I have recently decided to play along with Etho in his world, but I discovered that some of the grass (not the block) that Etho sees is not there for me. (Seen in Episode 105). Some trees are in different shape and some are not there as well.
How can I make it so that I get exactly the same terrain generation?
I'm not familiar with Etho, but if you are playing vanilla Java Minecraft and your blocks look differently, it sounds like he is using a texture pack to alter the way the blocks look. If you use the same texture pack you should see the blocks exactly as he has them. If you search for Etho + texture packs you will get some results. Maybe the one he is using is publicly available.
Also, if Etho has been playing that world for a while it's possible that some or all of the chunks in his world were generated in earlier updates, in which case you would have to follow the series from the beginning (of that world) and make sure you start yours in the same version of Minecraft.
And also visit the same parts of the world for the first time in the same version he did.
As best you can.
--
If you are referring to "Etho Plays Minecraft" then episode 105 is from 2011 and, at least at the start of the video, he is playing Beta 1.9 prerelease 2 which doesn't appear to be available in the launcher.
I'm not familiar with Etho, but if you are playing vanilla Java Minecraft and your blocks look differently, it sounds like he is using a texture pack to alter the way the blocks look. If you use the same texture pack you should see the blocks exactly as he has them. If you search for Etho + texture packs you will get some results. Maybe the one he is using is publicly available.
I was talking about the world generation algorithm, but thanks anyway.
Also, if Etho has been playing that world for a while it's possible that some or all of the chunks in his world were generated in earlier updates, in which case you would have to follow the series from the beginning (of that world) and make sure you start yours in the same version of Minecraft.
And also visit the same parts of the world for the first time in the same version he did.
As best you can.
I start in the same version as he did, but some noticeable changes took place
Without specific examples it's hard to guess at a cause. Screenshots and timecodes for the video for instance.
I know that some things can change depending on which direction you approach an area from, which chunk gets loaded first can affect how water and lava interact at the chunk borders, which in turn can result in different generation of strongholds and or mineshafts or something like that.
I don't know if that can affect vegetation, presumably it could affect what direction surface water flows resulting in washed away tall grass but I'm sure you would have noticed something like that.
If I recall correctly, grass and trees generate randomly even beyond the world seed. I don't recall what determines their placement, but I think that is why there are differences. Tho, for the most part, the trees appear to be about the same.
If Etho created the world in an old beta when it was released, and you created the world in the current version of the game but with the old beta installed, the terrain will be the same but object placement will be different. Placement of trees, water & lava sources, etc will be different because, I think, whatever governs that in the code has changed, whatever random number generator is used now is different than what was used back then. I recall doing this in an old beta version world called Glacier, because that was the seed used. When I recreated the world with the old jar files but in the newest game, the terrain was correct, but object placement was slightly different, like the one water source that made a waterfall off a floating island was not there. The only way to duplicate the old beta and alpha versions exactly is to use the actual game code and launcher as well as the jar file, and I'm not sure how you'd do that.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
If I recall correctly, grass and trees generate randomly even beyond the world seed. I don't recall what determines their placement, but I think that is why there are differences.
They are not random; for example, here are a couple maps of my first world, originally created in 1.5.1 with the recreation in 1.6.4; for the most part they are identical except for a lack of water lakes in deserts in 1.6+:
The only thing that is truly random is the variant of mobs that spawn; a pack of horses will always be horses but their variants and stats will differ each time you recreate the world (except for sheep, assuming that MC-2788 hasn't been fixed yet).
However, due to the way the game places decorations (trees, ores, flowers, etc) they are sensitive to the exact order chunks are generated in; that is, the game places them centered within a chunk-sized area but they can extend up to half a chunk further out (a maximum area of influence of 32x32 blocks) and many decorations override one another, for example, trees can only generate on grass or dirt blocks with a direct view of the sky (if you see trees on other blocks that is because the block they were on was replaced later on; due to the aforementioned spillover of decorations anything more than 1x1 blocks in size can overwrite decorations placed in adjacent regions even if they seemingly generate first, such as lakes and sand, which are placed before trees and flowers but can undercut them due to spillover, thus leading to MC-610, which will not be fixed until there is fundamental change in how chunks are decorated).
