I know we are all painfully aware of how rare the mooshroom islands seem to be anymore. Easily top 3 rarity. But something dawned on me while I was searching a few maps a minute ago. I've seen some sites like chunkbase claim that maps generated may be different on console or simply put there on pc but under water on console.
Is it possible that mooshroom islands are just simply under water? Or perhaps being overwritten by another biome like stone beaches? A lot of times I went mooshroom hunting and almost every time there was a stone beach in its place. The other question regarding if the biomes are just under water, is there a way to get the mycelium to grow on dirt with no other mycelium blocks?
I tested Chunkbase's "underwater" theory just yesterday. On the seed I've been playing, they claim there should be a flower forest where a river is on my map. I filled the river with, allowed the grass to spread over the dirt, and then applied bone meal to the area. It produced the normal plains flowers - no tulips which it should have if the area was indeed a flower forest biome. To prove the method, I covered a swampy looking water area with dirt, silk touched some grass over to it - got swamp colored grass and blue orchids when I used bone meal on the area. So, there can be biomes under water... but are they necessarily the biomes Chunkbase places there - no, they are not.
The only thing the differences between Chunkbase and the actual maps show is that Chunkbase is not actually using the same algorithm as 4J (regardless of whether people think that 4J should be using the same algorithm as the PC). The console edition map generation has been different than the PC since the get go really since it's limited the seed area generated to 862 x 862 blocks. A little later on, as more structures were added, more differences started to become apparent. If one looks back in the archives, you'll spot claims of maps not generating exactly as the PC ones dating back almost 2 years. Now, with more biomes and more technical biomes (which are actually structures) being added, the algorithms have become more different - likely to increase the odds of more variety of structures and biomes randomly generating within that 862 x 862 block area than would be "normal" if the "dice" weren't slightly loaded by 4J.
Mostly people are looking for an all in one seed; and as I've said before, with 61 biomes now, it's like rolling 61 dice with 61 one sides each and getting just one of each number. Equally unlikely is getting a roll of 61 dice of the same number or getting many, many dice of the same number sitting next to each other. Yes, they could load the dice more... but then they lessen the odds further of getting a roll not in line with however the dice are loaded. If the game rolls less than 61 dice (i.e. making each of the dice cover a larger area) - guess what, getting that perfect roll that includes all biomes becomes not just unlikely, but impossible. Since mushroom islands and ocean monuments are "biomes" that must spawn within ocean biomes... perhaps the notion that there is more water generating on Xbox 360 maps is what is making it more likely for those two biomes to spawn than if the "roll" was completely, naturally random.
It's not fair to assume that Chunkbase is right and 4J is wrong. As a 3rd-party app, it's up to Chunkbase to adapt their algorithms correctly to show accurate Xbox 360 maps. Could 4J load the dice differently (and perhaps better) than currently - absolutely yes and I suspect they probably will make changes to consider the public reaction to what they've done so far to attempt to balance things. I hope people realize that, if they do, the worlds we generate today will likely "biome shift" after they "fix" their algorithms.
To answer your mycellium question, no, I believe it has to spread like grass does so there has to be at least 1 mycellium block close by to get it started. It will spread in any biome if a mycellium block is placed using silk touch.
I think 4J stopped trying to generate everything in one map, so the generation is much like the PC.
However, It seems that the xbox world uses the same biome placement as the PC, but shrunk down to 1/4 the size. Therefore requiring the biomes to generate a little bit differently.
But I think it especially is caused by deep oceans and oceans, when the world is shrunk down, the deep oceans still have to be relatively big, so those biomes go over the other biomes somewhat.
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Slytherin is greener than Ravenclaw.
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I know we are all painfully aware of how rare the mooshroom islands seem to be anymore. Easily top 3 rarity. But something dawned on me while I was searching a few maps a minute ago. I've seen some sites like chunkbase claim that maps generated may be different on console or simply put there on pc but under water on console.
Is it possible that mooshroom islands are just simply under water? Or perhaps being overwritten by another biome like stone beaches? A lot of times I went mooshroom hunting and almost every time there was a stone beach in its place. The other question regarding if the biomes are just under water, is there a way to get the mycelium to grow on dirt with no other mycelium blocks?
Youtube-eonwolfx9, Twitter @eonwolfx9
I tested Chunkbase's "underwater" theory just yesterday. On the seed I've been playing, they claim there should be a flower forest where a river is on my map. I filled the river with, allowed the grass to spread over the dirt, and then applied bone meal to the area. It produced the normal plains flowers - no tulips which it should have if the area was indeed a flower forest biome. To prove the method, I covered a swampy looking water area with dirt, silk touched some grass over to it - got swamp colored grass and blue orchids when I used bone meal on the area. So, there can be biomes under water... but are they necessarily the biomes Chunkbase places there - no, they are not.
The only thing the differences between Chunkbase and the actual maps show is that Chunkbase is not actually using the same algorithm as 4J (regardless of whether people think that 4J should be using the same algorithm as the PC). The console edition map generation has been different than the PC since the get go really since it's limited the seed area generated to 862 x 862 blocks. A little later on, as more structures were added, more differences started to become apparent. If one looks back in the archives, you'll spot claims of maps not generating exactly as the PC ones dating back almost 2 years. Now, with more biomes and more technical biomes (which are actually structures) being added, the algorithms have become more different - likely to increase the odds of more variety of structures and biomes randomly generating within that 862 x 862 block area than would be "normal" if the "dice" weren't slightly loaded by 4J.
Mostly people are looking for an all in one seed; and as I've said before, with 61 biomes now, it's like rolling 61 dice with 61 one sides each and getting just one of each number. Equally unlikely is getting a roll of 61 dice of the same number or getting many, many dice of the same number sitting next to each other. Yes, they could load the dice more... but then they lessen the odds further of getting a roll not in line with however the dice are loaded. If the game rolls less than 61 dice (i.e. making each of the dice cover a larger area) - guess what, getting that perfect roll that includes all biomes becomes not just unlikely, but impossible. Since mushroom islands and ocean monuments are "biomes" that must spawn within ocean biomes... perhaps the notion that there is more water generating on Xbox 360 maps is what is making it more likely for those two biomes to spawn than if the "roll" was completely, naturally random.
It's not fair to assume that Chunkbase is right and 4J is wrong. As a 3rd-party app, it's up to Chunkbase to adapt their algorithms correctly to show accurate Xbox 360 maps. Could 4J load the dice differently (and perhaps better) than currently - absolutely yes and I suspect they probably will make changes to consider the public reaction to what they've done so far to attempt to balance things. I hope people realize that, if they do, the worlds we generate today will likely "biome shift" after they "fix" their algorithms.
To answer your mycellium question, no, I believe it has to spread like grass does so there has to be at least 1 mycellium block close by to get it started. It will spread in any biome if a mycellium block is placed using silk touch.
I think 4J stopped trying to generate everything in one map, so the generation is much like the PC.
However, It seems that the xbox world uses the same biome placement as the PC, but shrunk down to 1/4 the size. Therefore requiring the biomes to generate a little bit differently.
But I think it especially is caused by deep oceans and oceans, when the world is shrunk down, the deep oceans still have to be relatively big, so those biomes go over the other biomes somewhat.
Slytherin is greener than Ravenclaw.