This thread here is based on targeting dem terrain problems. Below I have outlined all the problems in it and the things that need to be added.
Number 1: The underground
Minecraft is called minecraft for a reason! The developers have been focusing too much above ground, we need to improve the under ground. First, we'll get rid of those damned endless cave systems. To counter this, we'll make caves bigger and make ravines less common. Also, the underground limit must be increased. Below you can see what I mean.
(Sorry, I don't know how to use spoilers. But it beats spoiler lag, eh?)
As you can see above, I'm talking about taking up some of the height limit (Well we can't go and ask, "JEEEEB! CAN WE HAVE MOAR MAP HEIGHT?!?!") so we can increase the underground limit and the ocean limit. All this will only take up 30 blocks of air.
Number 2: The boring-ass terrain
Time to tackle the next problem. The horrible terrain. Dinnerbone has confirmed terrain sliders, but we need to improve the default generation. I have a solution for this. As many other forum members have said, we need height variation. Others are saying remove the extreme hills biome. I have a solution. We can simply change the extreme hills biome. We can make it taller, going up to Y 130, and make it less frequent, to save us of some lag (About 2x more frequent than mushroom biomes). Also, there will be height variation in biomes, just to appeal to both sides of the terrain arguement. Hope this works.
Number 3: The oceans
Sailing, sailing, sailing thousands of blocks for often NO REASON. The oceans are far too big. I've heard that they can get up to 500,000 blocks big in default generation. Imagine the large biomes oceans. Everyone hates the current oceans, so let's make them only possible to generate up to 2000x2000 blocks big. Earlier on I also said that oceans would be deeper, so they will. The sea level will be raised up to Y 78 in accordance to the new underground limit. I know someone might say "What about new content?!?!" Well this topic is for the generator, not new mobs and items.
Number 4: The structures (Not suggesting more or less)
Last of all is the generated structures. Mojang has done a decent job with them, but there are some problems. We've all seen villages with ravines slicing through them, or strongholds with abandoned mineshafts jutting right through the end portal. I have some suggestions for this. The generator needs to recognize structures and even out the terrain around them, so other structures can't spawn in or around them. This will make it so that no hills will spring up in the middle of villages or anything like that. (If this is flawed, let me know and come up with a new solution)
Alright then, that was quite a long post. Let me know if there's any problems I left out or anything. This topic is about the generator, not content in the game. I know that I may have gotten things wrong, so let me know and suggest new solutions and provide some constructive criticism (Not flaming, like what happened to DELETE THE STUPID THING. Though it did deserve it anyway, and was very funny).
To all of you people who think Notch is still working on the game, he stopped working on Minecraft in late 2011. Get your facts straight and stop spamming his twitter about Minecraft updates.
I'll start off by saying thank you for supporting the issue of the generation. Now for some feedback!
1. I don't think that making caves bigger and making ravines less frequent will improve underground generation. I say we just use the same ol' method that the pre-1.8 generator used. Now that was good underground generation. You literally could come up to a cave of any size -- small, big, infinitely large, micro, etc. Just because we use the mechanisms of another generator doesn't mean we're reverting back. However, Mojang needs to make it comply with the new structures, such as the ravines and the strongholds.
NBXlite by Exalm demonstrates this fusion beautifully, but I'd like to see ravines much much rarer, as they are an epic sight + they reveal a ton of resources and they are an easy way to get to deep levels.
I'm also not sure about your idea of vertically expanding the underground world. Personally, I'd love for this to happen because I feel like we can reach bedrock way too easily. It's a cool way to make use of the new world height limit, but I'd still love to see occasional skyrocketing mountains -- even those weren't existent in 1.7.3.
The height limit idea is actually plausible to me, but you're going to have to ask Exalm about this, because when it comes to terrain generation, he knows what he's talking about.
2. Yay, support! You still need to acknowledge that the height variation problem isn't the only factor contributing to the terrain's shittyness. There's the beach problem, the ocean floors, the repetitive grass, and more. I have considered that the EH biome should stay if universal random height variation returns, but if and only if they are as rare as mushroom biomes or dungeons (or even rarer). So I can agree with you on this one!
3. Sailing, sailing, sailing for no reason because the land terrain is so repetitive! You travel 1km+ just to find you're in a ****ing forest identical to the one you just left. I also think the length of oceans need to be lowered just a bit.
Personally I love the feeling of sailing and finding cool undiscovered land, but it comes to a point where I'm holding my "W" key for more than 5 minutes, and it gets monotonous. Even having more content to oceans wouldn't solve this problem because people who want to reach a new continent without having to leave a rock on their "W" key won't be happy. Some people will say "well then that's something contributing to the difficulty of MC, and MC is desperate for difficult situations" but it's really a chore.
