Have you ever seen jungle or desert right next to a taiga biome? I'm aware that they have this on PC but I would like to see cold biomes next to cool ones,(taiga next to forest and extreme hills), cool next to warm(forest and extreme hills next to plains), and warm next to hot( plains next to jungle and desert. I feel like this wouldn't affect actual gameplay, but I don't think I'm the only on who hates seeing a taiga right next to a desert.
I don't like those wierd biome transitions either, but when they changed it, all of a sudden, it was impossibele to find biomes. Forest biomes just led to plains, which led back into more forests,into mountains, back to plains. If you spawned in a cold biome, you would have to walk for hours just to find a desert. Maybe they could find a workaround on Xbox, but you would still end up with 3 or 4 biomes on one map.
Not only that, but you aren't allowed to post things from the pc on Xbox suggestion threads. Moderators will probably lock this post.
I don't like those wierd biome transitions either, but when they changed it, all of a sudden, it was impossibele to find biomes. Forest biomes just led to plains, which led back into more forests,into mountains, back to plains. If you spawned in a cold biome, you would have to walk for hours just to find a desert. Maybe they could find a workaround on Xbox, but you would still end up with 3 or 4 biomes on one map.
Not only that, but you aren't allowed to post things from the pc on Xbox suggestion threads. Moderators will probably lock this post.
Precisely the reason I don't play on the new versions.
I don't like those wierd biome transitions either, but when they changed it, all of a sudden, it was impossibele to find biomes. Forest biomes just led to plains, which led back into more forests,into mountains, back to plains. If you spawned in a cold biome, you would have to walk for hours just to find a desert. Maybe they could find a workaround on Xbox, but you would still end up with 3 or 4 biomes on one map.
Not only that, but you aren't allowed to post things from the pc on Xbox suggestion threads. Moderators will probably lock this post.
I don't like those wierd biome transitions either, but when they changed it, all of a sudden, it was impossibele to find biomes. Forest biomes just led to plains, which led back into more forests,into mountains, back to plains. If you spawned in a cold biome, you would have to walk for hours just to find a desert. Maybe they could find a workaround on Xbox, but you would still end up with 3 or 4 biomes on one map.
Not only that, but you aren't allowed to post things from the pc on Xbox suggestion threads. Moderators will probably lock this post.
So you're saying that it wouldn't be easy enough to code something where every biome would be in a world? Also, the xbox world are small enough to explore in two minecraft days.
So you're saying that it wouldn't be easy enough to code something where every biome would be in a world? Also, the xbox world are small enough to explore in two minecraft days.
I'm saying that if it didn't work well on pc, then it probably won't work well on Xbox. But if they can get it to work, then I'm all for it.
Get rid of those ocean biomes and maybe it might work.
And there go the Mooshrooms.
The problem with this was laid out above, the temperature transitions on the PC are gradual, which makes finding opposite end-biomes tricky and time-consuming.
I've gone a good 2,000 blocks with nothing but forests, plains, mountains, and their variants switching around with one another.
So you're saying that it wouldn't be easy enough to code something where every biome would be in a world?
Not everyone wants all biomes in a world. Some may want to make a themed world that is x%+ of a certain biome.
Having every biome spawn each time would actually limit the variety of maps that we'd have.
I agree with Phoenix, limiting maps to having to have every single biome AND limiting what biomes might appear next to other biomes would result in very much limiting the variety of maps that might be generated. Also, I say this again - There are deserts in this world where snow falls regularly (e.g. Flagstaff, Arizona and surrounding area). I forget the name, but China also has deserts where snow falls regularly. The nature of what makes a desert has to do with the overall amount of annual precipitation being below a certain amount (not non-existent precipitation) and also NOT the temperature; so it really shouldn't be an annoyance to open-minded people that Minecraft might place a desert next to a taiga biome. Also, who says that everyone wants to build only worlds that reflect earth's reality anyway? Some people might want to build on difference space themes like the Mass Effect world (Mars Base), etc.
There has been, in the past, a suggestion that would allow the player some ability to select which biomes they want to appear in their map. I favor that suggestion since I'm one person who does like to find maps that are almost only one biome (they are more challenging to play in survival in some respects). However, I would still like to leave the specific placement of the selected biomes to be completely random.
This could be solved fairly easily with a toggleable settings and a few slide bars:
First: a checkbox during map creation to override random seed generation with gradual transitions, this option might (or might not) need to only be available for creative maps on the initial build.
Then 3 sliderbars with two sliders each, one for min setting and one for max setting, with a frequency bar to the side of each to adjust Frequency of change:
Elevation
Humidity
Temperature
The Elevation bar would determine height of land formation allowance from ocean (deep) to mountain (high).
The Humidity bar would determine arid (dry) climates to humid (moist) climates
The Temperature bar would determine hot v. cold climates
The last 2 would be compared to allow for a biome spread similar to the following chart:
I also like Greg's idea. I have two additional questions: Where would an ocean fit into the chart? And my second, could there also be sliders for frequency of generated features, such as villages and temples (Biome permitting) and mineshafts? (Or should we just leave the customability to the terrain?)