Also, all decorations pull values from a single RNG so even the slightest change in the sequence will cause a ripple effect that affects all decorations down the line (this is easy to see in 1.8-1.12.2; create two different Customized worlds, one with the size of dirt set to 33 and another using a different value - almost all decorations will be different (aside from lakes and dungeons, which generate before ores). Likewise, the seed "102496288339226" causes decorations to repeat along diagonals except where there are mineshafts and other structures (which use their own RNG to determine their layout but use the decorator RNG to place things like cobwebs):
(note the interruptions in the diagonal lines of ores)
Even structures can generate differently if they have specific generation requirements; mineshafts do not generate in liquids, same for strongholds in versions prior to 1.13 (aside from the portal room), and as a result the relative placement order can determine whether a lake or spring generates first:
These are both from the seed "-123775873255737467" in 1.6.4 but in the first case I traveled south directly from spawn while in the second I traveled north after teleporting to the south. Note that in both cases ores generated differently only around the area where the mineshaft is different (I don't show it but the placement of trees and other things is also different):
Basically, the only way to perfectly recreate a world is to generate chunks in the exact same sequence - this can even mean per play session; prior to 1.13 the code that generated big oak trees was bugged and would set the height of all trees based on the chunk the first tree in a given biome was generated in (every biome has its own object) and in order to reset it you'd need to restart the game (if I recreate my first world after having loaded a previous world the trees will not be the same even in the spawn area; as mentioned above, this causes a cascading effect that affects everything else placed afterwards, possibly even in chunks without big oak trees due to overlap).
I've tried to minimize this effect myself by reseeding the decorator RNG after placing each category of feature but even this is not foolproof; it just prevents changes from cascading (some things, like ores, are not affected by whether individual veins/blocks are actually placed but they can still be affected by changes to the RNG sequence):
// Sets chunkSeed to a new state for each category of feature; uses 64 bit LCG parameters
// for maximum randomness
chunkSeed = chunkSeed * 6364136223846793005L + 1442695040888963407L;
this.rand.setSeed(chunkSeed);
// Note that dungeonCount will affect how many times the RNG is called (dungeons themselves use
// their own RNG which is seeded with one call to nextLong() so whether they generate or not
// will not affect the locations chosen for later dungeons)
if (this.hasDungeons)
{
for (int i = 0; i < this.dungeonCount; ++i)
{
x = blockX + this.rand.nextInt(16);
y = this.rand.nextInt(128);
z = blockZ + this.rand.nextInt(16);
this.dungeonGenerator.generate(this.worldObj, this.rand, x, y, z, isNetworkCaveRegion);
}
}
chunkSeed = chunkSeed * 6364136223846793005L + 1442695040888963407L;
this.rand.setSeed(chunkSeed);
if (this.hasDecoration)
{
// Main decoration function which places trees, grass, etc; each individual feature uses a single
// call to the decorator RNG to seed an internal RNG.
