There is probably going to be two added Biomes in TU9, so how much of the world changes, is it just the overworld? Like layout of the various biomes, or is the underground changed as well?
Sorry I should have been more clear, but I mean like if I load up a seed now on TU7, how much of it will be changed on TU9 with two new biomes, will it just be the overworld that changes, or will the entirety of the underground that changes as well.
As i understand it:
1- You don't know if the terrain in unexplored areas changes…. cause it was "unexplored" (unknown).
2- Only unexplored areas will (possibly) have the additional-with-the-update terrain features.
3- Just because you make a new world now (or even after the update) doesn't mean that you will get all the new features. Not every (new) world has all the new features- in the over or under world.
So to answer your question, don't know…. till you go look.
I'm not worried about explored vs unexplored, what I'm trying to get at, is I have a map I'm currently mass expoloring in creative as it has great potential for survival mode. In TU9(as TU8 shouldn't change much) with the change in biomes, will that change to world generation make it so that all the mob spawners, mass diamond locations and abandoned mineshafts change locations, or will it mostly only be surface generation that is changed??
I'm not worried about explored vs unexplored, what I'm trying to get at, is I have a map I'm currently mass expoloring in creative as it has great potential for survival mode. In TU9(as TU8 shouldn't change much) with the change in biomes, will that change to world generation make it so that all the mob spawners, mass diamond locations and abandoned mineshafts change locations, or will it mostly only be surface generation that is changed??
So what you're saying is you're exploring a world now, so that when the next update comes out you can use this map? No, that will not work. The map will be completely different. Maps load in something called "chunks" which is the 16x16x128 area (the '128' being the Y coordinate, or the up and down) so this includes everything from bedrock to skylimit, in a 16x16 area. The terrain will be different, and the underground will be different.
So what you're saying is you're exploring a world now, so that when the next update comes out you can use this map? No, that will not work. The map will be completely different. Maps load in something called "chunks" which is the 16x16x128 area (the '128' being the Y coordinate, or the up and down) so this includes everything from bedrock to skylimit, in a 16x16 area. The terrain will be different, and the underground will be different.
Well that sucks Kinda hoping I could use this seed over and over as soon as the nether fortress bug is fixed.
Well that sucks Kinda hoping I could use this seed over and over as soon as the nether fortress bug is fixed.
The nether fortress bug should be fixed in the next update (the bug update). You should have no trouble redoing the seed to use it after that update, it's the one after you won't be able to use it on.
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The good people, they always die. And the bad people do too...But the weaker people, the people like me, WE have inherited the Earth. -Morgan Jones
If you input a seed name again after an update with a biome change, then yes, the map will change. Before we changed to the new seed thread pinned above, I was talking to spudmonkee about his seed. You still spawned in a swamp, and to the north was still a desert and some extreme hills, but most of his plains were gone. There was hardly any snow, and pretty much you were on a giant island that had two mushroom biomes off in the oceans.
Well i guess it would depend what you want but I find it odd having a perfect square of mountain that cuts off half way through mountains to a perfectly smooth wall down to ocean LOL
There is probably going to be two added Biomes in TU9, so how much of the world changes, is it just the overworld? Like layout of the various biomes, or is the underground changed as well?
If you use the same seed name to generate a world in TU9 as you used in TU7, there is absolutely no guarantee the two will be even remotely similar to each other. IF you generate a world in TU7 and explore (i.e. walk through) all the chunks in the overworld, the physical terrain should not change when you continue to reload that world in TU9. However, the climate will probably change to reflect the biomes as they would exist in that world if that seed name had been used to generate a world in TU9. IF you generate a world in TU7 and only partially explore it, then the physical terrain in any unexplored chunks will probably become the terrain it would have been if that seed name had been used to generate that world in TU9. The transition between explored and unexplored chunks is abrupt (since chunks are 16 x 16 x 128 rectangles). This is how you get mountains that appear cut in half by shear walls. As before, the climate will probably become the TU9 climate in all areas of the map once TU9 takes effect. Animal spawning patterns will probably also change to those reflected by the seed string in TU9. That is, after the update, you may see Mooshrooms spawning in the forest or wolves spawning on the plains. The colors of the grass and trees will probably also change to reflect the TU9 climates.
The underground is part of the same 16 x 16 x 128 area it is under on the surface. When that chunk is explored in any part, that chunk is fully generated from bedrock to skylimit. There is reason to believe that the nether is fully generated immediately upon world creation, but I'm not absolutely certain about this.
This is not a bug, but an unavoidable effect of changing the codes in a system that uses seed strings within different formulas to generate terrain, climate, and spawning patterns separately. In addition, the TU9 update will probably change the system from McRegion to Anvil. This may produce other "unknown" effects. For example, it may create transition areas between the chks that will soften the mountains cut in half edge effects; but I really don't know for sure. It may also change the climate to take a read on the physical terrain that exists rather than just use the seed formula, but again I really don't know for sure. We'll just have to wait to see what happens when the change to Anvil actually occurs.
As of now, you can lock in the physical terrain (or portions of it) by completely exploring it prior to an update occurring. However, this has not prevented the climate and spawning patterns from changing with each and every update. The climate in my early world has changed back and forth a few times now, but since i had fully explored all the terrain before the first update, the physical terrain has never changed. This happened exactly the same way on the PC over this same series of update... just that people did not seem to get as upset about it since they all had worlds they viewed as able to become "infinitely" larger with every new unexplored terrain in them.
If unmatching terrain a climate bothers you or abrupt transitions between mountains and ocean and/or flatter areas bothers you... best to start a new world after each update.
The only things that would change for a full explored world would be...:
1. Climate, like weather and such.
2. the grass color that corresponds to the biome it changed to.
