With TU19 getting closer I find myself wondering if I will be able to get witches in my old worlds. If 4J are following the old code base from the PC then it should work. All I should need to do is copy my seed down, start a new world using this seed, find the cords where the witch huts exists, jump back to my old world, erect a platform where I found the witch huts at in the new world and it should spawn witches.
In old worlds no, especially if it all has been explored, even if hasn't all been explored; the unexplored areas that contain swamp only have a chance for them to spawn.
So what you mention about using your current seed for a new map will work, or should. There doesn't appear to be any biome modifications, beyond the snow layers(which doesn't affect generation), so that means it should all be roughly the same. This is just theory from what has been confirmed, and reads true to those points.
To insure getting the huts you will probably have to start a new world, even if it is with the seed you write down.
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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.
Well in the PC version, it didn't matter if you had explored or not, all you need to do is find the x,y,z location of the witch hut in the seed and then go back to your old world and build the platform there. The witch hut does NOT need to generate to work, ie a new seed was not needed except to find the location of where the witch hut was actually found. With the witch hut now found one should be able to return to thier old world and then build the platform, and they will spawn in older worlds at the given location.
For example, lets say in my PC world which i already explored, a which hut should be located at 50,50,50. It didn't generate there because I already explored it, but if i build a platform there witches will still spawn at the given location. I believe its because witches locations are based on the seed, and spawn so long as the conditions are fulfilled for them to spawn there (ie a platform, correct light levels ect).
At least it worked this way in the PC version, and I'm really hoping it works this way on the 360 and xbox one.
Though just thought of something, it seems to me that in 1.7 structures needed to be saved to separate files, for some reason or another and that was implemented in 1.6.x or something like that, so maybe 1.6.4 that we are headed to will use the structures file format, and thus witch huts won't work as i hoped they will, I guess time will tell.
I'm really hoping that they don't save structure files yet, i'd really like to have witches in my old world.
Well with that note, it would be like the ocelots then. So maybe. Quite possible, but the structures themselves will not spawn obviously. It might work as you put it, just building the platform needed to spawn them in a certain location. Not sure of the saving bit as that is something I hardly pay attention to, beyond wanting to backup worlds.
Regardless it probably will be saved all in a single file on the console like it has been, but within be separate or part of something. Never truly looked in depth, so it is just a guess, but from what I see it will still be part of the main file that is saved anyhow regardless of the structure within the file.
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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.
Yeah I hope that they don't use the structures files yet, if they do it won't work, but if they don't it should work.
That said i got looking at it was in 1.6.4 that they added structure files, these were needed for 1.7, otherwise all 'unique' areas would have been lost, such as neither fortresses no long would spawn wither skeletons, and things like that, and that included witch houses, which i looked up and are actually saved in temples.dat or something like that. Being that structure files did arrive in 1.6.4 and that we are heading to 1.6.4 I'm at a loss as to what will happen. Villages are another structure file as well, and needed, for 1.7, I'm really not sure what will take place when the TU arrives, guess its a 50/50. This will be one of the first things i try so I'll post with my findings either way.
If it is based on the original PC code... which it should be... the zone where which huts spawn should count as a separate biome within the swamp zones. According to Dinnerbone when they did this conversion on the Java side, the code should carry over to older worlds to allow you to have all the fun of having witches without their spawned huts (structure) or chests of goodies.
Assuming the region where the huts will spawn is technically a different biome than the surrounding swamp it is in, then witches should be able to spawn in those areas (if the right conditions are met) like how ocelots started spawning (in weird areas) in old worlds when jungles were first introduced on the XB360. This would make it seed dependent, and not hinge on whether or not that section of the world was explored or not.
Yeah that was my thinking as well, but then in 1.6.4, they started saving structures like witch huts, villages, temples, ect in structure files and without those files the area was just like any normal block, so not sure where we will fit in. its possible that the update will generate these structure files as we create new worlds, and that old worlds without them may not function as the structure file for the witches does not exists.
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Any thoughts?
So what you mention about using your current seed for a new map will work, or should. There doesn't appear to be any biome modifications, beyond the snow layers(which doesn't affect generation), so that means it should all be roughly the same. This is just theory from what has been confirmed, and reads true to those points.
To insure getting the huts you will probably have to start a new world, even if it is with the seed you write down.
For example, lets say in my PC world which i already explored, a which hut should be located at 50,50,50. It didn't generate there because I already explored it, but if i build a platform there witches will still spawn at the given location. I believe its because witches locations are based on the seed, and spawn so long as the conditions are fulfilled for them to spawn there (ie a platform, correct light levels ect).
At least it worked this way in the PC version, and I'm really hoping it works this way on the 360 and xbox one.
I'm really hoping that they don't save structure files yet, i'd really like to have witches in my old world.
Regardless it probably will be saved all in a single file on the console like it has been, but within be separate or part of something. Never truly looked in depth, so it is just a guess, but from what I see it will still be part of the main file that is saved anyhow regardless of the structure within the file.
That said i got looking at it was in 1.6.4 that they added structure files, these were needed for 1.7, otherwise all 'unique' areas would have been lost, such as neither fortresses no long would spawn wither skeletons, and things like that, and that included witch houses, which i looked up and are actually saved in temples.dat or something like that. Being that structure files did arrive in 1.6.4 and that we are heading to 1.6.4 I'm at a loss as to what will happen. Villages are another structure file as well, and needed, for 1.7, I'm really not sure what will take place when the TU arrives, guess its a 50/50. This will be one of the first things i try so I'll post with my findings either way.
Assuming the region where the huts will spawn is technically a different biome than the surrounding swamp it is in, then witches should be able to spawn in those areas (if the right conditions are met) like how ocelots started spawning (in weird areas) in old worlds when jungles were first introduced on the XB360. This would make it seed dependent, and not hinge on whether or not that section of the world was explored or not.