I also like Greg's idea. I have two additional questions: Where would an ocean fit into the chart? And my second, could there also be sliders for frequency of generated features, such as villages and temples (Biome permitting) and mineshafts? (Or should we just leave the customability to the terrain?)
I'm all for all sorts of selectable options prior to generating a seed (as many as the old Xbox will process and/or that they can figure out how to implement). One of the most frustrating activities, I find, is going through innumerable seeds trying to get a lucky roll of the dice in order to build a specific themed world. Since it's all before the gameplay begins, I don't think it should be a problem. They could also keep a "completely random generation" option available for those who just want to roll the dice.
I also like Greg's idea. I have two additional questions: Where would an ocean fit into the chart? And my second, could there also be sliders for frequency of generated features, such as villages and temples (Biome permitting) and mineshafts? (Or should we just leave the customability to the terrain?)
The Elevation bar controls whether or not mountain or ocean biomes can be present or not, they can be found in all temperatures/humidity and are more dependent on the land elevation at the time (with sea level being at elevation y=62). An Ocean biome can go as deep as around elevation y=45ish, and Deep Ocean would be able to go deeper than that (to around elevation y=30ish), while Hills, Extreme Hills, Mesa, Plateau and Mountain biomes can go up to and above elevation y=200.
Maybe even include a third marker on the elevation slide bar to adjust sea level (in cases where you want sea level to start higher or lower than normal).
As to the second question about generated structure frequency... I don't see why not. I hadn't really thought that far yet, good call.
In one of their 1.8 snapshots, the PC got all sorts of sliders to adjust and customize terrain. That's where some of my ideas come from. Of course, they're able to change things around in some really crazy ways. They could turn the oceans to lava, make dungeons spawn everywhere, or change the terrain to be one big mushroom biome. Our setting wouldn't be as intense, but I would at least like to change some of these things up. And those four sliders are all we really need, for semi custom terrain.
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Junokaii (although I'd recommend not adding me because I'm on literally like... once every month or two)
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I'd rather customize it.
Whether that's through sliders before you start... or actually going into the game and kinda going "sim city" on the game and customizing the terrains how you want.
But I agree.
Not only that, but you aren't allowed to post things from the pc on Xbox suggestion threads. Moderators will probably lock this post.
So you're saying that it wouldn't be easy enough to code something where every biome would be in a world? Also, the xbox world are small enough to explore in two minecraft days.
I'm saying that if it didn't work well on pc, then it probably won't work well on Xbox. But if they can get it to work, then I'm all for it.
Animes I've Watched/am watching - Sword art online , Fairy Tale , FMA Brotherhood, InuYasha
And there go the Mooshrooms.
The problem with this was laid out above, the temperature transitions on the PC are gradual, which makes finding opposite end-biomes tricky and time-consuming.
I've gone a good 2,000 blocks with nothing but forests, plains, mountains, and their variants switching around with one another.
Not everyone wants all biomes in a world. Some may want to make a themed world that is x%+ of a certain biome.
Having every biome spawn each time would actually limit the variety of maps that we'd have.
Stay fluffy~
There has been, in the past, a suggestion that would allow the player some ability to select which biomes they want to appear in their map. I favor that suggestion since I'm one person who does like to find maps that are almost only one biome (they are more challenging to play in survival in some respects). However, I would still like to leave the specific placement of the selected biomes to be completely random.
First: a checkbox during map creation to override random seed generation with gradual transitions, this option might (or might not) need to only be available for creative maps on the initial build.
Then 3 sliderbars with two sliders each, one for min setting and one for max setting, with a frequency bar to the side of each to adjust Frequency of change:
- Elevation
- Humidity
- Temperature
The Elevation bar would determine height of land formation allowance from ocean (deep) to mountain (high).The Humidity bar would determine arid (dry) climates to humid (moist) climates
The Temperature bar would determine hot v. cold climates
The last 2 would be compared to allow for a biome spread similar to the following chart:
I'm all for all sorts of selectable options prior to generating a seed (as many as the old Xbox will process and/or that they can figure out how to implement). One of the most frustrating activities, I find, is going through innumerable seeds trying to get a lucky roll of the dice in order to build a specific themed world. Since it's all before the gameplay begins, I don't think it should be a problem. They could also keep a "completely random generation" option available for those who just want to roll the dice.
The Elevation bar controls whether or not mountain or ocean biomes can be present or not, they can be found in all temperatures/humidity and are more dependent on the land elevation at the time (with sea level being at elevation y=62). An Ocean biome can go as deep as around elevation y=45ish, and Deep Ocean would be able to go deeper than that (to around elevation y=30ish), while Hills, Extreme Hills, Mesa, Plateau and Mountain biomes can go up to and above elevation y=200.
Maybe even include a third marker on the elevation slide bar to adjust sea level (in cases where you want sea level to start higher or lower than normal).
As to the second question about generated structure frequency... I don't see why not. I hadn't really thought that far yet, good call.
Whether that's through sliders before you start... or actually going into the game and kinda going "sim city" on the game and customizing the terrains how you want.