Having more content to oceans is needed. I'm talking about special islands and underwater surprises and more mobs, but it does not solve the monotonous issue. I'm not sure about the exact dimension limit of the supposed "fixed" ocean generation, but it does need to be reduced, I can agree with you on that.
4. ALL OF MY YES. This would solve any problems regarding the restoration of universal random height variation. We could have special restrictions for spawning-locations of the structures.
But then, people would say "They will be too rare then!"
Well, they're supposed to be rare. In some seeds you may find a huge ****ing village, but that's random generation!
- People complaining about generation - Restoring randomness and fun to Minecraft since (place date of Mojang replying to us here)
I give you a +1 and a 4/5 rating for this. Awesome thinking, brololo.
This is something I want to get behind. we have 126 blocks of height wasted, since clouds are formed at 120. I think that even the maps can get a 100 blocks rise, so we have really a LOT of digging space, instead of 126 wasted blocks. So what I can suggest, is that sea level will rise to 175, ground will go to 180 (200-210 at hills) and clouds start forming at 240-250. This way, we can finaly put some use in all the height that is spare.
Number 2: The boring-ass terrain
Watch my point above, that would fix it too. But I'm in for more breathtaking heights and depths.
Number 3: The oceans
At one point I agree, sailing is a pain once you've reached the borders of the mainland, but on the other hand I think that it's fina as it is.
Number 4: The structures (Not suggesting more or less)
Agree! It's such a pity that the terrain generation spoils your findings or make you entirely disappointed when you see that there's nothing profitable in your find. The terrain generation priorities are wrong now. I share your exeperience, I've found a stronghold that was cut in half at the very beginning of the game, and saw a village that only contained 2 houses, which were cut in half, all because a swamp biome liked to get through.
Rollback Post to RevisionRollBack
You want to be a dragon? Well, then you need to have wings, a passion to hoard, and have a deadly breath.
Oh, and did I forgot to tell you dragons are extremely territorial? ROAWR >:)
I agree with the whole caves thing. I miss the days when I could actually build a cool, underground base without running into a damn cave every 2 minutes.
Terrain does need fixing, and I hope Dinnerbone is 100% serious about the sliders.
Oceans need some love. They either need to be smaller, or they need more content added. I'd be fine either way.
Generated structures are buggy, they do need work.
I agree with the whole caves thing. I miss the days when I could actually build a cool, underground base without running into a damn cave every 2 minutes.
Terrain does need fixing, and I hope Dinnerbone is 100% serious about the sliders.
Oceans need some love. They either need to be smaller, or they need more content added. I'd be fine either way.
Generated structures are buggy, they do need work.
Support!
He is 100% positive on it, but sliders will not help solve the terrain problem.
Number 1: The underground
Minecraft is called minecraft for a reason! The developers have been focusing too much above ground, we need to improve the under ground. First, we'll get rid of those damned endless cave systems. To counter this, we'll make caves bigger and make ravines less common. Also, the underground limit must be increased. Below you can see what I mean.
(Sorry, I don't know how to use spoilers. But it beats spoiler lag, eh?)
As you can see above, I'm talking about taking up some of the height limit (Well we can't go and ask, "JEEEEB! CAN WE HAVE MOAR MAP HEIGHT?!?!") so we can increase the underground limit and the ocean limit. All this will only take up 30 blocks of air.
Number 2: The boring-ass terrain
Time to tackle the next problem. The horrible terrain. Dinnerbone has confirmed terrain sliders, but we need to improve the default generation. I have a solution for this. As many other forum members have said, we need height variation. Others are saying remove the extreme hills biome. I have a solution. We can simply change the extreme hills biome. We can make it taller, going up to Y 130, and make it less frequent, to save us of some lag (About 2x more frequent than mushroom biomes). Also, there will be height variation in biomes, just to appeal to both sides of the terrain arguement. Hope this works.
Number 3: The oceans
Sailing, sailing, sailing thousands of blocks for often NO REASON. The oceans are far too big. I've heard that they can get up to 500,000 blocks big in default generation. Imagine the large biomes oceans. Everyone hates the current oceans, so let's make them only possible to generate up to 2000x2000 blocks big. Earlier on I also said that oceans would be deeper, so they will. The sea level will be raised up to Y 78 in accordance to the new underground limit. I know someone might say "What about new content?!?!" Well this topic is for the generator, not new mobs and items.
