I've been searching for mods or other functionality that would give the ability to lessent he amount of caves and ravines on world generation. I love the concept of the new "Custom Superflat" worlds and would love to see something similar for the standard and large biome worlds as well. Overall the world generation as it sits now is doing a great job in my opinion. Sometimes, however I would like a little less cave and ravine exploring and a little more mining and tunneling. For those who are fond of the TL;DR method of web surfing, in summary, "Sliders to control world generation" For those with the time, read on if you like and let me know what you think.
My proposal is to have a custom pane similar to the one we now have for the superflat world generator.
This would be added to both the standard and large biome world types. Each pane would have the same set of modifiers to the world generation engine for whatever seed you put in. In all cases they would be values from Negative 100% through zero to positive 100% with zero being the frequency of vanilla (As the generator currently stands) Selecting positive 100% would generate double the amount of the current vanilla amounts of that feature, and negative 100% would generate none of that feature. The adjustments to start with would be as follows with others added later if demand warranted.
1) Cave Frequency
2) Ravine Frequency
3) Mineshaft Frequency
4) Village Frequency
5) Dungeon Frequency
6) Other Structure Frequency (Desert Temples, Jungle Temples, Witch Huts, Springs, etc)
7) Common Ore Density (coal, iron, lapis, redstone)
8) Rare Ore Density (gold, emerald, diamond)
9) Glowstone Frequency
10) Nether Fortress Frequency
I would also suggest a "noise" control in the world generator. Many of the terrain examples I have explored seem to have either a fractally generated or gaussian generated pattern to them. This is why the same "seed" value generates the same type of world. Being able to control, even slightly, the process for the amount of terrain variation and pseudo randomness could generate a whole plethora of new types of worlds and effectively increase what each seed value can do exponentially.
AFAIK, these are all procedurally generated on a chunk by chunk basis and have specific variables for their frequency of use in the world generator. Mapping them to controls where they can be "variable" variables shouldn't be that difficult. Even if the variables were moved to an externally editable config file that the software calls out to as a global variable would work, though the interface and internal mapping would allow for multiple worlds generated with unique values.
Also, I left Strongholds off the list because they are not placed the same way other structures are and are placed relative to the map spawn. Also one is enough to do everything you need to do in the game (provided the end portal frame isn't corrupted or destroyed during generation) and having three is already where I would have suggested putting the Positive 100% value at. If it must be added then I suppose -100% would be a single stronghold and +100% would be five with the current three at the zero value.
Thoughts? I could be way off base with assuming this would be fairly easy to implement. I guess it would depend on how the code was originally written. Most programs that procedurally generate stuff use a variable list so it can be fine tuned during development. Weather that was the case here I have no way of knowing.
Obviously this is just what I alone would like to see and would love to hear from folks either for or against the addition of such a feature.
So long as you can just click 'New Game' like usual if you don't want to bother with it then I support it.
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So long as you can just click 'New Game' like usual if you don't want to bother with it then I support it.
My thoughts exactly, which is why I suggested having them be on a separate pane like the options for superflat world are. Thanks, I should have clarified that.
Slight addition, an "Advanced" page, where all aspects can be controlled (similar to the World Gen Editor Mod, search it up) from main block type (stone --> lava, dirt --> tnt or something else insane) to generation height to even more insane things.
Found an article with questionable citations from various Mojang staff saying that they don't want players to be able to make customizable worlds like that... unless they're completely flat of course.. Oh well... their game, their choice. They rarely read the suggestions from what I can see so this is probably a waste of time anyways. I posted something similar a long time ago on the get satisfaction and to my knowledge it was deleted fairly quickly, or at least lost in the quagmire. I can only assume they REALLY don't like the idea of player controlled world generation. That's odd too because it's a sandbox game... you wouldn't think they'd get that bent up over suggestions on improving their world generator but I guess it's perfect to them and they don;t want to make changes. Oh well.
this is definately a TL;DR thread but there's enough people going quote happy you can get the gist in a few pages. LOTS of trolling, and LOTS off hurt feelings. Good luck if you're interested in verifying.
