So in 1.14 the Minecraft flower forests receives two new flowers.
Say that you have a flower forest already, if you were to bone meal in it, will it produce the new flowers even though it was generated in 1.13.2 or does it require a chunk generated in 1.14?
the area is a flower forest biome in both, it was the behavior of the biome that was changed.
(As similar cases: drowned spawn in in both <1.13 and 1.13 ocean/river biomes; squid do not spawn in non-ocean/river/beach biomes after 1.13 regardless of when the chunks were generated.)
Should someone playing 1.14 snapshots do the obvious experiment, the above may be erroneous…
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
The only consideration will be the flower map, but this is probably part of the cache stuff that you can delete when using the force optimization option when updating an old world. If you didn't optimize yet, or did so in 1.13 or an older 1.14 snapshot (before the new option was tacked on), you could theoretically be using the existing flower map that did not yet know about these new flowers.
The only consideration will be the flower map, but this is probably part of the cache stuff that you can delete when using the force optimization option when updating an old world. If you didn't optimize yet, or did so in 1.13 or an older 1.14 snapshot (before the new option was tacked on), you could theoretically be using the existing flower map that did not yet know about these new flowers.
Yeah, I guess this is one of the inherent-tricks of basically two sides, to Both (initial) World-basically Generation. And (later, renewably or-Not) Spawning (and yes, being a Block-type, I would Assume a Flower being Bone Mealed - "produced," as you say above - is different from a Passive - or a [much, much-]more frequent Hostile, Mob, Spawning).
Reasoning it out, a Hostile Mob is the most "ephemeral" ( /temporary) : they Despawn during the Day if far-enough from the Player; Passive last, but Spawn-very rarely (or even not at all? can't recall). However, they can still get killed, including by other Mobs (ex. : Wolf vs. Sheep; often multiple-Sheep).
Naturally Generating Blocks, in the World, may Seem the-longest term. However, using Bone Meal /producing (any stories of Flowers "spreading" naturally still seem unconfirmed) Vegetation (such as Flowers) with it, Does use the referenced "Flower Map" (pics on the Wiki, color-ful[l]).
Which is Probably Created when the Flowers are first-Generated. Basically, in General, the Same-kinds of Flowers possible to (re- even )obtain via Bone Meal, are more-or-less similar to the Same ones that were there, already.
If there were a "Flower Mob" @.@ heh. Dunno if they'd "rise to Power," in previous less-Flower-ful places.
In plains and sunflower plains, a particular x/z coordinate wil only ever produce either a tulip or a non-tulip (picking a random non-tulip from among those single high flowers that can generate in that biome). [Various colors of tulip can generate from successive applications of bonemeal to the same x/z coordinate. Further, the flowers that generate at world gen are not necessarily the same as will be generated by bone meal.]
In flower forests, a particular x/z coordinate will spawn only ever generate a single specific type of flower (counting differently colored tulips as seperate types) when bonemeal is applied. [Again, the flowers that generate at world gen are not necessarily the same as will be generated by bone meal.]
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
In plains and sunflower plains, a particular x/z coordinate wil only ever produce either a tulip or a non-tulip (picking a random non-tulip from among those single high flowers that can generate in that biome). [Various colors of tulip can generate from successive applications of bonemeal to the same x/z coordinate. Further, the flowers that generate at world gen are not necessarily the same as will be generated by bone meal.]
In flower forests, a particular x/z coordinate will spawn only ever generate a single specific type of flower (counting differently colored tulips as seperate types) when bonemeal is applied. [Again, the flowers that generate at world gen are not necessarily the same as will be generated by bone meal.]
Thanks!
Interesting.
Don't you think that could be a result of a numerical operation on the coordinates, therefore changing with the updates, rather than an actual map that could be left over from a previous version?
Don't you think that could be a result of a numerical operation on the coordinates, therefore changing with the updates, rather than an actual map that could be left over from a previous version?
Using the x & z coordinants as seeds for an algorithm would seem an obvious way to generate the choice. (Whether it is worthwhile storing the map of the choices for use as a look-up table would depend on the cost of the computations).