biome.decorate(this.worldObj, this.rand, blockX - 8, blockZ - 8);
// Does not directly change chunkSeed since otherwise it will depend on whether decorations
// are enabled
this.rand.setSeed((chunkSeed + 1L) * 92821L);
if (generateCaveMushrooms) this.caveMushroomGenerator.generate(this.worldObj, this.rand, isMushroomBiome, isGiantCaveRegion, blockX, blockZ, this.groundLevel);
this.rand.setSeed((chunkSeed + 2L) * 92821L);
this.stalagmiteGenerator.generate(this.worldObj, this.rand, blockX, blockZ, generatedTemple ? this.groundLevel - 16 : this.groundLevel);
}
chunkSeed = chunkSeed * 6364136223846793005L + 1442695040888963407L;
this.rand.setSeed(chunkSeed);
if (this.hasAnimals)
{
// Sets the world RNG so sheep wool colors are still based off the world seed
// (the main cause of MC-2788 was fixed)
Random rnd = this.worldObj.rand;
long seed = rnd.nextLong();
rnd.setSeed((chunkSeed + 1L) * 92821L);
RandomMobSpawner.performWorldGenSpawning(this.worldObj, biome, blockX, blockZ, this.rand, this.groundLevel);
rnd.setSeed(seed);
}
// Ore generation uses its own RNG independent of the main decorator RNG
public void generateOres(BiomeGenBase biome, World world, int chunkX, int chunkZ)
{
this.world = world;
this.chunk_X = chunkX + 8;
this.chunk_Z = chunkZ + 8;
long worldSeed = this.world.getSeed() ^ 1181783497276652981L;
this.rand.setChunkSeed(chunkX >> 4, chunkZ >> 4, worldSeed);
So they're not random, but effectively they're random
I've been noticing since 1.7 that if I make many copies of a world they will have very slight differences in nature, sometimes leading to even giant oak trees being missing. This is most noticeable in 1.11 and 1.12.
Also, the world's weather seems to be hardcoded by the seed, because I remember having a world with a desert temple with cursed enchanted books where thunder always started on the first night, giving a 'Cursed Pyramid' vibe every time I remade the world.
Also, the world's weather seems to be hardcoded by the seed, because I remember having a world with a desert temple with cursed enchanted books where thunder always started on the first night, giving a 'Cursed Pyramid' vibe every time I remade the world.
This only applies to the first time; afterwards it is random, and even the first time is caused by the sheep wool color bug (the game misuses the "world" RNG in the structure generator, which sets it to a consistent state within 32x32 chunk regions, hence the lack of variation in sheep wool colors (this is in turn due to sheep using the "world" RNG and not their own RNG, as other entities use; this entity-specific RNG is never seeded). Otherwise, the "world" RNG is supposed to be entirely random (it is mainly used for random events, like the number of drops from a block), and sleeping will completely reset the weather times.
Also, the big oak trees is due to the bug I mentioned in my last post, where they are set to the same height parameter as the first tree that is generated (I patched it 6 years ago by simply always setting the height - you have to wonder what took Mojang so long (1.13) to do the same):
The reason this only affects world generation and not player-grown trees is because the game creates a new instance every time a tree attempts to grow, while the biome generator classes, which are static (only instantiated one time when the game loads) contain a reference to a single object per biome:
// Bad code
if (this.heightLimit == 0)
{
this.heightLimit = 5 + this.rand.nextInt(this.heightLimitLimit);
}
// The simplest bugfix
this.heightLimit = 5 + this.rand.nextInt(this.heightLimitLimit);
Well IDK about that, I was repeatedly seeing thunderstorms at the same time in that world and I have other worlds where it always rains after a very fixed amount of time.
Also, every world I have found pink sheep in had them basically everywhere every time you made the world, I don't know if that's this bug or not.
I have tried generating the world numerous times, even with the old launcher, but still see the same world from my view in the screenshot above.
I don't think the old launcher is enough, there is other code that effects it. You'd have to have the exact set of files from 2011 or whenever it was created to get that exact same world. Maybe Master Caver will chime in on that, they know much more about the code than I do, which is almost nothing, I'm just guessing. It does seem that somewhere along in the development cycle the base code changed that is used for stuff like that, outside the JAR files for a specific version of the game. Heck, you might even need a version of Java from back then, it might be something from that that causes it.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Well IDK about that, I was repeatedly seeing thunderstorms at the same time in that world and I have other worlds where it always rains after a very fixed amount of time.
Also, every world I have found pink sheep in had them basically everywhere every time you made the world, I don't know if that's this bug or not.
