the size and frequency of caves, mountains, beaches etc. should be adjustable options when creating a new world.
or an option to determine the amount of surrealism, so you have the option to choose between cool and realistic
I am waiting with baited breath for such a thing. The underground may as well be the nether for all the solid area it has. It's as if Minecraft is deliberately being a scumbag.
Me: "Almost have a dead mine, I'll be able to build onto another town and move to that new location." Minecraft: "I see you've almost finished mining this cave. Let me add 30 others in the near vicinity that all link together.for you to spend weeks clearing out." Me: "Son-of-a..."
what hes really talking about is the terrain generator is so repetitive that seeds are pointless as a result, and one more sprecific part of this is that biomes are all the same due to the terrain generators suckiness
also the only fun in exploring for me is completing an entire map.
I completely agree with you one hundred percent. These days i find my self downloading and playing countless adventure maps trying to get something new out of the game but i just isnt the same as it used to be. Also now i have kind of torn away from the pc version of minecraft and went to playing the Xbox version just for the awesome mountains and floating islands. What happened to the good seeds like Glacier and gargamel. I am not saying i want the older generator back but a better one to come in the near future.
You know the biggest problem? Jeb has started adding the BAD parts of the 1.7 generator without adding the good parts.
What we want: Biomes being actually diverse, and different in each seed and new biome. One mountain biome not looking exactly like the next one you find.2 forest biomes not being exactly the same.
What Jeb thinks we want: We don't care about biomes being different, we want craziness. CRAZY terrain everywhere, to the point where it gives you a headache, but still all biomes being exactly the same. Floating patches of sand in every desert, weird crazy stupid looking formations in EVERY mountain biome.
Want to know what I mean? Play the latest snapshot. It gave me a headache.
You know the biggest problem? Jeb has started adding the BAD parts of the 1.7 generator without adding the good parts.
What we want: Biomes being actually diverse, and different in each seed and new biome. One mountain biome not looking exactly like the next one you find.2 forest biomes not being exactly the same.
What Jeb thinks we want: We don't care about biomes being different, we want craziness. CRAZY terrain everywhere, to the point where it gives you a headache, but still all biomes being exactly the same. Floating patches of sand in every desert, weird crazy stupid looking formations in EVERY mountain biome.
Want to know what I mean? Play the latest snapshot. It gave me a headache.
I've been thinking similarly. I've been getting the idea that Jeb is thinking too extreme -- being on the lowest extreme and the highest. He could also be thinking too simplistic. I'm guessing that whenever there is something to fix in Minecraft, he wants the quickest way possible, and that way is not always the right way.
So I'm guessing you didn't read the thread all the way through? And as I said - feel free to prove me wrong with pictures, images, whatever it may be and yet you reply with your opinionated post while at the same time failing to present any evidence to prove your cause. why is that?
Seeds are shared: they do provide players with the ability to share a neat map they found with one another but 9 out of 10 times since 1.8 a seed is shared for biomes, structures, or some other pointless reason. It's never for the land structures like it was before 1.8. This isn't a nostalgic thing this is a wanting a new, diverse, and wilder terrain generator with 1.2.5.
Before creating your pointless posts, try reading the original post.
Edit -----
And the reason seeds would be considered pointless is because every map in minecraft today is pretty much the exact same thing. They are repetitive, dull, flat, boring. It's the same nonsense no matter what kind of map you load and therefore: seeds are pointless. millions of different seeds: same map. Seems drastic but: read the original post.
So then the title should still be more like: Terrain seeds have become useless and heres
So I'm guessing you didn't read the thread all the way through? And as I said - feel free to prove me wrong with pictures, images, whatever it may be and yet you reply with your opinionated post while at the same time failing to present any evidence to prove your cause. why is that?
Seeds are shared: they do provide players with the ability to share a neat map they found with one another but 9 out of 10 times since 1.8 a seed is shared for biomes, structures, or some other pointless reason. It's never for the land structures like it was before 1.8. This isn't a nostalgic thing this is a wanting a new, diverse, and wilder terrain generator with 1.2.5.
Before creating your pointless posts, try reading the original post.
Edit -----
And the reason seeds would be considered pointless is because every map in minecraft today is pretty much the exact same thing. They are repetitive, dull, flat, boring. It's the same nonsense no matter what kind of map you load and therefore: seeds are pointless. millions of different seeds: same map. Seems drastic but: read the original post.
By that the title should still be more like "Terrain Seeds have Become Useless and Here's Why". Otherwise it still misleads to make people think you mean they were always useless. And I'm talking if haven't actually read your thread yet and have only seen the title.
Well, I think that if they made a gui in minecraft that let you choose which version of terrain (including your newly suggested version) it would please an even greater percentage of people.
I will admit, I started playing Minecraft about a month before Beta 1.8.1's release, but I think back to my world I started back in 1.7.3, and I have yet to see more interesting terrain.
I also agree that mods can't come close to what we want. The mods can make bizarre terrain, but nothing I'd want for all my worlds.
