well then how dose/did/need it happen if you are such an expert on this.
When terrain was generated, it requested temperature/humidity arrays (Not biomes themselves) and was slightly modified based on that, then requested biomes that were based on temperature/humidity, not terrain, and generated trees etc based on that.
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Tassadar12345
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A seed is a value for spawning blocks within the world generation of minecraft. it is not something that simply can be "changed" in a seed it turns the integer/character you type and turns it into a formation of a number of blocks. seeds are not anything easy. it takes a lot of code to make the seed generator. when you don't input a seed the random seed usually comes from a random number in the game code or what time it is.Jeb can not and wont change this. Congrats on your marriage!
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A seed is a value for spawning blocks within the world generation of minecraft. it is not something that simply can be "changed" in a seed it turns the integer/character you type and turns it into a formation of a number of blocks. seeds are not anything easy. it takes a lot of code to make the seed generator. when you don't input a seed the random seed usually comes from a random number in the game code or what time it is.Jeb can not and wont change this. Congrats on your marriage!
He used wrong terminology. He meant that current generator doesn't generate interesting things.
And also: Random class has setSeed method. You can call it for chunkProvider's Random object.
The current team does seem to be putting emphasis on creating new models and cosmetic crafting items. Right now we have several things that just need to be tweaked to make the entire game play better.
However, I've been thinking on things and what you're asking my very well be an overhaul if my limited understanding of coding is anything to go by. You can't just swap two functions around (like having the terrain gen before biomes) because it looks like they have those directly tied into which biome the terrain is being generated in. Things like grassy flat lands are flat because the biome is flat. Things like Extreme mountains are "extreme" because the biome calls for the land to generate with various flowing elevation changes (maybe disrupting the flow a little and altering the biome terrain gen code would help alter things?). Even adding a new biome that would be specially loopy would probably take tons of work as they have to build things from scratch and fit the new variables into the code in all the right places so that not only will the biome show up, but it won't chew up the other biomes or appear right in the middle of them.
We may have to give them a little help on where to even start. So instead of just claiming "I want cool looking mountains", we need to have some more experienced coders look over the source files in the map generator and point out little tweaks and changes that could be made in the different biomes.
From my very limited knowledge, I suppose I could try and make a few suggestions that could give a few smaller, more manageable goals.
Tweak suggestions:
Increase the amount of "noise" in "Extreme mountains" biome to make the cliffs bend and stretch a bit allowing for better chance of overhangs and small arches.
Raise small cave elevation in Extreme mountain biome to create additional holes in the mountains leading to odd and interesting natural tunnels through them.
Alter ravine variables to widen ravines into caverns rather than narrow trenches (might take more work than I realize but it seems to be something that could be made to happen with a few changes to ravine shaping base code... or what ever it is that determines a ravines primary shape)
Slightly reduce number of cave seedings to reduce the amount of labyrinth cave systems (interlocking caves)
If possible, add the use of small streams (about 2-3 blocks wide) that flow through plains and forests.
The current team does seem to be putting emphasis on creating new models and cosmetic crafting items. Right now we have several things that just need to be tweaked to make the entire game play better. However, I've been thinking on things and what you're asking my very well be an overhaul if my limited understanding of coding is anything to go by. You can't just swap two functions around (like having the terrain gen before biomes) because it looks like they have those directly tied into which biome the terrain is being generated in. Things like grassy flat lands are flat because the biome is flat. Things like Extreme mountains are "extreme" because the biome calls for the land to generate with various gradual elevation changes. We may have to give them a little help on where to even start. Even adding a new biome would probably take tons of work as they have to build things from scratch and fit the new variable into the code in all the right places. So instead of just claiming "I want cool looking mountains", we need to have some more experienced coders look over the source files in the map generator and point out little tweaks and changes that could be made in the different biomes.
From my very limited knowledge, I suppose I could try and make a few suggestions that could give a few smaller, more manageable goals.
Tweak suggestions:
Increase the amount of "noise" in "Extreme mountains" biome to make the cliffs bend and stretch a bit allowing for better chance of overhangs and small arches.
Raise small cave elevation in Extreme mountain biome to create additional holes in the mountains leading to odd and interesting natural tunnels through them.
Alter ravine variables to widen ravines into caverns rather than narrow trenches (might take more work than I realize but it seems to be something that could be made to happen with a few changes to ravine shaping base code... or what ever it is that determines a ravines primary shape)
Slightly reduce number of cave seedings to reduce the amount of labyrinth cave systems
Please look to "Please fix the terain! When did it become boring" thread. It took me about 2 days to improve generator so much that it can even compare with 1.7.3 one. It shows that it's very easy to fix, but Mojang just ignores this.
We don't need extreme hills. Mountains generate everywhere in the same manner as in Beta there, while still allowing biome-specific height.
Adding new biome is:
1. Adding one static variable to biome class.
2. Adding new biome to genlayerbiome list, so it actually generates.
3. (Not necessary) Adding it to list of allowed biomes for villages and player spawning.
That's all.
I'm glad I took the time to click on that signature, I watched some of the videos and wow, I really missed a lot coming into this game late, you have my support.
I can prove it with code, if you want.
And also: Random class has setSeed method. You can call it for chunkProvider's Random object.
However, I've been thinking on things and what you're asking my very well be an overhaul if my limited understanding of coding is anything to go by. You can't just swap two functions around (like having the terrain gen before biomes) because it looks like they have those directly tied into which biome the terrain is being generated in. Things like grassy flat lands are flat because the biome is flat. Things like Extreme mountains are "extreme" because the biome calls for the land to generate with various flowing elevation changes (maybe disrupting the flow a little and altering the biome terrain gen code would help alter things?). Even adding a new biome that would be specially loopy would probably take tons of work as they have to build things from scratch and fit the new variables into the code in all the right places so that not only will the biome show up, but it won't chew up the other biomes or appear right in the middle of them.
We may have to give them a little help on where to even start. So instead of just claiming "I want cool looking mountains", we need to have some more experienced coders look over the source files in the map generator and point out little tweaks and changes that could be made in the different biomes.
From my very limited knowledge, I suppose I could try and make a few suggestions that could give a few smaller, more manageable goals.
Tweak suggestions:
Raise small cave elevation in Extreme mountain biome to create additional holes in the mountains leading to odd and interesting natural tunnels through them.
Alter ravine variables to widen ravines into caverns rather than narrow trenches (might take more work than I realize but it seems to be something that could be made to happen with a few changes to ravine shaping base code... or what ever it is that determines a ravines primary shape)
Slightly reduce number of cave seedings to reduce the amount of labyrinth cave systems (interlocking caves)
If possible, add the use of small streams (about 2-3 blocks wide) that flow through plains and forests.
We don't need extreme hills. Mountains generate everywhere in the same manner as in Beta there, while still allowing biome-specific height.
Adding new biome is:
1. Adding one static variable to biome class.
2. Adding new biome to genlayerbiome list, so it actually generates.
3. (Not necessary) Adding it to list of allowed biomes for villages and player spawning.
That's all.
do you mean show and how does it do that?
Jeb does. Does not care about terrain.
Other people post the exact same ideas and get 300 likes.
The universe hates me.