I want to know this about the Seeds in the XBOX version and with updates. If I take an existing seed number\name that I have explored and that I like. Can I start a new seed with that seed\name and the new update will be applied so I will get the towns and mines in that seed? Or with each update you have to search for a new seed that you like and start over? I know you will have creative mode to be able to add anything you want into your existing seeds I just really want the current seed that I have with the new features.
I want to know this about the Seeds in the XBOX version and with updates. If I take an existing seed number\name that I have explored and that I like. Can I start a new seed with that seed\name and the new update will be applied so I will get the towns and mines in that seed? Or with each update you have to search for a new seed that you like and start over? I know you will have creative mode to be able to add anything you want into your existing seeds I just really want the current seed that I have with the new features.
You can type in the same string and you will get a world; however, the resulting terrain will likely be completely different from the world you have in 1.7.3. The reason - As I understand it, the terrain generation formula is changing radically from 1.7.3. to 1.8. That is, it's not the old formula just addiing in some structures, it's a whole new formula for terrain generation. Different Formula + Same String = Different Result.
So for example the seed gargamel that I see so much information on will be different? Or will it have the same basic mountains and land structure and just have the new additions added if you started a new world with it? My current seed I have located 5 mob spawners and have located some really good areas to setup camp and current structure ideas that I have been awaiting the update to start building. So I will be a little disappointed that I will have to search to search for a new seed with the areas that I like. Also can anyone answer how many mob spawners are locate in each seed? Is it random for every seed? What is the rule of thumb?
So for example the seed gargamel that I see so much information on will be different? Or will it have the same basic mountains and land structure and just have the new additions added if you started a new world with it? My current seed I have located 5 mob spawners and have located some really good areas to setup camp and current structure ideas that I have been awaiting the update to start building. So I will be a little disappointed that I will have to search to search for a new seed with the areas that I like. Also can anyone answer how many mob spawners are locate in each seed? Is it random for every seed? What is the rule of thumb?
The seed "gargamel" should produce a different world after 1.8 than it does in 1.7.3. (Different formula + Same String = Different Result).
If you want pre-seed info, a better bet may be to use 1.8 seed info from the PC version (utilizing the center 862-block area). The 1.8.2 terrain generation formula on the XBox is more likely to be essentially the same as the PC 1.8 formula than it is likely to remain similar to the 1.7.3 XBox formula. Another method would just be to wait a day or two for other players to post info on 1.8 XBox seeds to the best seeds list. I'm sure they will start doing that almost as soon as the update comes out.
The number of dungeons in any given world seems to vary quite a bit. I've only found 1 so far in my main world; but have easily found 3 or 4 in the first couple of Minecraft days in others. (I tend to use randomly generated seeds rather than the known ones.) I think they're much like pumpkins - some worlds have a bunch, some worlds have only a few.
I've generated a lot of new worlds on XBox up to 1.7.3; and I've yet to create a randomly generated world that didn't have at least 1 of everything. It's the seeds where I manually type in various characters where entire biomes appear to go missing. I suspect there may be safeguards built into the random string generator that encourages the system to include at least 1 of everything; but when you manually type in a string, you may be overriding such a safeguard. So maybe, just maybe mind you, your best bet to getting a post-1.8 new world with every feature in it is to just let the system generate a random seed string for you.
You will get a lot of new features in old worlds, but you won't get new structures or new biomes like swamps.
This thread is so packed with misunderstanding because people find it very challenging to describe the complex ideas going on under the hood with Minecraft. Like that dude trying to say your generated world might have been fully explored, even though your personal inventory map might not be complete, if you have played in multiplayer and someone else has been through your "unmapped" areas.
Go back and look at how confusing that was.
I know, I wish I could word it all better. I think, though, that the last few posts have been about generating completely new worlds after the update trying to use the same seeds as they did prior to the update. That's a different issue that trying to encourage the new terrain features to generate in a world that was created before the update happens.
Excited to see what up comes out with in his test. Though I wonder how relivant it will be when other updates come out?? Will we not be having the same disscusion?
Excited to see what up comes out with in his test. Though I wonder how relivant it will be when other updates come out?? Will we not be having the same disscusion?
It's hard to say whether it will have any relevance at all to future updates. I'm sort of expecting that there won't be much interest in this experiment at all once people start seeing the effects for themselves in their own worlds.
I started the experiment more because I was having trouble myself believing that terrain generation occurs when exploration is done and not when the world is first created... until I noticed how much the save file size grew just by exploring a world, even though I didn't move any of the blocks around.
