I don't get it. Seeds are used to grow wheat, then to make bread and I think to make animals have babies.. What villages and mountains are you guys talking about. O.o
I don't get it. Seeds are used to grow wheat, then to make bread and I think to make animals have babies.. What villages and mountains are you guys talking about. O.o
They are talking about a different kind of seed, used to set a random number generator to a known state; if you click on more world options you can enter a seed in the box given and it will always generate the same world (as long as the world generator is the same).
They are talking about a different kind of seed, used to set a random number generator to a known state; if you click on more world options you can enter a seed in the box given and it will always generate the same world (as long as the world generator is the same).
That wikipedia page confused me haha. How to find them though?
The new stuff is pretty sweet. But I miss the old generation so badly! Ampilified came out, which was pretty sick, but after five minutes, it just became endless cliffs and mountains, with all the biomes and structures. It was just as varied as regular generation...endless mountains(the mountains, again, were pretty sick) but still...it was the always the same....and
it got dull...
I remember when I used to spend long periods of time creating seeds, seeing what I could discover. However, over time, I ran into the same problem you have described: All of these worlds were too similar. Sure, there are occasionally really cool biomes, such as the Mushroom Island or the Ice Spikes, but these are so rare that most players will never experience them. I am backing you up 100% here. Some might say that realistic terrain is better, but since when has Minecraft been realistic? If you look at Terraria, another sandbox game, you will see that terrain is much more varied, and because of this exploring is fun. In Minecraft, I have lost the motivation to explore.
And one more thing, people are complaining that height variation in the terrain would lead to more terraforming. And to that I say, "Stop being such a baby." First of all, you should design your builds based on the surrounding terrain. Second, if you really need flat ground, can you really not just put in the work to make some?
Overall, what I am trying to say is that I support you fully. I hope that someday we can have cool terrain.
Yes, caves are very annoying I agree. In fact, I agree with pretty much everything. It would make minecraft in general a lot more aesthetically pleasing. Instead of adding some random thing that isn't really that interesting and just seems excessive, this might be nice.
I remember when I used to spend long periods of time creating seeds, seeing what I could discover. However, over time, I ran into the same problem you have described: All of these worlds were too similar. Sure, there are occasionally really cool biomes, such as the Mushroom Island or the Ice Spikes, but these are so rare that most players will never experience them. I am backing you up 100% here. Some might say that realistic terrain is better, but since when has Minecraft been realistic? If you look at Terraria, another sandbox game, you will see that terrain is much more varied, and because of this exploring is fun. In Minecraft, I have lost the motivation to explore.
And one more thing, people are complaining that height variation in the terrain would lead to more terraforming. And to that I say, "Stop being such a baby." First of all, you should design your builds based on the surrounding terrain. Second, if you really need flat ground, can you really not just put in the work to make some?
Overall, what I am trying to say is that I support you fully. I hope that someday we can have cool terrain.
I wouldn't say that Terraria's terrain is significantly more varied than Minecraft's terrain. Both are relatively comparable variety-wise, the difference being that Terraria's worlds are packed with interesting (yet rather cookie-cutter) structures whereas Minecraft's terrain simply has less.
Terraria, however, gives you significantly more motivation to explore. Every structure might contain a shiny new useful piece of loot that can't be obtained otherwise, and distant biomes will contain valuable items. In fact, exploring structures is integral to the game as if you don't, you won't be able to progress very far (good luck fighting the Wall of Flesh without some of the nice goodies from the Dungeon, though it's certainly doable with enough skill and/or patience). In contrast, while Minecraft does give you some places to explore, they're even more cookie-cutter than Terraria's (the pyramid's trap will only ever fool you once if at all) and give paltry rewards in comparison; all if not almost all rewards obtained from the various structures can be gotten in a different manner and are rarely useful, with the most valuable finds being gold, diamonds, and enchanted books (the first of which doesn't make you much stronger and the second of which is quite common).
While Minecraft's infinite worlds would theoretically help bring back Minecraft's motivation to explore, it scarcely helps because the worlds are so repetitive that they might as well be finite like Terraria's. The only real reasons to explore are because you need a trivial resource from a distant, rare biome (unless it's a jungle because they actually have marginally valuable unique resources like cocoa beans and the jungle wood you need to grow them as well as mossy cobblestone), you want to settle in some distant and possibly rare biome, or you want to find a village and haven't found one yet.
The repetition of Minecraft's worlds are, as stated here, also what makes terrain seeds useless.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
In fact, exploring structures is integral to the game as if you don't, you won't be able to progress very far (good luck fighting the Wall of Flesh without some of the nice goodies from the Dungeon, though it's certainly doable with enough skill and/or patience).