Back on my first world in 1.7.3 I remember wondering the area trying to find a good spot for my house, and ending up making a mud hut on a peninsula, half buried in the Earth just to survive the night. I remember looking for an area for a secondary base, and finding an awesome location just a hundred-or-so blocks from the main one. I remember experiencing a glitch with my Nether portal and ending up in the middle of an ice ocean and wandering for 10 minutes before finding my base, all the while seeing cool land formations.
I also remember annoying generations that were complete eye-sores, that were so out of place, which, fortunately were removed in 1.8.1. 1.8+ world gen may be realistic, but it is boring as hell. Many Model Railroaders model only interesting or iconic locations/scenes so that their railroad is interesting to look at, no matter where you view, but at the same time they do their best to make it realistic. Why can't Minecraft world gen be like that? only interesting/iconic features, while still fairly realistic?
I did see this one post-1.8 seed that was a mountain with a jungle on it in the middle of an endless ocean with a badass cave system underneath. *deep breath*
But yeah, old terrain generation was pretty boss, and it was possible to find a cool place to live.
Well, I find this hard to believe, but Shreaders, I started playing on your Minecraft server a few days ago, but before I even joined I already knew ya (on account of these forums). What a coincidence, too, because I didn't find out about MineBomb on this forum, I found out about it on another server. Weird coincidence to be sure.
Anyways, I fully support this and hope it is implemented soon.
I personally think they could work towards solvinh this issue by allowing the player to choose frequencies of things, then let the map types adjust those settings automatically.
Things like frequencies: cavern frequencies, village frequencies, dungeon frequencies, chasm frequencies (I'll set that to 0 thank you very much), temple frequency, pyramid frequencies, river fequencies, mineshaft frequencies, monster room frequencies.
Also thinks like biome percentages. Someone wants a water world, they'd jack up the ocean frequency. Someone wants an Arid planet, jack up the desert. Winter planet, jack up the snow. So on and so on. As long as the end percentage equals 100%, you could completely eliminate some biomes.
Furthermore, allowing a world to be customized like this could allow the future possibility of traveling between minecraft worlds for new experiences on the same character. Got to beat Starbound some how, don't you mojang.
Rollback Post to RevisionRollBack
If you stack a Desert Temple on the top of a Jungle Temple which is on the top of two churches you get a megazord
What does this REMOTELY have to do with seeds? Any randomizer function has a seed. If you want terrain to be random, it must have an input seed.
What you are whining about is HOW the terrain generator runs off of the seed.
Still, every world is basically the same. There is no need for randomization because there is nothing in the terrain to randomize. They need to bring back height variation, cave size variation, etc.
I personally think they could work towards solvinh this issue by allowing the player to choose frequencies of things, then let the map types adjust those settings automatically.
Things like frequencies: cavern frequencies, village frequencies, dungeon frequencies, chasm frequencies (I'll set that to 0 thank you very much), temple frequency, pyramid frequencies, river fequencies, mineshaft frequencies, monster room frequencies.
Also thinks like biome percentages. Someone wants a water world, they'd jack up the ocean frequency. Someone wants an Arid planet, jack up the desert. Winter planet, jack up the snow. So on and so on. As long as the end percentage equals 100%, you could completely eliminate some biomes.
Furthermore, allowing a world to be customized like this could allow the future possibility of traveling between minecraft worlds for new experiences on the same character. Got to beat Starbound some how, don't you mojang.
But then every world wouldn't be random. You wouldn't have, for example, a big area with no caves and then caves in areas around it. Every world needs the chance to be unique and every area needs the chance to be unique. If they added a random option to all of those sliders, I wouldn't have a problem with it. However as many people say, the game doesn't need anymore options. Exploration as an obligatory challenge to minecraft would be lost.
I completely agree with the OP. I've been playing Minecraft for a long while now, hosting my own server usually. I save every map and, while the new biomes are fun, everything sort of starts to blend together after a while. The latest map I made I had LARGEBIOMES active, and I honestly couldn't tell the difference in size from another map I made (except for one Jungle that was pretty massive on the Y axis.) There are so many biomes now, you can't really explore a whole lot in one direction without passing through at least three completely adverse biomes- say for instance, a Jungle then Desert followed by Tundra.
So anyways, I feel that having the generator plant the terrain first and, perhaps make biome shifts if nothing else more gradual, it'd help a lot in the generic terrain, at least above ground.
I also agree that underground features need to be severely cut down on. I love exploring caves, but it starts to get tedious when I have ten paths that need to be scouted out, which keep branching off into more and more. Small caves are okay too!
I guess I figured out what disturb me the most in the new generation : the size of the biomes.
In 1.7.3, Biomes were so small the landscape was always different.
I mean, my house was in a plain, near a sandy lake, next to a frozen lake. In the background was a beautiful Snowy mountain next to a pine forest, next to a regular forest.
In 1.2.5, I live in a plain, next to a jungle ... That's all I can see when I go on the roof of my house.
