I've been using SR388 as my "standard" seed since seeds were introduced, it's been largely the same spawn point, never mind AREA, and since 1.3 I've noticed that sometimes a specific village isn't generated. I figured this was a quirk of EBXL, but since removing it (and trying with maybe a dozen other "we modify worldgen heavily" mods) I've noticed that this keeps happening. Maybe 7 out of 10 times, I'll not even get this village generating, and it's frustrating when it DOESN'T, and I'd like to know if anybody knows WHY
Here, you can see it's been generated (with a blacksmith, which is a first) in a modded instance (I disabled Biomes O' Plenty, because when it's enabled, this is a forested hill area), with no village or "major" terrain gen altering mods (just ones that add ores, you know, forestry, IC2, natura, buildcraft, that stuff)
And here, you can see that it HASN'T generated, in a clean vanilla instance
if I took the time, I could get more screenshots, from 1.3.2, 1.4.7, and 1.5.2 but the results will be the same - sometimes it generates, sometimes it doesn't.
PC-MC1.6.2 no mods at all, default, seed: SR388 (79145908). No village at that location.
Amidst v3.0 shows a village is PROBABLE at 160,0 (x,z).
Amidst has about a 90% accuracy rate with predicting structures because it only uses the first part of the MC world generation program.
That is, the part that generates the biomes and probable structure locations. ie The world map itself.
The part of the world generator code that Amidst uses hasn't seemed to have changed appreciably since ~March of 2012.
Later code in the MC world generator refines this by NOT generating villages, temples, or witch huts under certain conditions.
Specifically, villages are less likely to be placed too close to a river/ocean, or biome borders and probably other instances such as where there isn't enough room.
When these parameters stack up as they do at this location (160,0) , the village won't be constructed.
Variations in the world generators from version to version will explain why it's there sometimes and sometimes not.
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
Actually, you're the first person that I'm aware of that has noticed this behavior, other than Amidst users, of course.
I doubt that there are many mine crafters that generate the same world in each version as it comes out and then plays it enough to notice subtle differences. And, yes, in the great scheme of things in an MC world a missing village is a subtle occurrence.
I'm not aware of any other program that uses the map generating routines of the main minecraft .jar other than Amidst and those of that are fans of it have been aware that some structures indicated are phantoms.
Rollback Post to RevisionRollBack
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
Here, you can see it's been generated (with a blacksmith, which is a first) in a modded instance (I disabled Biomes O' Plenty, because when it's enabled, this is a forested hill area), with no village or "major" terrain gen altering mods (just ones that add ores, you know, forestry, IC2, natura, buildcraft, that stuff)
And here, you can see that it HASN'T generated, in a clean vanilla instance
if I took the time, I could get more screenshots, from 1.3.2, 1.4.7, and 1.5.2 but the results will be the same - sometimes it generates, sometimes it doesn't.
Amidst v3.0 shows a village is PROBABLE at 160,0 (x,z).
Amidst has about a 90% accuracy rate with predicting structures because it only uses the first part of the MC world generation program.
That is, the part that generates the biomes and probable structure locations. ie The world map itself.
The part of the world generator code that Amidst uses hasn't seemed to have changed appreciably since ~March of 2012.
Later code in the MC world generator refines this by NOT generating villages, temples, or witch huts under certain conditions.
Specifically, villages are less likely to be placed too close to a river/ocean, or biome borders and probably other instances such as where there isn't enough room.
When these parameters stack up as they do at this location (160,0) , the village won't be constructed.
Variations in the world generators from version to version will explain why it's there sometimes and sometimes not.
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
The latest release of Amidst, version 4.6 can be found here:
https://github.com/toolbox4minecraft/amidst/releases
You should probably also read this:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/2970854-amidst-map-explorer-for-minecraft-1-14
You can find me on the Minecraft Forums Discord server.
https://discord.gg/wGrQNKX
I doubt that there are many mine crafters that generate the same world in each version as it comes out and then plays it enough to notice subtle differences. And, yes, in the great scheme of things in an MC world a missing village is a subtle occurrence.
I'm not aware of any other program that uses the map generating routines of the main minecraft .jar other than Amidst and those of that are fans of it have been aware that some structures indicated are phantoms.
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
The latest release of Amidst, version 4.6 can be found here:
https://github.com/toolbox4minecraft/amidst/releases
You should probably also read this:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/2970854-amidst-map-explorer-for-minecraft-1-14
You can find me on the Minecraft Forums Discord server.
https://discord.gg/wGrQNKX