I loved it. now only thing I need is optional old biome distribution.
Miner's nightmare preset
Miner's nightmare preset (original terrain)
Killing the Ender Dragon, no damage (no armor/potions/enchantments/pumpkin)
This seems to be due to your resource pack, as the exact same configurations do not result in the diconnect in my default pack.