Well would you look at that. Good old TheMogMiner actually decided to fully implement the toy he was playing with. Well it looks like this is going to be at least partially implemented.
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Most of the sliders are for totally obscure technical stuff that a typical player has NO WAY to predict the impact of. Or even understand without some kind of in-depth "this youtube tutorial will explain to you in a simple way how the new world gen sliders screen really work - and in only 57 minutes of your time too!"
Probably because you'll have to change several of those sliders and try and tweak and "trial and error" until you get the one effect you want, and it will have secondary effects on other stuff anyway.
For example, if you wanted forests to have half as much trees but more flowers, just how in the Nether would you be able to do that using hose obscure sliders ? I sure can't ! So all those sliders aren't all that intesting anyway.
Meanwhile, the really interedting sliders that clearly control actual AMOUNTS of stuff in a very intuitive way, are just... on/off buttons !
So you can't have a world with say more (or less) Abandoned Mineshafts ? Either you take them all or none. Wow. Way to go. Personally I find the Mineshafts to be way too big and way too common. I dig a simple 2000 blocks long tunnel linking up my main base to say an original build I made, and can't fail to meet up with SEVERAL mineshafts. I decide to explore and "stripe down" a Mineshaft, and usually it takes me over 12 hours, several playing sessions. So yeah, I'd cut down the "reach" of how far they extend by a factor or 2 or more, and maybe halve their frequency.
And there are no easy controls for the size of things too. Maybe I want more caves as in "bigger caves" with bigger meaning "big", not meaning "more". As in: tunnels that are say 30-blocks-WIDE and 1000-blocks LONG, but forming discrete networks, not an "infinite swiss chess of caves and crisscrossinb tunnels". How would you do that ? answer: either impossible, or a totally mystical art of understing how all these "very technical named" sliders interact together.
World gen screen sliders should relate to intuitive useful things like "how much exploration do you want to do before finding stuff?" with the middle value being default minecraft, the lowest value would be named "Everything At Spawn" and the highest value would be "The End of the World" or something, which would be the slider that affecs "everything", AND with the hability to fine-tune everything too both in frequency and size, from how frequent Pumkpins patches are found, to density of NPC villages.
I agree fully Ouatcheur. While this is fantastic as an initial attempt, it needs clarification and simplification for younger users. It also lacks many proposed features from this like controlling biomes. So it is a good start but this thread ain't going anywhere.
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A slider feature would be good for the biomes. Now it is pick all the biomes or pick one biome. The thing is that maybe I want a desert with little forests scattered about.
Most of the sliders are for totally obscure technical stuff that a typical player has NO WAY to predict the impact of. Or even understand without some kind of in-depth "this youtube tutorial will explain to you in a simple way how the new world gen sliders screen really work - and in only 57 minutes of your time too!"
Probably because you'll have to change several of those sliders and try and tweak and "trial and error" until you get the one effect you want, and it will have secondary effects on other stuff anyway.
For example, if you wanted forests to have half as much trees but more flowers, just how in the Nether would you be able to do that using hose obscure sliders ? I sure can't ! So all those sliders aren't all that intesting anyway.
Meanwhile, the really interedting sliders that clearly control actual AMOUNTS of stuff in a very intuitive way, are just... on/off buttons !
So you can't have a world with say more (or less) Abandoned Mineshafts ? Either you take them all or none. Wow. Way to go. Personally I find the Mineshafts to be way too big and way too common. I dig a simple 2000 blocks long tunnel linking up my main base to say an original build I made, and can't fail to meet up with SEVERAL mineshafts. I decide to explore and "stripe down" a Mineshaft, and usually it takes me over 12 hours, several playing sessions. So yeah, I'd cut down the "reach" of how far they extend by a factor or 2 or more, and maybe halve their frequency.
And there are no easy controls for the size of things too. Maybe I want more caves as in "bigger caves" with bigger meaning "big", not meaning "more". As in: tunnels that are say 30-blocks-WIDE and 1000-blocks LONG, but forming discrete networks, not an "infinite swiss chess of caves and crisscrossinb tunnels". How would you do that ? answer: either impossible, or a totally mystical art of understing how all these "very technical named" sliders interact together.