Assuming either case, unless the algorithm was changed between versions the same map, the same seeds should produce the same results (barring the addition of any new flower as an option – probably in the final step).
If a map is generated and retained, the clear data option [can't find the term just at the moment] during the conversion to 1.14 seems like it should reset it.
Of course, I haven't done professional programming in a raccoon's age [a pox on all political correctness] (and am basing the above on how such things would typically be handled rather than any knowledge of actual MC code…)
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
So in 1.14 the Minecraft flower forests receives two new flowers.
Say that you have a flower forest already, if you were to bone meal in it, will it produce the new flowers even though it was generated in 1.13.2 or does it require a chunk generated in 1.14?
They ought to spawn with bonemeal since that's an ongoing thing rather than a one time generation along with the chunk.
Just testing.
Concur with Hexalobular's logic:
the area is a flower forest biome in both, it was the behavior of the biome that was changed.
(As similar cases: drowned spawn in in both <1.13 and 1.13 ocean/river biomes; squid do not spawn in non-ocean/river/beach biomes after 1.13 regardless of when the chunks were generated.)
The only consideration will be the flower map, but this is probably part of the cache stuff that you can delete when using the force optimization option when updating an old world. If you didn't optimize yet, or did so in 1.13 or an older 1.14 snapshot (before the new option was tacked on), you could theoretically be using the existing flower map that did not yet know about these new flowers.
Yeah, I guess this is one of the inherent-tricks of basically two sides, to Both (initial) World-basically Generation. And (later, renewably or-Not) Spawning (and yes, being a Block-type, I would Assume a Flower being Bone Mealed - "produced," as you say above - is different from a Passive - or a [much, much-]more frequent Hostile, Mob, Spawning).
Reasoning it out, a Hostile Mob is the most "ephemeral" ( /temporary) : they Despawn during the Day if far-enough from the Player; Passive last, but Spawn-very rarely (or even not at all? can't recall). However, they can still get killed, including by other Mobs (ex. : Wolf vs. Sheep; often multiple-Sheep).
Naturally Generating Blocks, in the World, may Seem the-longest term. However, using Bone Meal /producing (any stories of Flowers "spreading" naturally still seem unconfirmed) Vegetation (such as Flowers) with it, Does use the referenced "Flower Map" (pics on the Wiki, color-ful[l]).
Which is Probably Created when the Flowers are first-Generated. Basically, in General, the Same-kinds of Flowers possible to (re- even )obtain via Bone Meal, are more-or-less similar to the Same ones that were there, already.
If there were a "Flower Mob" @.@ heh. Dunno if they'd "rise to Power," in previous less-Flower-ful places.
What is a flower map?
And where do you find info about it?
Searches in the Wiki and Google both come up empty.
Just testing.
https://minecraft.gamepedia.com/Flower#Flower_gradients
Briefly:
In plains and sunflower plains, a particular x/z coordinate wil only ever produce either a tulip or a non-tulip (picking a random non-tulip from among those single high flowers that can generate in that biome). [Various colors of tulip can generate from successive applications of bonemeal to the same x/z coordinate. Further, the flowers that generate at world gen are not necessarily the same as will be generated by bone meal.]
In flower forests, a particular x/z coordinate will spawn only ever generate a single specific type of flower (counting differently colored tulips as seperate types) when bonemeal is applied. [Again, the flowers that generate at world gen are not necessarily the same as will be generated by bone meal.]
Thanks!
Interesting.
Don't you think that could be a result of a numerical operation on the coordinates, therefore changing with the updates, rather than an actual map that could be left over from a previous version?
Just testing.
Using the x & z coordinants as seeds for an algorithm would seem an obvious way to generate the choice. (Whether it is worthwhile storing the map of the choices for use as a look-up table would depend on the cost of the computations).
Assuming either case, unless the algorithm was changed between versions the same map, the same seeds should produce the same results (barring the addition of any new flower as an option – probably in the final step).
If a map is generated and retained, the clear data option [can't find the term just at the moment] during the conversion to 1.14 seems like it should reset it.
Of course, I haven't done professional programming in a raccoon's age [a pox on all political correctness] (and am basing the above on how such things would typically be handled rather than any knowledge of actual MC code…)