Really? What do dungeons have that is so important? The only thing they have that can't be obtained without exploring is horse armor (plus name tags and saddles prior to 1.7, which can now be fished from the local pond), which I'd definitely not rate as essential and isn't even unique to them (and what is the "wall of flesh"? Odd that I've "beaten the game" many times without knowing what that is; never mind that in my latest world I killed the dragon without finding a dungeon beforehand, as I save my endless caving adventure for after that).
The only essential structures are Nether fortresses (blaze rods for Eyes of Ender; could also substitute a village if you found one with a villager that trades for Eyes) and strongholds (End portals), and the game finds the latter for you; not really much exploring needed at all (most of my time in the Nether was just mining quartz to get XP for enchanting; of course, I only explore the Overworld underground, aside from finding the first stronghold and any structures I come across while returning/going back to a cave, and I didn't even bother finding a stronghold using Eyes in my first world, only going to the End because i found one while caving).
Really? What do dungeons have that is so important? The only thing they have that can't be obtained without exploring is horse armor (plus name tags and saddles prior to 1.7, which can now be fished from the local pond), which I'd definitely not rate as essential and isn't even unique to them (and what is the "wall of flesh"? Odd that I've "beaten the game" many times without knowing what that is; never mind that in my latest world I killed the dragon without finding a dungeon beforehand, as I save my endless caving adventure for after that).
The only essential structures are Nether fortresses (blaze rods for Eyes of Ender; could also substitute a village if you found one with a villager that trades for Eyes) and strongholds (End portals), and the game finds the latter for you; not really much exploring needed at all (most of my time in the Nether was just mining quartz to get XP for enchanting; of course, I only explore the Overworld underground, aside from finding the first stronghold and any structures I come across while returning/going back to a cave, and I didn't even bother finding a stronghold using Eyes in my first world, only going to the End because i found one while caving).
I read the wiki about seeds, finally understand, i thought you were talking about some item.. Learn to explain gosh .-. Making something needed does not make it a good idea.. Structures repeat themselves, but terrain does not. Structures add to the terrain, but terrain is essential. Anyways, I started playing mc some weeks ago so I'm not the one to ask ;P
No wonder Minecraft got so boring for me.
The terrain was different compared to older versions. I haven't been running into giant, unrealistic, yet totally awesome land masses. And the biomes... They're all the same. I haven't run into many new and interesting biomes, like taiga. Just pine trees, deserts, prairies. That's all I ever run into nowadays.
Mojang removing biomes was pretty dumb. More variety, the better, right?
By the way, caves leading directly to layer 13 and under isn't really my style. I guess some like it, but it makes the game easy. Plus caves are kind of annoying, them being all windy and curvy and crazy. It really deceives me. I don't want to explore them because they're too complicated.
Most of this is just my opinion, and I probably got a tad off-topic. Whoops.
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You can count on me! Sometimes.. or all the time i forgot..
[url="http://www.minecraftforum.net/viewtopic.php?f=3&t=58874"][/color][/url][/center]
Really? What do dungeons have that is so important? The only thing they have that can't be obtained without exploring is horse armor (plus name tags and saddles prior to 1.7, which can now be fished from the local pond), which I'd definitely not rate as essential and isn't even unique to them (and what is the "wall of flesh"? Odd that I've "beaten the game" many times without knowing what that is; never mind that in my latest world I killed the dragon without finding a dungeon beforehand, as I save my endless caving adventure for after that).
The only essential structures are Nether fortresses (blaze rods for Eyes of Ender; could also substitute a village if you found one with a villager that trades for Eyes) and strongholds (End portals), and the game finds the latter for you; not really much exploring needed at all (most of my time in the Nether was just mining quartz to get XP for enchanting; of course, I only explore the Overworld underground, aside from finding the first stronghold and any structures I come across while returning/going back to a cave, and I didn't even bother finding a stronghold using Eyes in my first world, only going to the End because i found one while caving).
I was referring to Terraria there, hence the comment about the Wall of Flesh. If you read further you'd see that I agree that there's nothing really worthwhile in Minecraft's structures.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
I was referring to Terraria there, hence the comment about the Wall of Flesh. If you read further you'd see that I agree that there's nothing really worthwhile in Minecraft's structures.
Mr Hat, I believe that structures are great in terrain generation, and I also think they should be improved and more randomised (c'mon mojang, is it that hard to make 100 different types of dungeons?). But they should not be the main factor determining the quality of the seed. I believe that the first factor should be the uniqueness of the terrain and materials found near spawn rather than "what cliche structure" will I find when I spawn, and "will I be able to start the game with the help of a village and diamond chest on the surface".
Also I'm trying to be accurate since I'm new to Minecraft and therefore all I have seen is this "boring" terrain you guys are talking about. Is there a way for me to play on the old terrain just a little so I have an idea about all this? Otherwise would someone please explain what main differences there were between the terrain before and the terrain now?