World gen screen sliders should relate to intuitive useful things like "how much exploration do you want to do before finding stuff?" with the middle value being default minecraft, the lowest value would be named "Everything At Spawn" and the highest value would be "The End of the World" or something, which would be the slider that affecs "everything", AND with the hability to fine-tune everything too both in frequency and size, from how frequent Pumkpins patches are found, to density of NPC villages.
See something wrong there? What if I wanted more/less or bigger/smaller villages; or (of course) more/bigger caves? Ironically, Superflat allows us to customize most structures while the custom world doesn't, except dungeons for some odd reason (which in turn aren't configurable in Superflat, only yes/no).
They need a separate screen that looks like this:
Note that the OP shows a single slider for cave size but you really want at least two sliders, as there are two variables which control the size/density of individual cave systems and how often the game generates cave systems (the changes to cave generation in 1.7 involved reducing the size of cave systems but making them more common, so caves are more uniformly distributed; I'd very much rather have the opposite; bigger cave systems which are less common; vanilla 1.6.4 has a "spawn size" of 40 and "spawn chance" of 15, the latter of which is inversely proportional to the spawn rate, which is 1/X). Ravines simply need a chance slider, default of 50 (1/50 chance per chunk).
Meanwhile, they should make mineshafts spawn similarly to villages, with a distance between structures (set so the average frequency is close to the current default), which avoids an issue that even I have - currently they can spawn in adjacent chunks, overlapping each other and making big messes; it is also possible to change their size, currently set to 8 "sections" from the main room (changing this to 4 will make very small mineshafts, or you can set it to 16 and make impossibly huge mineshafts, or make it random and get a much greater size variation).
See something wrong there? What if I wanted more/less or bigger/smaller villages; or (of course) more/bigger caves? Ironically, Superflat allows us to customize most structures while the custom world doesn't, except dungeons for some odd reason (which in turn aren't configurable in Superflat, only yes/no).
They need a separate screen that looks like this:
Note that the OP shows a single slider for cave size but you really want at least two sliders, as there are two variables which control the size/density of individual cave systems and how often the game generates cave systems (the changes to cave generation in 1.7 involved reducing the size of cave systems but making them more common, so caves are more uniformly distributed; I'd very much rather have the opposite; bigger cave systems which are less common; vanilla 1.6.4 has a "spawn size" of 40 and "spawn chance" of 15, the latter of which is inversely proportional to the spawn rate, which is 1/X). Ravines simply need a chance slider, default of 50 (1/50 chance per chunk).
Meanwhile, they should make mineshafts spawn similarly to villages, with a distance between structures (set so the average frequency is close to the current default), which avoids an issue that even I have - currently they can spawn in adjacent chunks, overlapping each other and making big messes; it is also possible to change their size, currently set to 8 "sections" from the main room (changing this to 4 will make very small mineshafts, or you can set it to 16 and make impossibly huge mineshafts, or make it random and get a much greater size variation).
Yes. Basically. We want some of the finer points of this. Like the indev house. Or was it Infdev? I forget. I just scrolled through 11 pages and forgot. I support.
Something that would make this even better is an option for new generated structures that are default off.
Forest Clearing:
Small no-tree spots that spawn in forests.
Lone Village Houses:
The houses that you would find in a village, out in the wild. They spawn in deserts, savannas, and plains, but also forest clearings, mesas, extreme hills, and other basic biomes.
Towers:
Small wooden structures that spawn in the same places as lone village houses. They have a staircase up to the top, which contains a skeleton spawner and a chest of goodies.
Witch Clearing:
Like a normal forest clearing, but with a gravel center that has a cauldron in the middle. There is gravel scattered around the area as well, which spawns with three witches. Also, chests of potions.
Treehouse:
A jungle tree that spawns with a ladder up one side of the trunk, and a little treehouse. There are different types, some of which contain craft tables and/or chests. If it is a small one, it has a small chance of a chest. If it is medium, there is a larger chance of a chest and a decent craft table chance. Large ones have crafting tables, balconies, a large chance of a chest, and a small chance of another. There are more than 3 types of treehouse, but they all fall into one of the three categories.
Death Pit:
Spawns in deserts and mesas. It's a large, deep pit, coated in either sand or red sand depending on the biome it's in. There is mossy cobblestone at the bottom and a silverfish spawner.
I will add photos soon.