These are all related to the same issue, as shown in this code; as mentioned before, the "World" class has a RNG which is supposed to be used for entirely random events but the structure generators abuse it by setting its state to a consistent value across large areas (32x32 chunks), which is also used by sheep to set their wool color (instead of using their own RNG, which all entities have and use instead to set their variants), which results in all sheep within large areas of the same biome having (mostly) the same colors (this is most likely in plains due to the lack of decorations like trees that will throw off the decorator RNG since the exact shape of a tree affects how many random values it takes):
public class MapGenVillage extends MapGenStructure
{
protected boolean canSpawnStructureAtCoords(int par1, int par2)
{
int var3 = par1;
int var4 = par2;
if (par1 < 0) par1 -= this.field_82665_g - 1;
if (par2 < 0) par2 -= this.field_82665_g - 1;
int var5 = par1 / this.field_82665_g;
int var6 = par2 / this.field_82665_g;
// Seed is set to the same state within 32x32 chunk regions using the default spacing
// (adjustible in Superflat worlds). Also called by the temple generator, and possibly
// ocean monuments, mansions, shipwrecks, end cities, etc (only mineshafts and
// strongholds use a different placement methodology).
Random var7 = this.worldObj.setRandomSeed(var5, var6, 10387312);
}
}
// For comparison, the mineshaft generator uses its own RNG (this.rand).
public class MapGenMineshaft extends MapGenStructure
{
protected boolean canSpawnStructureAtCoords(int par1, int par2)
{
return this.rand.nextDouble() < this.field_82673_e && this.rand.nextInt(80) < Math.max(Math.abs(par1), Math.abs(par2));
}
}
// This shows my own implementation of the village spawn code which properly uses its own RNG; there
// is no valid reason why vanilla uses the World.setRandomSeed method (which is only used by
// structure generation so it isn't even needed)
public class MapGenVillageTMCW extends MapGenStructureTMCW
{
protected boolean canSpawnStructureAtCoords(int chunkX, int chunkZ)
{
int x = chunkX + this.offsetX;
int z = chunkZ + this.offsetZ;
this.spawnRNG.setChunkSeed(x / this.maxDistance, z / this.maxDistance);
}
}
public abstract class World implements IBlockAccess
{
// Note that this method sets the World.rand object, rather than either using a new object
// or a separate object (better would be to use the RNG in the structure classes themselves,
// which already have one but only mineshafts and strongholds properly use it).
public Random setRandomSeed(int par1, int par2, int par3)
{
long var4 = (long)par1 * 341873128712L + (long)par2 * 132897987541L + this.getWorldInfo().getSeed() + (long)par3;
this.rand.setSeed(var4);
return this.rand;
}
// Note that thunder/rain time will be 0 when a world is created, so the first call to this
// method will set a new time; the state of this.rand will be consistent because it was set
// by structure generation (otherwise it would be randomized, nothing else calls setRandomSeed
// and an unseeded Random instance defaults to a random seed).
protected void updateWeather()
{
if (!this.provider.hasNoSky)
{
int var1 = this.worldInfo.getThunderTime();
if (var1 <= 0)
{
if (this.worldInfo.isThundering())
{
this.worldInfo.setThunderTime(this.rand.nextInt(12000) + 3600);
}
else
{
this.worldInfo.setThunderTime(this.rand.nextInt(168000) + 12000);
}
}
int var2 = this.worldInfo.getRainTime();
if (var2 <= 0)
{
if (this.worldInfo.isRaining())
{
this.worldInfo.setRainTime(this.rand.nextInt(12000) + 12000);
}
else
{
this.worldInfo.setRainTime(this.rand.nextInt(168000) + 12000);
}
}
}
}
}
// Sheep use the the World RNG (worldObj.rand) to get a "random" color (not random due to
// the aforementioned use by structures to set its state; since it is the same across 32x32
// chunk regions this means every flock of sheep will have the same colors, assuming that
// each individual spawn attempt succeeded in the same order, which will otherwise cause
// occasional slight variations - hence, the common occurrence of mass amounts of pink sheep
// when it is statistically improbable to have more than one within a small area).