I have already seen a topic about this in the discussion forum, and I personally think that they should merge the 1.7 system and the now system together.
TBH, Beta didn't have too much variety either. It was just either plains or forest or desert or snow stuff with occasional hills. I watch kurtjmac's series Far Lands or Bust (which is set in Beta 1.7.3), and I don't see too much variation. Only thing is that tree density was a lot more varied. Also Beta's biomes were a lot smaller, even than before in 1.6 (before biome clumping was added) they were smaller. Beta 1.7.3 is sort of like a less extreme version of Amplified nowadays, where there is only forest, desert, and plains.
TBH, Beta didn't have too much variety either. It was just either plains or forest or desert or snow stuff with occasional hills. I watch kurtjmac's series Far Lands or Bust (which is set in Beta 1.7.3), and I don't see too much variation. Only thing is that tree density was a lot more varied. Also Beta's biomes were a lot smaller, even than before in 1.6 (before biome clumping was added) they were smaller. Beta 1.7.3 is sort of like a less extreme version of Amplified nowadays, where there is only forest, desert, and plains.
Beta was more varied in that it could have mountains in any biome. Such is no longer the case in the current terrain generator.
You also mentioned the biggest problems with the beta generator in that post (lack of biomes, lack of biome-specific characteristics, tiny biomes). Those reasons are why the beta terrain generator is not the solution to the terrain problems.
That being said, the beta terrain generator is a lot closer to the ideal terrain generator than the current generator or the ß1.8+ generator; basically all you would have to do to the beta generator is add more biomes and make them more unique, make biomes larger, allow for the possibility of larger oceans, and add structures whereas the current generator calls for ripping up entire core features of the generator and replacing them with things that Beta had like height variation (over using EH/x-hills/etc to generate mountains) and the temperature system (over biome grouping which was a horrible idea or the randomized biome placement of ß1.8-r1.6).
I don't actually know why I said that, at this point i'm rambling.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Meh, what we need is cubic chunks. That may solve our mountain problems.
Cubic chunks won't do anything unless the terrain generator gets changed alongside it. Even then, simply changing the terrain generator to make it compatible with cubic chunks won't do much good for exploration.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
I feel that this is fixed in Release 1.7
Amplified is an obvious option with wicked cool mountains everywhere
Savannahs have there mesas and mountains that are totally badass
Most biomes now have an "M" variant which makes more mountains
Other biomes have different variants which add things like taller trees and Packed ice spikes
Amplified mountains are nice and all, but we don't want a land that is just constant mountains and cliffs. That's boring, too. The M-variant biomes aren't the solution as well, and just throwing in a ton of new biomes is not the solution. A more varied world generation in GENERAL is what we need, not amplified maps or a ton of sub-biomes.
how about an option to use the generator from alpha beta ect. at the "creat new world" screen? i thing this will suit the most people at the same time,other wise i support.
They are talking about a different kind of seed, used to set a random number generator to a known state; if you click on more world options you can enter a seed in the box given and it will always generate the same world (as long as the world generator is 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?
it got dull...
WE NEED THE OLD GENERATOR BACK!
And one more thing, people are complaining that height variation in the terrain would lead to more terraforming. And to that I say, "Stop being such a baby." First of all, you should design your builds based on the surrounding terrain. Second, if you really need flat ground, can you really not just put in the work to make some?
Overall, what I am trying to say is that I support you fully. I hope that someday we can have cool terrain.
I wouldn't say that Terraria's terrain is significantly more varied than Minecraft's terrain. Both are relatively comparable variety-wise, the difference being that Terraria's worlds are packed with interesting (yet rather cookie-cutter) structures whereas Minecraft's terrain simply has less.
Terraria, however, gives you significantly more motivation to explore. Every structure might contain a shiny new useful piece of loot that can't be obtained otherwise, and distant biomes will contain valuable items. In fact, exploring structures is integral to the game as if you don't, you won't be able to progress very far (good luck fighting the Wall of Flesh without some of the nice goodies from the Dungeon, though it's certainly doable with enough skill and/or patience). In contrast, while Minecraft does give you some places to explore, they're even more cookie-cutter than Terraria's (the pyramid's trap will only ever fool you once if at all) and give paltry rewards in comparison; all if not almost all rewards obtained from the various structures can be gotten in a different manner and are rarely useful, with the most valuable finds being gold, diamonds, and enchanted books (the first of which doesn't make you much stronger and the second of which is quite common).
