I'm sure you know what I'm talking about. If you look, almost EVERY Minecraft video involving an End Portal involves an incomplete one. Here's some Links:
And here's some videos:
What's common between all of these videos is that each stronghold is imperfect in some way, either from caves, ravines, mineshafts or some other thing. Here's a little experiment, load a new creative world, take an eye of ender, and find a stronghold. I can almost guarantee you 9 out of 10 times that stronghold will have multiple points that don't make sense. It's not just strongholds, almost every village I've seen has had MULTIPLE caves dotting the roads and houses, and I dare you to find a mineshaft that doesn't cut into a cave and have floating tracks.
Forgive me if I'm wrong, having no experience or knowledge of the Minecraft coding, but isn't this how generation works?
Seed is randomly selected
Terrain is generated based on seed (dirt, grass, stone)
Generated structures are overlaid, replacing the blocks in their space (caves, ores, strongholds, villages, trees)
What seems to be the problem is that strongholds are generated before caves and mineshafts, meaning that the stronghold becomes incomplete. I suggest that strongholds are generated last, after mineshafts, ravines and caves. This will make them not be cut off so often. Villages I don't know how to fix, but I'd still like them too be fixed, I don't care if it's just a layer of dirt over the cave entrances.
That's my idea, Comments? Questions? Rep? Implementation? Check my signature for another idea by me.
I like most of the breaks in Strongholds, mainly because they add a creepy feel in that it's an ancient structure that's bee abandoned so long, that it's started to crumple. However, it is ridiculous to see the stronghold/mineshaft still partially generated over a gap, or to have rooms that are floating in ravines. As for villages, I'd imagine that there could be a method of 'smoothing' the terrain before adding in the parts of a village to avoid the roads and building having sheer faces to them. Almost exactly like most Tycoon and Sim games have; the terrain would be pushed down and blended before the village is actually placed.
I like most of the breaks in Strongholds, mainly because they add a creepy feel in that it's an ancient structure that's bee abandoned so long, that it's started to crumple. However, it is ridiculous to see the stronghold/mineshaft still partially generated over a gap, or to have rooms that are floating in ravines. As for villages, I'd imagine that there could be a method of 'smoothing' the terrain before adding in the parts of a village to avoid the roads and building having sheer faces to them. Almost exactly like most Tycoon and Sim games have; the terrain would be pushed down and blended before the village is actually placed.
See, this is a textbook example of a good reply. It says what you like, what you don't and what you'd add. Perfect.
As for the actual post, I like your village idea, this way they could generate in biomes other than just plains and desert.
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And here's some videos:
What's common between all of these videos is that each stronghold is imperfect in some way, either from caves, ravines, mineshafts or some other thing. Here's a little experiment, load a new creative world, take an eye of ender, and find a stronghold. I can almost guarantee you 9 out of 10 times that stronghold will have multiple points that don't make sense. It's not just strongholds, almost every village I've seen has had MULTIPLE caves dotting the roads and houses, and I dare you to find a mineshaft that doesn't cut into a cave and have floating tracks.
Forgive me if I'm wrong, having no experience or knowledge of the Minecraft coding, but isn't this how generation works?
- Seed is randomly selected
- Terrain is generated based on seed (dirt, grass, stone)
- Generated structures are overlaid, replacing the blocks in their space (caves, ores, strongholds, villages, trees)
What seems to be the problem is that strongholds are generated before caves and mineshafts, meaning that the stronghold becomes incomplete. I suggest that strongholds are generated last, after mineshafts, ravines and caves. This will make them not be cut off so often. Villages I don't know how to fix, but I'd still like them too be fixed, I don't care if it's just a layer of dirt over the cave entrances.That's my idea, Comments? Questions? Rep? Implementation? Check my signature for another idea by me.
See, this is a textbook example of a good reply. It says what you like, what you don't and what you'd add. Perfect.
As for the actual post, I like your village idea, this way they could generate in biomes other than just plains and desert.