public class EntitySheep extends EntityAnimal
{
// Note that this method is called whenever a mob spawns, not just when a spawn egg is used
public EntityLivingData onSpawnWithEgg(EntityLivingData par1EntityLivingData)
{
par1EntityLivingData = super.onSpawnWithEgg(par1EntityLivingData);
this.setFleeceColor(getRandomFleeceColor(this.worldObj.rand));
return par1EntityLivingData;
}
}
// For comparison, horses and other entities use their own private RNG (this.rand) which is
// randomized each time a world is created, so while a pack of horses will always be horses
// (determined by the decorator RNG which is seeded per chunk) they will have different
// variants and stats.
public class EntityHorse extends EntityAnimal implements IInvBasic
{
public EntityLivingData onSpawnWithEgg(EntityLivingData par1EntityLivingData)
{
EntityLivingData par1EntityLivingData1 = super.onSpawnWithEgg(par1EntityLivingData);
boolean var2 = false;
int var3 = 0;
int var7;
if (par1EntityLivingData1 instanceof EntityHorseGroupData)
{
var7 = ((EntityHorseGroupData)par1EntityLivingData1).field_111107_a;
var3 = ((EntityHorseGroupData)par1EntityLivingData1).field_111106_b & 255 | this.rand.nextInt(5) << 8;
}
else
{
if (this.rand.nextInt(10) == 0)
{
var7 = 1;
}
else
{
int var4 = this.rand.nextInt(7);
int var5 = this.rand.nextInt(5);
var7 = 0;
var3 = var4 | var5 << 8;
}
par1EntityLivingData1 = new EntityHorseGroupData(var7, var3);
}
this.setHorseType(var7);
this.setHorseVariant(var3);
if (this.rand.nextInt(5) == 0)
{
this.setGrowingAge(-24000);
}
}
}
Of interest, this bug makes pink sheep much harder to find because instead of the chance being per chunk it is per 32x32 chunk region (i.e. you have to cover 1024 times the area for the same amount of randomness); I actually see them fairly often in my modded worlds, which fix these bugs, but never more than one at a time; by contrast, I've only found them once in my first world, which is far larger than any modded world, but there were multiple pink sheep close together (statistically speaking, in 1.6.4 you should find one pink sheep every 5083 chunks of most biomes which spawn passive mobs; there is a 12/40 chance of a flock of 4 sheep in 10% of chunks and each sheep has a 1/610 chance of being pink. For comparison, my first world is 109595 chunks so to have only found them once is quite unlikely).
Well, TMC, you've explained exactly what I was describing and why. I'm glad your mod removes this, seems like a very serious bug and poor design on part of the devs to allow objects to interfere with each other so heavily.
Some things at least appear to be random. I was having real trouble finding sweet berries on my world so made a creative one with same seed so I could fly around. Found berries in it but in my survival world they were none there,
Hello world of Minecraft.
I have recently decided to play along with Etho in his world, but I discovered that some of the grass (not the block) that Etho sees is not there for me. (Seen in Episode 105). Some trees are in different shape and some are not there as well.
How can I make it so that I get exactly the same terrain generation?
Help would be appreciated.
Thank you.
biffa1
I'm not familiar with Etho, but if you are playing vanilla Java Minecraft and your blocks look differently, it sounds like he is using a texture pack to alter the way the blocks look. If you use the same texture pack you should see the blocks exactly as he has them. If you search for Etho + texture packs you will get some results. Maybe the one he is using is publicly available.
Also, if Etho has been playing that world for a while it's possible that some or all of the chunks in his world were generated in earlier updates, in which case you would have to follow the series from the beginning (of that world) and make sure you start yours in the same version of Minecraft.
And also visit the same parts of the world for the first time in the same version he did.
As best you can.
--
If you are referring to "Etho Plays Minecraft" then episode 105 is from 2011 and, at least at the start of the video, he is playing Beta 1.9 prerelease 2 which doesn't appear to be available in the launcher.
Just testing.
I was talking about the world generation algorithm, but thanks anyway.
biffa1
I start in the same version as he did, but some noticeable changes took place
biffa1
Without specific examples it's hard to guess at a cause. Screenshots and timecodes for the video for instance.
