Chunk seeds are very randomized. A single chunk uses a seed, the neighboring chunk use another seed, the next uses another and so on.
This creates a very strange world where biomes are in grids made up of 16x16 blocks. One chunk could be desert and then it's suddenly Taiga in next chunk.
How is it useful? To better prepare for sudden changes. If you encounter Extreme Hills chunk, you're going to need to pillar up to reach the top since that chunk is a solid stone tower with ores. If you see Ocean chunk, it's just a 16x16 pool usually 20 blocks deep. If you go down to caves, you will see sudden dead end of caves.
Abandoned Mineshaft and Strongholds, however, are not affected. NPC villages don't get cut off.
It would add a new aspect of survival where every chunks are generated randomized. It adds emphasis on surface exploration of bizarre world. You may have to do a bit of pillaring or digging to get to another chunk.
Here's a picture as illustration.
As you can see, each chunk is assigned a random seed. When you type the same seed, it generates the same but typing a different number, it's completely different. Typing a seed number takes a number and the number is randomized and assigned to chunks.
It's known as Grid of Biomes. Occasionally a chunk can have two biomes or rarely, three or more biomes.
whatever floats your boat but imho - the generator is too random as it is - I am using 1.2.5 - could be interesting to see your suggestion though
What? The current generator has next to no randomness, and 1.2.5 basically uses the current generator.
Anyway, this idea doesn't seem like it would be very good. At all. The world would look like an ugly mishmash of chunks... because that's what it would be. And that's ugly.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Exactly. It's meant to be ugly because of chunk errors all over the world. It's meant to test your preparedness for sudden change in environment. You will never have to travel far to find a specific biomes. In a 100x100 grid of chunks, a total of 10,000 chunks. 10 of them might be Mushroom biome. 1500 of them may be Ocean chunks. 200 chunks with 2 or more biomes.
Expect to see ugly tower of Extreme Hills chunk.
It tests your use of biomes. (Squid farm in ocean chunk, cactus farm in desert chunks.)
Although caves suddenly begin and end underground, the abandoned mineshafts are never cut off and neither are Strongholds. NPC villages are often tiny due to the size of chunks.
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Curse PremiumChunk seeds are very randomized. A single chunk uses a seed, the neighboring chunk use another seed, the next uses another and so on.
This creates a very strange world where biomes are in grids made up of 16x16 blocks. One chunk could be desert and then it's suddenly Taiga in next chunk.
How is it useful? To better prepare for sudden changes. If you encounter Extreme Hills chunk, you're going to need to pillar up to reach the top since that chunk is a solid stone tower with ores. If you see Ocean chunk, it's just a 16x16 pool usually 20 blocks deep. If you go down to caves, you will see sudden dead end of caves.
Abandoned Mineshaft and Strongholds, however, are not affected. NPC villages don't get cut off.
It would add a new aspect of survival where every chunks are generated randomized. It adds emphasis on surface exploration of bizarre world. You may have to do a bit of pillaring or digging to get to another chunk.
Here's a picture as illustration.
As you can see, each chunk is assigned a random seed. When you type the same seed, it generates the same but typing a different number, it's completely different. Typing a seed number takes a number and the number is randomized and assigned to chunks.
It's known as Grid of Biomes. Occasionally a chunk can have two biomes or rarely, three or more biomes.
This is an original idea.
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Curse PremiumIt's extremely random. It's like you take chunks from various seeds and put them together, side by side.
What? The current generator has next to no randomness, and 1.2.5 basically uses the current generator.
Anyway, this idea doesn't seem like it would be very good. At all. The world would look like an ugly mishmash of chunks... because that's what it would be. And that's ugly.
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Curse PremiumExpect to see ugly tower of Extreme Hills chunk.
It tests your use of biomes. (Squid farm in ocean chunk, cactus farm in desert chunks.)
Although caves suddenly begin and end underground, the abandoned mineshafts are never cut off and neither are Strongholds. NPC villages are often tiny due to the size of chunks.
It's meant to be World Type. 4th world type.