3. You would not be able to use certain features, like jungles and grow beans, unless creative is accessed.
4. like 1 & 2, the biomes will be or have a possibility to shift to another biome, as the biomes will be designated in different places.
5. It may or may not be as a dramatic as 1.8.2 shift, as it is only a few things added in terrain. This all depends upon how much is added.
6. You would then have access to the end, because you made your map in the time where strongholds have a portal. At that time you will be able to activate it then.
7. Any new mobs added will have a possibility to show up, like ocelets if one area of the map just so happens to be designated as jungle. See #4.
8. You may or may not be able to use the new blocks, depending on if they are in the crafting menu or in the terrain generation. Exception to this is the end, See #6.
9. Redstone might have a different feel for certain builds, as redstone is one thing that seems to get updated quite a bit depending on what they do with it in the coding & other bits of coding might actually affect it to some degree if done that way. This is a toss up either way.
10. If put in the world height I would believe might extend how tall you can build. This may or may not come in with the Anvil style of optimization. I believe that is what anvil is, according to what I have read. So possible lag reduction, but no guarantees there.
That is about all I can think of at the moment.:D
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
What could have been a dungeon, could possibly be a giant lava lake.
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1- You don't know if the terrain in unexplored areas changes…. cause it was "unexplored" (unknown).
2- Only unexplored areas will (possibly) have the additional-with-the-update terrain features.
3- Just because you make a new world now (or even after the update) doesn't mean that you will get all the new features. Not every (new) world has all the new features- in the over or under world.
So to answer your question, don't know…. till you go look.
Well that sucks
The nether fortress bug should be fixed in the next update (the bug update). You should have no trouble redoing the seed to use it after that update, it's the one after you won't be able to use it on.
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Forum Adminas the ether bug is TU8 you can, just remember to explore before TU9 or get some very strange areas, like mountains cut in half etc.
You make that sound like a bad thing....
Stay fluffy~
Well i guess it would depend what you want but I find it odd having a perfect square of mountain that cuts off half way through mountains to a perfectly smooth wall down to ocean LOL
If you use the same seed name to generate a world in TU9 as you used in TU7, there is absolutely no guarantee the two will be even remotely similar to each other. IF you generate a world in TU7 and explore (i.e. walk through) all the chunks in the overworld, the physical terrain should not change when you continue to reload that world in TU9. However, the climate will probably change to reflect the biomes as they would exist in that world if that seed name had been used to generate a world in TU9. IF you generate a world in TU7 and only partially explore it, then the physical terrain in any unexplored chunks will probably become the terrain it would have been if that seed name had been used to generate that world in TU9. The transition between explored and unexplored chunks is abrupt (since chunks are 16 x 16 x 128 rectangles). This is how you get mountains that appear cut in half by shear walls. As before, the climate will probably become the TU9 climate in all areas of the map once TU9 takes effect. Animal spawning patterns will probably also change to those reflected by the seed string in TU9. That is, after the update, you may see Mooshrooms spawning in the forest or wolves spawning on the plains. The colors of the grass and trees will probably also change to reflect the TU9 climates.
The underground is part of the same 16 x 16 x 128 area it is under on the surface. When that chunk is explored in any part, that chunk is fully generated from bedrock to skylimit. There is reason to believe that the nether is fully generated immediately upon world creation, but I'm not absolutely certain about this.
This is not a bug, but an unavoidable effect of changing the codes in a system that uses seed strings within different formulas to generate terrain, climate, and spawning patterns separately. In addition, the TU9 update will probably change the system from McRegion to Anvil. This may produce other "unknown" effects. For example, it may create transition areas between the chks that will soften the mountains cut in half edge effects; but I really don't know for sure. It may also change the climate to take a read on the physical terrain that exists rather than just use the seed formula, but again I really don't know for sure. We'll just have to wait to see what happens when the change to Anvil actually occurs.
As of now, you can lock in the physical terrain (or portions of it) by completely exploring it prior to an update occurring. However, this has not prevented the climate and spawning patterns from changing with each and every update. The climate in my early world has changed back and forth a few times now, but since i had fully explored all the terrain before the first update, the physical terrain has never changed. This happened exactly the same way on the PC over this same series of update... just that people did not seem to get as upset about it since they all had worlds they viewed as able to become "infinitely" larger with every new unexplored terrain in them.
If unmatching terrain a climate bothers you or abrupt transitions between mountains and ocean and/or flatter areas bothers you... best to start a new world after each update.
1. Climate, like weather and such.
2. the grass color that corresponds to the biome it changed to.
3. You would not be able to use certain features, like jungles and grow beans, unless creative is accessed.
4. like 1 & 2, the biomes will be or have a possibility to shift to another biome, as the biomes will be designated in different places.
5. It may or may not be as a dramatic as 1.8.2 shift, as it is only a few things added in terrain. This all depends upon how much is added.
6. You would then have access to the end, because you made your map in the time where strongholds have a portal. At that time you will be able to activate it then.
7. Any new mobs added will have a possibility to show up, like ocelets if one area of the map just so happens to be designated as jungle. See #4.
8. You may or may not be able to use the new blocks, depending on if they are in the crafting menu or in the terrain generation. Exception to this is the end, See #6.
9. Redstone might have a different feel for certain builds, as redstone is one thing that seems to get updated quite a bit depending on what they do with it in the coding & other bits of coding might actually affect it to some degree if done that way. This is a toss up either way.
10. If put in the world height I would believe might extend how tall you can build. This may or may not come in with the Anvil style of optimization. I believe that is what anvil is, according to what I have read. So possible lag reduction, but no guarantees there.
That is about all I can think of at the moment.:D