I know that some things can change depending on which direction you approach an area from, which chunk gets loaded first can affect how water and lava interact at the chunk borders, which in turn can result in different generation of strongholds and or mineshafts or something like that.
I don't know if that can affect vegetation, presumably it could affect what direction surface water flows resulting in washed away tall grass but I'm sure you would have noticed something like that.
Btw, how do you get Beta 1.9 prerelease 2?
Just testing.
You can download 1.9 betas from the official wiki.
biffa1
Here are the screenshots, btw...
https://imgur.com/3wJtzXA
biffa1
If I recall correctly, grass and trees generate randomly even beyond the world seed. I don't recall what determines their placement, but I think that is why there are differences. Tho, for the most part, the trees appear to be about the same.
Check out my mod! You can find it on CurseForge here:
https://www.curseforge.com/minecraft/mc-mods/the-spookjams-mod
If Etho created the world in an old beta when it was released, and you created the world in the current version of the game but with the old beta installed, the terrain will be the same but object placement will be different. Placement of trees, water & lava sources, etc will be different because, I think, whatever governs that in the code has changed, whatever random number generator is used now is different than what was used back then. I recall doing this in an old beta version world called Glacier, because that was the seed used. When I recreated the world with the old jar files but in the newest game, the terrain was correct, but object placement was slightly different, like the one water source that made a waterfall off a floating island was not there. The only way to duplicate the old beta and alpha versions exactly is to use the actual game code and launcher as well as the jar file, and I'm not sure how you'd do that.
D_B
To tell them how to live is to prevent them living.
They are not random; for example, here are a couple maps of my first world, originally created in 1.5.1 with the recreation in 1.6.4; for the most part they are identical except for a lack of water lakes in deserts in 1.6+:
The only thing that is truly random is the variant of mobs that spawn; a pack of horses will always be horses but their variants and stats will differ each time you recreate the world (except for sheep, assuming that MC-2788 hasn't been fixed yet).
However, due to the way the game places decorations (trees, ores, flowers, etc) they are sensitive to the exact order chunks are generated in; that is, the game places them centered within a chunk-sized area but they can extend up to half a chunk further out (a maximum area of influence of 32x32 blocks) and many decorations override one another, for example, trees can only generate on grass or dirt blocks with a direct view of the sky (if you see trees on other blocks that is because the block they were on was replaced later on; due to the aforementioned spillover of decorations anything more than 1x1 blocks in size can overwrite decorations placed in adjacent regions even if they seemingly generate first, such as lakes and sand, which are placed before trees and flowers but can undercut them due to spillover, thus leading to MC-610, which will not be fixed until there is fundamental change in how chunks are decorated).
Also, all decorations pull values from a single RNG so even the slightest change in the sequence will cause a ripple effect that affects all decorations down the line (this is easy to see in 1.8-1.12.2; create two different Customized worlds, one with the size of dirt set to 33 and another using a different value - almost all decorations will be different (aside from lakes and dungeons, which generate before ores). Likewise, the seed "102496288339226" causes decorations to repeat along diagonals except where there are mineshafts and other structures (which use their own RNG to determine their layout but use the decorator RNG to place things like cobwebs):
(note the interruptions in the diagonal lines of ores)
Even structures can generate differently if they have specific generation requirements; mineshafts do not generate in liquids, same for strongholds in versions prior to 1.13 (aside from the portal room), and as a result the relative placement order can determine whether a lake or spring generates first:
Basically, the only way to perfectly recreate a world is to generate chunks in the exact same sequence - this can even mean per play session; prior to 1.13 the code that generated big oak trees was bugged and would set the height of all trees based on the chunk the first tree in a given biome was generated in (every biome has its own object) and in order to reset it you'd need to restart the game (if I recreate my first world after having loaded a previous world the trees will not be the same even in the spawn area; as mentioned above, this causes a cascading effect that affects everything else placed afterwards, possibly even in chunks without big oak trees due to overlap).