Number 4: The structures (Not suggesting more or less)
Last of all is the generated structures. Mojang has done a decent job with them, but there are some problems. We've all seen villages with ravines slicing through them, or strongholds with abandoned mineshafts jutting right through the end portal. I have some suggestions for this. The generator needs to recognize structures and even out the terrain around them, so other structures can't spawn in or around them. This will make it so that no hills will spring up in the middle of villages or anything like that. (If this is flawed, let me know and come up with a new solution)
Alright then, that was quite a long post. Let me know if there's any problems I left out or anything. This topic is about the generator, not content in the game. I know that I may have gotten things wrong, so let me know and suggest new solutions and provide some constructive criticism (Not flaming, like what happened to DELETE THE STUPID THING. Though it did deserve it anyway, and was very funny).
1. I don't think that making caves bigger and making ravines less frequent will improve underground generation. I say we just use the same ol' method that the pre-1.8 generator used. Now that was good underground generation. You literally could come up to a cave of any size -- small, big, infinitely large, micro, etc. Just because we use the mechanisms of another generator doesn't mean we're reverting back. However, Mojang needs to make it comply with the new structures, such as the ravines and the strongholds.
NBXlite by Exalm demonstrates this fusion beautifully, but I'd like to see ravines much much rarer, as they are an epic sight + they reveal a ton of resources and they are an easy way to get to deep levels.
I'm also not sure about your idea of vertically expanding the underground world. Personally, I'd love for this to happen because I feel like we can reach bedrock way too easily. It's a cool way to make use of the new world height limit, but I'd still love to see occasional skyrocketing mountains -- even those weren't existent in 1.7.3.
The height limit idea is actually plausible to me, but you're going to have to ask Exalm about this, because when it comes to terrain generation, he knows what he's talking about.
2. Yay, support! You still need to acknowledge that the height variation problem isn't the only factor contributing to the terrain's shittyness. There's the beach problem, the ocean floors, the repetitive grass, and more. I have considered that the EH biome should stay if universal random height variation returns, but if and only if they are as rare as mushroom biomes or dungeons (or even rarer). So I can agree with you on this one!
3. Sailing, sailing, sailing for no reason because the land terrain is so repetitive! You travel 1km+ just to find you're in a ****ing forest identical to the one you just left. I also think the length of oceans need to be lowered just a bit.
Personally I love the feeling of sailing and finding cool undiscovered land, but it comes to a point where I'm holding my "W" key for more than 5 minutes, and it gets monotonous. Even having more content to oceans wouldn't solve this problem because people who want to reach a new continent without having to leave a rock on their "W" key won't be happy. Some people will say "well then that's something contributing to the difficulty of MC, and MC is desperate for difficult situations" but it's really a chore.
Having more content to oceans is needed. I'm talking about special islands and underwater surprises and more mobs, but it does not solve the monotonous issue. I'm not sure about the exact dimension limit of the supposed "fixed" ocean generation, but it does need to be reduced, I can agree with you on that.
4. ALL OF MY YES. This would solve any problems regarding the restoration of universal random height variation. We could have special restrictions for spawning-locations of the structures.
But then, people would say "They will be too rare then!"
Well, they're supposed to be rare. In some seeds you may find a huge ****ing village, but that's random generation!
- People complaining about generation - Restoring randomness and fun to Minecraft since (place date of Mojang replying to us here)
I give you a +1 and a 4/5 rating for this. Awesome thinking, brololo.
This is something I want to get behind. we have 126 blocks of height wasted, since clouds are formed at 120. I think that even the maps can get a 100 blocks rise, so we have really a LOT of digging space, instead of 126 wasted blocks. So what I can suggest, is that sea level will rise to 175, ground will go to 180 (200-210 at hills) and clouds start forming at 240-250. This way, we can finaly put some use in all the height that is spare.
Number 2: The boring-ass terrain
Watch my point above, that would fix it too. But I'm in for more breathtaking heights and depths.
Number 3: The oceans
At one point I agree, sailing is a pain once you've reached the borders of the mainland, but on the other hand I think that it's fina as it is.
Number 4: The structures (Not suggesting more or less)
Agree! It's such a pity that the terrain generation spoils your findings or make you entirely disappointed when you see that there's nothing profitable in your find. The terrain generation priorities are wrong now. I share your exeperience, I've found a stronghold that was cut in half at the very beginning of the game, and saw a village that only contained 2 houses, which were cut in half, all because a swamp biome liked to get through.
Terrain does need fixing, and I hope Dinnerbone is 100% serious about the sliders.
Oceans need some love. They either need to be smaller, or they need more content added. I'd be fine either way.
Generated structures are buggy, they do need work.
Support!
He is 100% positive on it, but sliders will not help solve the terrain problem.