With the new addition of seeds being user implemented in map generation, I have decided to conduct some experiments on the numeric values, in an attempt to find out what makes a good map.
I started off using the popular seed "gargamel", a sprawling landscape of epic cliff formations.
I then used the seed finder at http://mc.42nex.us/ to find the numeric seed, the result was...interesting.
-1623774494
As you can see, gargamel translates to a negative number. I wonder if the standard generator in Minecraft can even create negatives.
I next tried the legendary 404 seed, and again used the seed finder. The seed was, unsurprisingly, 404.
This seems to indicate that seeds can be any number with 32 digits or less. Thus leads to an excessive amount of possible seeds, even if they simply are all positive seeds.
I highly doubt that anyone has ever randomly generated the same map as someone else. There are literally thousands of seeds for every person on Earth.
So that brings me to the actual study: What makes a good map? So far I have had good luck with negative numbers, they seem to result in more magnificent landscapes than positive numbers. Also, seeds that are powers of 2 (2,4 8, 16, and 32) in length seem to give me the least erroneous landscapes, but that may just be my luck.
Proven Facts:
"gargamel" provides the most epic world known to man.
Unproven Hypotheses:
-seeds with a length of 2 4 8 16 or 32 have less errors
-negative numbers give odder land formations
-multiple 1s n a row yield snow
-sequential numbers lead to epic landscapes
Disproved Facts:
Odd Notes
Decimals: The map generator doesnt recognize decimals. I entered 105.22, and ended up with a seed of
1962573309. I guess the period is recognized as a char symbol and translated into a number.
Anyways, post some interesting things you have found here. Let us see if we can create the perfect seed!
Everyone reporting seeds: please take any word seeds and translate them into numbers. After all, the goal of this thread is to find correlation between certain numeric arrangements and certain world traits.
It's hard waiting around for something that you know might never happen; but it's even harder to give up when you know it's everything you ever wanted.
I've been playing around with it, and to me multiple 1's in a row give you snowy landscapes.
Interesting...must try this.
Anyone else gonna test this?
I seem to get awesome maps when you do numbers like 456, or 123, ect. Seems like sequences seem to be more... epic?
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It's hard waiting around for something that you know might never happen; but it's even harder to give up when you know it's everything you ever wanted.
You might as well take apart the generation algorithm.
Besides, you can't come up with a formula or criteria for a "good" seed.
I have no idea how to do that XD
and yes, good is all subjective. What I want to do is figure out what patterns in the strings lead to certain landscapes. That way if someone wants, say, a flat landscape all they need to do is enter a seed with a certain pattern.
You might as well take apart the generation algorithm.
Besides, you can't come up with a formula or criteria for a "good" seed.
I have no idea how to do that XD
and yes, good is all subjective. What I want to do is figure out what patterns in the strings lead to certain landscapes. That way if someone wants, say, a flat landscape all they need to do is enter a seed with a certain pattern.
Not gonna happen. Try using a seed like 4563456346365. Then try 4563456346366. I doubt they'll look anything alike.
Because it works that a bunch of algorithms are applied to them that any even minuscule change will change it completely. You won't find any correlations.
32 digits with 10 possible numbers per digit, plus any seeds with under 32 digits leads to...
(10^1)+(10^2)+(10^3)...+(10^32) possible POSITIVE combinations. Allowing negatives would essentially double the amount.
the total possible seeds come to
22,222,222,222,222,222,222,222,222,222,220
I think. May need my math checked.
I think your math is wrong also on the possible combos. Our number system is already base 10 meaning 10 possible numbers per digit eg. 0-1-2-3-4-5-6-7-8-9 so 32 digits would be ranged 0 - 32 9s and also goes back in the negative direction. I am curious why you think it is any number with 32 digits or less. If he were to use an int data type to hold the seed. Then the range would be -2,147,483,648 to 2,147,483,647 and if he were to use a long the range would be -9,223,372,036,854,775,808 to 9,223,372,036,854,775,807.
And I just tested out both cases and the number range is that of a long variable so the number of seeds you can generate is from -9223372036854775808 to 9223372036854775807. If you go over or below these numbers I think it converts the entire thing into an ascii version of the numbers, but that would require further testing. I will get back on this later. I am also very curious if we can control our worlds by learning the seed algorithm and its affect on the world.
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MOD EDIT: Saying this is unnecessary and rude. If people are willing to discuss it, let them discuss it. There's a whole wide world of other topics you could explore and contribute to that you might even be interested in! How exciting!
Fav Mod Edit Eva
32 digits with 10 possible numbers per digit, plus any seeds with under 32 digits leads to...
(10^1)+(10^2)+(10^3)...+(10^32) possible POSITIVE combinations. Allowing negatives would essentially double the amount.
the total possible seeds come to
22,222,222,222,222,222,222,222,222,222,220
I think. May need my math checked.