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(It's "VMod" when used in a title or beginning of a sentence, and "vmod" otherwise. LEARN IT)
Maker of multiple vanilla mods, like these:
Link Removed - Overhauls survival with steeper difficulty curve
Reddit post
Well would you look at that. Good old TheMogMiner actually decided to fully implement the toy he was playing with. Well it looks like this is going to be at least partially implemented.
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
Thanx
Knowledge speaks, but wisdom listens.
Probably because you'll have to change several of those sliders and try and tweak and "trial and error" until you get the one effect you want, and it will have secondary effects on other stuff anyway.
For example, if you wanted forests to have half as much trees but more flowers, just how in the Nether would you be able to do that using hose obscure sliders ? I sure can't ! So all those sliders aren't all that intesting anyway.
Meanwhile, the really interedting sliders that clearly control actual AMOUNTS of stuff in a very intuitive way, are just... on/off buttons !
So you can't have a world with say more (or less) Abandoned Mineshafts ? Either you take them all or none. Wow. Way to go. Personally I find the Mineshafts to be way too big and way too common. I dig a simple 2000 blocks long tunnel linking up my main base to say an original build I made, and can't fail to meet up with SEVERAL mineshafts. I decide to explore and "stripe down" a Mineshaft, and usually it takes me over 12 hours, several playing sessions. So yeah, I'd cut down the "reach" of how far they extend by a factor or 2 or more, and maybe halve their frequency.
And there are no easy controls for the size of things too. Maybe I want more caves as in "bigger caves" with bigger meaning "big", not meaning "more". As in: tunnels that are say 30-blocks-WIDE and 1000-blocks LONG, but forming discrete networks, not an "infinite swiss chess of caves and crisscrossinb tunnels". How would you do that ? answer: either impossible, or a totally mystical art of understing how all these "very technical named" sliders interact together.
World gen screen sliders should relate to intuitive useful things like "how much exploration do you want to do before finding stuff?" with the middle value being default minecraft, the lowest value would be named "Everything At Spawn" and the highest value would be "The End of the World" or something, which would be the slider that affecs "everything", AND with the hability to fine-tune everything too both in frequency and size, from how frequent Pumkpins patches are found, to density of NPC villages.
Wel, that is my wish anyway.
I hope this eventually gets improved. A lot !
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'm back from my hibernation. Most likely gone so don't pm me.
I wish I ran into as many mineshafts as you...
This was originally in 2012, when this was a new concept.
No we don't, as Ouatcheur also pointed out:
See something wrong there? What if I wanted more/less or bigger/smaller villages; or (of course) more/bigger caves? Ironically, Superflat allows us to customize most structures while the custom world doesn't, except dungeons for some odd reason (which in turn aren't configurable in Superflat, only yes/no).
They need a separate screen that looks like this:
Note that the OP shows a single slider for cave size but you really want at least two sliders, as there are two variables which control the size/density of individual cave systems and how often the game generates cave systems (the changes to cave generation in 1.7 involved reducing the size of cave systems but making them more common, so caves are more uniformly distributed; I'd very much rather have the opposite; bigger cave systems which are less common; vanilla 1.6.4 has a "spawn size" of 40 and "spawn chance" of 15, the latter of which is inversely proportional to the spawn rate, which is 1/X). Ravines simply need a chance slider, default of 50 (1/50 chance per chunk).
(for strongholds and villages in my example I simply used the Superflat preset options)
Meanwhile, they should make mineshafts spawn similarly to villages, with a distance between structures (set so the average frequency is close to the current default), which avoids an issue that even I have - currently they can spawn in adjacent chunks, overlapping each other and making big messes; it is also possible to change their size, currently set to 8 "sections" from the main room (changing this to 4 will make very small mineshafts, or you can set it to 16 and make impossibly huge mineshafts, or make it random and get a much greater size variation).
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?
Complete Agreement.
I'M LOVIN' THIS IDEA!
8/10 at PVP
The mobs should be controlled using /gamerule doMobSpawning mob id true/false.
Otherwise, this is pointless.
I really don't know what to put here...
Yes. Basically. We want some of the finer points of this. Like the indev house. Or was it Infdev? I forget. I just scrolled through 11 pages and forgot. I support.
Nice to see you guys again.
Forest Clearing:
Lone Village Houses:
Towers:
Witch Clearing:
Treehouse:
Death Pit:
I will add photos soon.
Like them? Post on them! Say your opinion, or suggest more features!