While Minecraft's infinite worlds would theoretically help bring back Minecraft's motivation to explore, it scarcely helps because the worlds are so repetitive that they might as well be finite like Terraria's. The only real reasons to explore are because you need a trivial resource from a distant, rare biome (unless it's a jungle because they actually have marginally valuable unique resources like cocoa beans and the jungle wood you need to grow them as well as mossy cobblestone), you want to settle in some distant and possibly rare biome, or you want to find a village and haven't found one yet.
The repetition of Minecraft's worlds are, as stated here, also what makes terrain seeds useless.
Really? What do dungeons have that is so important? The only thing they have that can't be obtained without exploring is horse armor (plus name tags and saddles prior to 1.7, which can now be fished from the local pond), which I'd definitely not rate as essential and isn't even unique to them (and what is the "wall of flesh"? Odd that I've "beaten the game" many times without knowing what that is; never mind that in my latest world I killed the dragon without finding a dungeon beforehand, as I save my endless caving adventure for after that).
The only essential structures are Nether fortresses (blaze rods for Eyes of Ender; could also substitute a village if you found one with a villager that trades for Eyes) and strongholds (End portals), and the game finds the latter for you; not really much exploring needed at all (most of my time in the Nether was just mining quartz to get XP for enchanting; of course, I only explore the Overworld underground, aside from finding the first stronghold and any structures I come across while returning/going back to a cave, and I didn't even bother finding a stronghold using Eyes in my first world, only going to the End because i found one while caving).
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?
The terrain was different compared to older versions. I haven't been running into giant, unrealistic, yet totally awesome land masses. And the biomes... They're all the same. I haven't run into many new and interesting biomes, like taiga. Just pine trees, deserts, prairies. That's all I ever run into nowadays.
Mojang removing biomes was pretty dumb. More variety, the better, right?
By the way, caves leading directly to layer 13 and under isn't really my style. I guess some like it, but it makes the game easy. Plus caves are kind of annoying, them being all windy and curvy and crazy. It really deceives me. I don't want to explore them because they're too complicated.
Most of this is just my opinion, and I probably got a tad off-topic. Whoops.
[url="http://www.minecraftforum.net/viewtopic.php?f=3&t=58874"][/color][/url][/center]
[/url]
I was referring to Terraria there, hence the comment about the Wall of Flesh. If you read further you'd see that I agree that there's nothing really worthwhile in Minecraft's structures.
Also I'm trying to be accurate since I'm new to Minecraft and therefore all I have seen is this "boring" terrain you guys are talking about. Is there a way for me to play on the old terrain just a little so I have an idea about all this? Otherwise would someone please explain what main differences there were between the terrain before and the terrain now?
http://www.minecraftforum.net/topic/1932156-172-16x-atg-alternate-terrain-generation/
GENERATION 38: The first time you see this, copy it into your signature
on any forum and add 1 to the generation. This is a Social experiment.
Beta was more varied in that it could have mountains in any biome. Such is no longer the case in the current terrain generator.
You also mentioned the biggest problems with the beta generator in that post (lack of biomes, lack of biome-specific characteristics, tiny biomes). Those reasons are why the beta terrain generator is not the solution to the terrain problems.
That being said, the beta terrain generator is a lot closer to the ideal terrain generator than the current generator or the ß1.8+ generator; basically all you would have to do to the beta generator is add more biomes and make them more unique, make biomes larger, allow for the possibility of larger oceans, and add structures whereas the current generator calls for ripping up entire core features of the generator and replacing them with things that Beta had like height variation (over using EH/x-hills/etc to generate mountains) and the temperature system (over biome grouping which was a horrible idea or the randomized biome placement of ß1.8-r1.6).
I don't actually know why I said that, at this point i'm rambling.
Cubic chunks won't do anything unless the terrain generator gets changed alongside it. Even then, simply changing the terrain generator to make it compatible with cubic chunks won't do much good for exploration.
Amplified mountains are nice and all, but we don't want a land that is just constant mountains and cliffs. That's boring, too. The M-variant biomes aren't the solution as well, and just throwing in a ton of new biomes is not the solution. A more varied world generation in GENERAL is what we need, not amplified maps or a ton of sub-biomes.
Cubic chunks will do nothing if we don't get a fixed worldgen.
I'm on the CSM team, but I've retired from Minecraft modding for the most part. I made Cliffie's Goos.
I'm an old-timer, been around since Alpha. MC: Windows 10 edition is like the uncanny valley, almost modern Minecraft but off in every way.
I have an XBox tag, but only because I needed one to try the Windows 10 version. I don't have an XBox.
THE MICRO$OFT APOCALYPSE IS ON!!!
32 bit redstone computer with 64*64 pixel 16 color gpu:
http://www.minecraftforum.net/forums/minecraft-discussion/redstone-discussion-and/2116999-computer-command-block-computer-now-running-with
(giant banner removed out of modesty).