I think your math is wrong also on the possible combos. Our number system is already base 10 meaning 10 possible numbers per digit eg. 0-1-2-3-4-5-6-7-8-9 so 32 digits would be ranged 0 - 32 9s and also goes back in the negative direction. I am curious why you think it is any number with 32 digits or less. If he were to use an int data type to hold the seed. Then the range would be -2,147,483,648 to 2,147,483,647 and if he were to use a long the range would be -9,223,372,036,854,775,808 to 9,223,372,036,854,775,807.
And I just tested out both cases and the number range is that of a long variable so the number of seeds you can generate is from -9223372036854775808 to 9223372036854775807. If you go over or below these numbers I think it converts the entire thing into an ascii version of the numbers, but that would require further testing. I will get back on this later. I am also very curious if we can control our worlds by learning the seed algorithm and its affect on the world.
Math isnt my strong point :/
All I know of is this:
-all seeds are numbers
-the seed slot has 32 digits
-seeds can be less than 32 digits in length (as in case of seed 404)
oh oh me me, i tried with 007 and lots of 0s and a 7 and i got the same landscape
the first time (007) i explored a bit and found 2 floating islands and the second time (lots of 0s 7) i spawned under one of them
also i think maps with 7 tend to have floating islands
Seed herobrine produces a lot of crags and areas that look tampered with. Joking aside, pretty strange formation in the water at one location. A 4x1x10 or so block high rock juts out of the water, capped with dirt and a tree. A cross shape made out of water is on the land.
Its been mentioned elsewhere, but something interest about "Mojang" (with capital M) is that it has a fixed spawn location.
I'm going to try and find some interesting seeds in my free time this weekend.
32 digits with 10 possible numbers per digit, plus any seeds with under 32 digits leads to...
(10^1)+(10^2)+(10^3)...+(10^32) possible POSITIVE combinations. Allowing negatives would essentially double the amount.
the total possible seeds come to
22,222,222,222,222,222,222,222,222,222,220
I think. May need my math checked.
I think your math is wrong also on the possible combos. Our number system is already base 10 meaning 10 possible numbers per digit eg. 0-1-2-3-4-5-6-7-8-9 so 32 digits would be ranged 0 - 32 9s and also goes back in the negative direction. I am curious why you think it is any number with 32 digits or less. If he were to use an int data type to hold the seed. Then the range would be -2,147,483,648 to 2,147,483,647 and if he were to use a long the range would be -9,223,372,036,854,775,808 to 9,223,372,036,854,775,807.
And I just tested out both cases and the number range is that of a long variable so the number of seeds you can generate is from -9223372036854775808 to 9223372036854775807. If you go over or below these numbers I think it converts the entire thing into an ascii version of the numbers, but that would require further testing. I will get back on this later. I am also very curious if we can control our worlds by learning the seed algorithm and its affect on the world.
Math isnt my strong point :/
All I know of is this:
-all seeds are numbers
-the seed slot has 32 digits
-seeds can be less than 32 digits in length (as in case of seed 404)
Third case isn't needed, it is in fact identical as 00000000000000000000000000000404, is it not?
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Passive minecrafter FTW.
Hamumu.com, the site I should thank for helping me find minecraft.
Guys, there is no relationship between the seed and what kind of world you will end up with.
The contents of seeds have about as much bearing on the world they create as the stars do on your life.
Any patterns you find are the result of just pure chance.
It would be like trying to see if different colored dice had tenancies to roll higher or lower on average.
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Tis far better to be a witty fool than a foolish wit.
oh oh me me, i tried with 007 and lots of 0s and a 7 and i got the same landscape
the first time (007) i explored a bit and found 2 floating islands and the second time (lots of 0s 7) i spawned under one of them
also i think maps with 7 tend to have floating islands
Then zero work exactly like it does in real math, its a placeholder. But in the case of something like 000001 its not holding anything up so it might as well just be a 1. Now if the seed generator took decimals this would be a different story, as .0001 is certainly different than .1
Anyway nice thread Benj, It will be intiresting to see how this works out!
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"He's trolling the game mechanic itself. And succeeding."
I think your logic is off. A seed is probably either a 32 or 64 bit signed integer. Just because the mask on the input field allows up to 32 characters does not mean that there are actually ~75^32 (70 becuase you have upper case, lower case, numerals, and a few special characters) possible combinations. In fact, I've seen other threads where people used a text value to generate a world, MCedit or some such to extract the numeric seed from the save, and then used the seed as a number (in other words, another permutation in the seed combinations) and got the exact same world. What seems far more likely is there is a deterministic process that checks to see if the value is a number, then if not, distills the text in to a numerical seed (or in the case of a numerical seed, overflows the value in memory). Also, depending upon handling, it may treat 'decimal' values as strings rather than trying to interpret them as floats then cast them to ints.
tl;dr So there are probably 2^32, maybe 2^64 (still enormous numbers) unique seeds possible, but more than 1 input in to the seed field to get each one.
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Quote from Adam222 »
So, yeah. Minecraft is kind of like walking into a high-class auction with top security and a solid reputation only to find out that everyone else in the room is a mugger. Who explodes.