Anyways, I'm off to run more world seeds until I find a seed with decent terrain at the spawn. The new spawnpoint command breaks if you sleep in a bed so it's essentially useless since you go back to the original spawn of the world if the bed breaks, not the one you last set the spawn command with.
I took over the thread of another user who asked for basically the same thing you are now. Take a look.
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I've been searching for mods or other functionality that would give the ability to lessent he amount of caves and ravines on world generation. I love the concept of the new "Custom Superflat" worlds and would love to see something similar for the standard and large biome worlds as well. Overall the world generation as it sits now is doing a great job in my opinion. Sometimes, however I would like a little less cave and ravine exploring and a little more mining and tunneling. For those who are fond of the TL;DR method of web surfing, in summary, "Sliders to control world generation" For those with the time, read on if you like and let me know what you think.
My proposal is to have a custom pane similar to the one we now have for the superflat world generator.
This would be added to both the standard and large biome world types. Each pane would have the same set of modifiers to the world generation engine for whatever seed you put in. In all cases they would be values from Negative 100% through zero to positive 100% with zero being the frequency of vanilla (As the generator currently stands) Selecting positive 100% would generate double the amount of the current vanilla amounts of that feature, and negative 100% would generate none of that feature. The adjustments to start with would be as follows with others added later if demand warranted.
1) Cave Frequency
2) Ravine Frequency
3) Mineshaft Frequency
4) Village Frequency
5) Dungeon Frequency
6) Other Structure Frequency (Desert Temples, Jungle Temples, Witch Huts, Springs, etc)
7) Common Ore Density (coal, iron, lapis, redstone)
8) Rare Ore Density (gold, emerald, diamond)
9) Glowstone Frequency
10) Nether Fortress Frequency
I would also suggest a "noise" control in the world generator. Many of the terrain examples I have explored seem to have either a fractally generated or gaussian generated pattern to them. This is why the same "seed" value generates the same type of world. Being able to control, even slightly, the process for the amount of terrain variation and pseudo randomness could generate a whole plethora of new types of worlds and effectively increase what each seed value can do exponentially.
AFAIK, these are all procedurally generated on a chunk by chunk basis and have specific variables for their frequency of use in the world generator. Mapping them to controls where they can be "variable" variables shouldn't be that difficult. Even if the variables were moved to an externally editable config file that the software calls out to as a global variable would work, though the interface and internal mapping would allow for multiple worlds generated with unique values.
Also, I left Strongholds off the list because they are not placed the same way other structures are and are placed relative to the map spawn. Also one is enough to do everything you need to do in the game (provided the end portal frame isn't corrupted or destroyed during generation) and having three is already where I would have suggested putting the Positive 100% value at. If it must be added then I suppose -100% would be a single stronghold and +100% would be five with the current three at the zero value.
Thoughts? I could be way off base with assuming this would be fairly easy to implement. I guess it would depend on how the code was originally written. Most programs that procedurally generate stuff use a variable list so it can be fine tuned during development. Weather that was the case here I have no way of knowing.
Obviously this is just what I alone would like to see and would love to hear from folks either for or against the addition of such a feature.
My thoughts exactly, which is why I suggested having them be on a separate pane like the options for superflat world are. Thanks, I should have clarified that.
Support.
this is definately a TL;DR thread but there's enough people going quote happy you can get the gist in a few pages. LOTS of trolling, and LOTS off hurt feelings. Good luck if you're interested in verifying.
http://www.minecraftforum.net/topic/817769-did-the-terrain-become-boring-update-10212-more-replies-from-dinnerbone/page__st__4600
Anyways, I'm off to run more world seeds until I find a seed with decent terrain at the spawn. The new spawnpoint command breaks if you sleep in a bed so it's essentially useless since you go back to the original spawn of the world if the bed breaks, not the one you last set the spawn command with.
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Moderatorhttp://www.minecraftforum.net/topic/1491839-worldgen-sliders-get-the-map-you-want/
I took over the thread of another user who asked for basically the same thing you are now. Take a look.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
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"Never try to teach a pig to sing; it wastes your time and it annoys the pig." — Robert Heinlein