It's so depressing ...
I agree with this.
Infact i live in a plain devided by a line of trees and next to it is the damn too common Jungles and the dull crappy extremehills that limits mountain generation in all biomes
i play in the version 1.7.3(magic launcher) and i started play in the 1.6, when you start in a beach, that gives the sensation of a new start, not a sad forest with a sad jungle, i really miss the oldworld generation (isnt possible to make a mod wath adds the old world generation but like a huge biome? think wath that can be a good solution)
Rollback Post to RevisionRollBack
sorry for mi english, i am from argentina
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I am waiting with baited breath for such a thing. The underground may as well be the nether for all the solid area it has. It's as if Minecraft is deliberately being a scumbag.
Me: "Almost have a dead mine, I'll be able to build onto another town and move to that new location."
Minecraft: "I see you've almost finished mining this cave. Let me add 30 others in the near vicinity that all link together.for you to spend weeks clearing out."
Me: "Son-of-a..."
also the only fun in exploring for me is completing an entire map.
What we want: Biomes being actually diverse, and different in each seed and new biome. One mountain biome not looking exactly like the next one you find.2 forest biomes not being exactly the same.
What Jeb thinks we want: We don't care about biomes being different, we want craziness. CRAZY terrain everywhere, to the point where it gives you a headache, but still all biomes being exactly the same. Floating patches of sand in every desert, weird crazy stupid looking formations in EVERY mountain biome.
Want to know what I mean? Play the latest snapshot. It gave me a headache.
I've been thinking similarly. I've been getting the idea that Jeb is thinking too extreme -- being on the lowest extreme and the highest. He could also be thinking too simplistic. I'm guessing that whenever there is something to fix in Minecraft, he wants the quickest way possible, and that way is not always the right way.
So then the title should still be more like: Terrain seeds have become useless and heres
By that the title should still be more like "Terrain Seeds have Become Useless and Here's Why". Otherwise it still misleads to make people think you mean they were always useless. And I'm talking if haven't actually read your thread yet and have only seen the title.
I also agree that mods can't come close to what we want. The mods can make bizarre terrain, but nothing I'd want for all my worlds.
Back on my first world in 1.7.3 I remember wondering the area trying to find a good spot for my house, and ending up making a mud hut on a peninsula, half buried in the Earth just to survive the night. I remember looking for an area for a secondary base, and finding an awesome location just a hundred-or-so blocks from the main one. I remember experiencing a glitch with my Nether portal and ending up in the middle of an ice ocean and wandering for 10 minutes before finding my base, all the while seeing cool land formations.
I also remember annoying generations that were complete eye-sores, that were so out of place, which, fortunately were removed in 1.8.1. 1.8+ world gen may be realistic, but it is boring as hell. Many Model Railroaders model only interesting or iconic locations/scenes so that their railroad is interesting to look at, no matter where you view, but at the same time they do their best to make it realistic. Why can't Minecraft world gen be like that? only interesting/iconic features, while still fairly realistic?
So, yes, I totally support.
~Train~
But yeah, old terrain generation was pretty boss, and it was possible to find a cool place to live.
Anyways, I fully support this and hope it is implemented soon.
What does this REMOTELY have to do with seeds? Any randomizer function has a seed. If you want terrain to be random, it must have an input seed.
What you are whining about is HOW the terrain generator runs off of the seed.
Things like frequencies: cavern frequencies, village frequencies, dungeon frequencies, chasm frequencies (I'll set that to 0 thank you very much), temple frequency, pyramid frequencies, river fequencies, mineshaft frequencies, monster room frequencies.
Also thinks like biome percentages. Someone wants a water world, they'd jack up the ocean frequency. Someone wants an Arid planet, jack up the desert. Winter planet, jack up the snow. So on and so on. As long as the end percentage equals 100%, you could completely eliminate some biomes.
Furthermore, allowing a world to be customized like this could allow the future possibility of traveling between minecraft worlds for new experiences on the same character. Got to beat Starbound some how, don't you mojang.
Still, every world is basically the same. There is no need for randomization because there is nothing in the terrain to randomize. They need to bring back height variation, cave size variation, etc.
But then every world wouldn't be random. You wouldn't have, for example, a big area with no caves and then caves in areas around it. Every world needs the chance to be unique and every area needs the chance to be unique. If they added a random option to all of those sliders, I wouldn't have a problem with it. However as many people say, the game doesn't need anymore options. Exploration as an obligatory challenge to minecraft would be lost.
So anyways, I feel that having the generator plant the terrain first and, perhaps make biome shifts if nothing else more gradual, it'd help a lot in the generic terrain, at least above ground.
I also agree that underground features need to be severely cut down on. I love exploring caves, but it starts to get tedious when I have ten paths that need to be scouted out, which keep branching off into more and more. Small caves are okay too!
I agree with this.
Infact i live in a plain devided by a line of trees and next to it is the damn too common Jungles and the dull crappy extremehills that limits mountain generation in all biomes
I miss the vararity