With the new addition of seeds being user implemented in map generation, I have decided to conduct some experiments on the numeric values, in an attempt to find out what makes a good map.
I started off using the popular seed "gargamel", a sprawling landscape of epic cliff formations.
I then used the seed finder at http://mc.42nex.us/ to find the numeric seed, the result was...interesting.
-1623774494
As you can see, gargamel translates to a negative number. I wonder if the standard generator in Minecraft can even create negatives.
I next tried the legendary 404 seed, and again used the seed finder. The seed was, unsurprisingly, 404.
This seems to indicate that seeds can be any number with 32 digits or less. Thus leads to an excessive amount of possible seeds, even if they simply are all positive seeds.
I highly doubt that anyone has ever randomly generated the same map as someone else. There are literally thousands of seeds for every person on Earth.
So that brings me to the actual study: What makes a good map? So far I have had good luck with negative numbers, they seem to result in more magnificent landscapes than positive numbers. Also, seeds that are powers of 2 (2,4 8, 16, and 32) in length seem to give me the least erroneous landscapes, but that may just be my luck.
Proven Facts:
"gargamel" provides the most epic world known to man.
Unproven Hypotheses:
-seeds with a length of 2 4 8 16 or 32 have less errors
-negative numbers give odder land formations
-multiple 1s n a row yield snow
-sequential numbers lead to epic landscapes
Disproved Facts:
Odd Notes
Decimals: The map generator doesnt recognize decimals. I entered 105.22, and ended up with a seed of
1962573309. I guess the period is recognized as a char symbol and translated into a number.
Anyways, post some interesting things you have found here. Let us see if we can create the perfect seed!
Everyone reporting seeds: please take any word seeds and translate them into numbers. After all, the goal of this thread is to find correlation between certain numeric arrangements and certain world traits.
Banner by Vilborg.
Click here for a vertical mob grinder!
Edited:
After trying out 10 maps with strings of 1s in them, I only got 3 maps with snow.
Anyone else gonna test this?
I seem to get awesome maps when you do numbers like 456, or 123, ect. Seems like sequences seem to be more... epic?
Interesting land indeed, one desert island and ocean as far as I can see.
Oddly enough, the seed translates to
-1984757262
another negative.
Hmmmmm
Besides, you can't come up with a formula or criteria for a "good" seed.
I have no idea how to do that XD
and yes, good is all subjective. What I want to do is figure out what patterns in the strings lead to certain landscapes. That way if someone wants, say, a flat landscape all they need to do is enter a seed with a certain pattern.
Not gonna happen. Try using a seed like 4563456346365. Then try 4563456346366. I doubt they'll look anything alike.
Because it works that a bunch of algorithms are applied to them that any even minuscule change will change it completely. You won't find any correlations.
I think your math is wrong also on the possible combos. Our number system is already base 10 meaning 10 possible numbers per digit eg. 0-1-2-3-4-5-6-7-8-9 so 32 digits would be ranged 0 - 32 9s and also goes back in the negative direction. I am curious why you think it is any number with 32 digits or less. If he were to use an int data type to hold the seed. Then the range would be -2,147,483,648 to 2,147,483,647 and if he were to use a long the range would be -9,223,372,036,854,775,808 to 9,223,372,036,854,775,807.
And I just tested out both cases and the number range is that of a long variable so the number of seeds you can generate is from -9223372036854775808 to 9223372036854775807. If you go over or below these numbers I think it converts the entire thing into an ascii version of the numbers, but that would require further testing. I will get back on this later. I am also very curious if we can control our worlds by learning the seed algorithm and its affect on the world.
Fav Mod Edit Eva
Math isnt my strong point :/
All I know of is this:
-all seeds are numbers
-the seed slot has 32 digits
-seeds can be less than 32 digits in length (as in case of seed 404)
the first time (007) i explored a bit and found 2 floating islands and the second time (lots of 0s 7) i spawned under one of them
also i think maps with 7 tend to have floating islands
Its been mentioned elsewhere, but something interest about "Mojang" (with capital M) is that it has a fixed spawn location.
I'm going to try and find some interesting seeds in my free time this weekend.
Third case isn't needed, it is in fact identical as 00000000000000000000000000000404, is it not?
Hamumu.com, the site I should thank for helping me find minecraft.
The contents of seeds have about as much bearing on the world they create as the stars do on your life.
Any patterns you find are the result of just pure chance.
It would be like trying to see if different colored dice had tenancies to roll higher or lower on average.
Then zero work exactly like it does in real math, its a placeholder. But in the case of something like 000001 its not holding anything up so it might as well just be a 1. Now if the seed generator took decimals this would be a different story, as .0001 is certainly different than .1
Anyway nice thread Benj, It will be intiresting to see how this works out!
tl;dr So there are probably 2^32, maybe 2^64 (still enormous numbers) unique seeds possible, but more than 1 input in to the seed field to get each one.