The xbox can hand unlimited worlds , take indie games such as fortresscraft or castle miner , the chunks loads infront a behind a bit and holds no straining power.
How do these games handle interim saving of the changes to the terrain the player makes? Rendering distance (which is what you're describing) is a slightly different issue than keeping track of all the changes players make in memory and/or swap files before the world file itself is permanently saved over.
4J have already stated clearly that world size is not getting any bigger in this next update. It may happen sometime down the road, but not this time around.
If you use the same seed post update as you have now, you will get a different world, not likely the same world with just new features. The terrain generation formula is changing. Different formula = different result.
Yeah but the world will probably be somewhat familiar to the old seed.
Yeah but the world will probably be somewhat familiar to the old seed.
Possibly. It will probably depend somewhat on how similar the new formula is to the old one. I'm hoping that is a question my experiment will eventually answer. Keep in mind also that I'm still just a player using the game... not a programmer writing it... so, I'm still just guessing the same as everyone else is. We can use what happened on the PC as a guide, but there are no guarantees that 4J haven't found a better way and are using that instead.
There are number of different ways 4J MIGHT handle the addition of the new structures and biomes. For example, they could even make it so the old worlds just don't access the new formula at all and just run with the old one all the time. Then, their terrain would be just as it would have always been if no update had occurred regardless of when it gets explored and generated. It seems unlikely that they would do it that way since it would probably be an unpopular move... but they could...
You can type in the same string and you will get a world; however, the resulting terrain will likely be completely different from the world you have in 1.7.3. The reason - As I understand it, the terrain generation formula is changing radically from 1.7.3. to 1.8. That is, it's not the old formula just addiing in some structures, it's a whole new formula for terrain generation. Different Formula + Same String = Different Result.
The seed "gargamel" should produce a different world after 1.8 than it does in 1.7.3. (Different formula + Same String = Different Result).
If you want pre-seed info, a better bet may be to use 1.8 seed info from the PC version (utilizing the center 862-block area). The 1.8.2 terrain generation formula on the XBox is more likely to be essentially the same as the PC 1.8 formula than it is likely to remain similar to the 1.7.3 XBox formula. Another method would just be to wait a day or two for other players to post info on 1.8 XBox seeds to the best seeds list. I'm sure they will start doing that almost as soon as the update comes out.
The number of dungeons in any given world seems to vary quite a bit. I've only found 1 so far in my main world; but have easily found 3 or 4 in the first couple of Minecraft days in others. (I tend to use randomly generated seeds rather than the known ones.) I think they're much like pumpkins - some worlds have a bunch, some worlds have only a few.
I've generated a lot of new worlds on XBox up to 1.7.3; and I've yet to create a randomly generated world that didn't have at least 1 of everything. It's the seeds where I manually type in various characters where entire biomes appear to go missing. I suspect there may be safeguards built into the random string generator that encourages the system to include at least 1 of everything; but when you manually type in a string, you may be overriding such a safeguard. So maybe, just maybe mind you, your best bet to getting a post-1.8 new world with every feature in it is to just let the system generate a random seed string for you.
I know, I wish I could word it all better. I think, though, that the last few posts have been about generating completely new worlds after the update trying to use the same seeds as they did prior to the update. That's a different issue that trying to encourage the new terrain features to generate in a world that was created before the update happens.
It's hard to say whether it will have any relevance at all to future updates. I'm sort of expecting that there won't be much interest in this experiment at all once people start seeing the effects for themselves in their own worlds.
I started the experiment more because I was having trouble myself believing that terrain generation occurs when exploration is done and not when the world is first created... until I noticed how much the save file size grew just by exploring a world, even though I didn't move any of the blocks around.
How do these games handle interim saving of the changes to the terrain the player makes? Rendering distance (which is what you're describing) is a slightly different issue than keeping track of all the changes players make in memory and/or swap files before the world file itself is permanently saved over.
Possibly. It will probably depend somewhat on how similar the new formula is to the old one. I'm hoping that is a question my experiment will eventually answer. Keep in mind also that I'm still just a player using the game... not a programmer writing it... so, I'm still just guessing the same as everyone else is. We can use what happened on the PC as a guide, but there are no guarantees that 4J haven't found a better way and are using that instead.
There are number of different ways 4J MIGHT handle the addition of the new structures and biomes. For example, they could even make it so the old worlds just don't access the new formula at all and just run with the old one all the time. Then, their terrain would be just as it would have always been if no update had occurred regardless of when it gets explored and generated. It seems unlikely that they would do it that way since it would probably be an unpopular move... but they could...