I've tried to minimize this effect myself by reseeding the decorator RNG after placing each category of feature but even this is not foolproof; it just prevents changes from cascading (some things, like ores, are not affected by whether individual veins/blocks are actually placed but they can still be affected by changes to the RNG sequence):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
So they're not random, but effectively they're random
Check out my mod! You can find it on CurseForge here:
https://www.curseforge.com/minecraft/mc-mods/the-spookjams-mod
I've been noticing since 1.7 that if I make many copies of a world they will have very slight differences in nature, sometimes leading to even giant oak trees being missing. This is most noticeable in 1.11 and 1.12.
Also, the world's weather seems to be hardcoded by the seed, because I remember having a world with a desert temple with cursed enchanted books where thunder always started on the first night, giving a 'Cursed Pyramid' vibe every time I remade the world.
This only applies to the first time; afterwards it is random, and even the first time is caused by the sheep wool color bug (the game misuses the "world" RNG in the structure generator, which sets it to a consistent state within 32x32 chunk regions, hence the lack of variation in sheep wool colors (this is in turn due to sheep using the "world" RNG and not their own RNG, as other entities use; this entity-specific RNG is never seeded). Otherwise, the "world" RNG is supposed to be entirely random (it is mainly used for random events, like the number of drops from a block), and sleeping will completely reset the weather times.
Also, the big oak trees is due to the bug I mentioned in my last post, where they are set to the same height parameter as the first tree that is generated (I patched it 6 years ago by simply always setting the height - you have to wonder what took Mojang so long (1.13) to do the same):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I have tried generating the world numerous times, even with the old launcher, but still see the same world from my view in the screenshot above.
biffa1
Well IDK about that, I was repeatedly seeing thunderstorms at the same time in that world and I have other worlds where it always rains after a very fixed amount of time.
Also, every world I have found pink sheep in had them basically everywhere every time you made the world, I don't know if that's this bug or not.
I don't think the old launcher is enough, there is other code that effects it. You'd have to have the exact set of files from 2011 or whenever it was created to get that exact same world. Maybe Master Caver will chime in on that, they know much more about the code than I do, which is almost nothing, I'm just guessing. It does seem that somewhere along in the development cycle the base code changed that is used for stuff like that, outside the JAR files for a specific version of the game. Heck, you might even need a version of Java from back then, it might be something from that that causes it.
D_B
To tell them how to live is to prevent them living.
These are all related to the same issue, as shown in this code; as mentioned before, the "World" class has a RNG which is supposed to be used for entirely random events but the structure generators abuse it by setting its state to a consistent value across large areas (32x32 chunks), which is also used by sheep to set their wool color (instead of using their own RNG, which all entities have and use instead to set their variants), which results in all sheep within large areas of the same biome having (mostly) the same colors (this is most likely in plains due to the lack of decorations like trees that will throw off the decorator RNG since the exact shape of a tree affects how many random values it takes):
Of interest, this bug makes pink sheep much harder to find because instead of the chance being per chunk it is per 32x32 chunk region (i.e. you have to cover 1024 times the area for the same amount of randomness); I actually see them fairly often in my modded worlds, which fix these bugs, but never more than one at a time; by contrast, I've only found them once in my first world, which is far larger than any modded world, but there were multiple pink sheep close together (statistically speaking, in 1.6.4 you should find one pink sheep every 5083 chunks of most biomes which spawn passive mobs; there is a 12/40 chance of a flock of 4 sheep in 10% of chunks and each sheep has a 1/610 chance of being pink. For comparison, my first world is 109595 chunks so to have only found them once is quite unlikely).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Well, TMC, you've explained exactly what I was describing and why. I'm glad your mod removes this, seems like a very serious bug and poor design on part of the devs to allow objects to interfere with each other so heavily.
Some things at least appear to be random. I was having real trouble finding sweet berries on my world so made a creative one with same seed so I could fly around. Found berries in it but in my survival world they were none there,
Learn something new each day