Hi! I thought about this and searched for similar ideas and i found one posted by brittommy about continental world type, but i would like to be more specific about it and i have some extra ideas.
In minecraft, exploring far lands is not useful or necesary. One can stay in one area and have everything. All the biomes of the same kind have the same things and the same patterns. Here is an idea that makes two equal biomes generated in different areas not so equal, and encourages to explore more, because a biome or material could not be found in nearby areas.
I would love if a "Continental" or "Real world" world type to be added!
First at all, this world type would imply that the mean ground level changes at a bigger scale than in actual survival. In one 100 x 100 area the ground level is at layer 80, but in other area is at 150. From that ground level, the minor altitude variation ocurrs (like in extreme hills). The base attitude would changue (generally rise) as you get far from the ocean, independently of the biome. So that, for example, a forest biome can be found at level 70 or at level 150, depending on the localization. The altitude raise doesnt have to be that strict. In one place the mean slope could be 1 and in other could be 1/40, In the same way, mountain chains could be made as a major structure, of some couples of biomes wide, meaning there can be close to the sea high areas as well as far from the sea low areas.
The idea is that every land section has two (climatic)attributes:
-base altitude
-distance to the sea
Those two attributes could determinate how likely is to find a biome. For example, desert biomes could only be found in low and far from the sea area. Tundra could be more likely to be generated in High and far from the sea areas, Taiga in HIgh and close to the sea, etc. In the same way, if a forest biome is in a high altitude, it would convert into taiga, meaning some things like snow and lake encounter rate are determined by the regional biome as well as these attributes. An extreme hills biome close to the sea would have more trees than another that is far from it (Last thing is more hard to program, but it would be very cool that biomes are not that strict and random as they are now).
The program then instead of making ocean as another special biome, would first calculate landscape pretty randomly, with high parts and low parts, creating mountain chains and oceanic trenchs, with a patternt that makes less probable to find archipielagos and that defines separated continents. Then, fill below sea level areas with oceans and asigning biomes to the land areas according to the climate attributes. There is a third climatic attribute that determinates the biome in the earth, and that is latitude (That is why there can be wet jungles very far away from the sea), but implementing latitude as a north-south parameter would be very problematic, as all the jungle biomes would be more likely to generate in one portion of the world, and unexisting in another.
The whole idea is making exploring a more interesting challenge. In the actual game, in SSP, as i go further, i find the same things over and over. If i've seen one jungle biome, then i've seen them all, because all of them have the same things and if i know where a jungle is nearby i dont need to find another. The not renewable resources such as coal and iron are not enough motivation to explore far lands, because with only a 2000x2000 blocks area you have enough minerals for the rest of your life. No one has ever explored all the caverns in a big map (4 zooms out).
But imagine if your house is in a forest close to the ocean, and you know that to the east there is a mountain chain that raises up to layer 200! and that mountain chain has other forests in it. Wouldn't that forest be different to the first one? And if that mountain chain encloses you, forcing you to cross it, passing through cold places where there is few coal (too high layers) and, for example, no edible animals in order to get to new areas and new biomes, wouldn't that be exciting and challenging? Wouldn't you try to reach its top and make a tower?
In the same way, as mentioned by brittomy, separated continents could have attributes. Each one could have a different "Latitude" (Not north-south attribute), so one continent is more likely to develop swamps and jungles, other deserts, and plains, other forests and swamps, other tundra, taiga and extreme hills, in which can snow too, etc.
This is one consistent thing that i suggest. Next on i present more details and extra stuff.
#Additional things:
I put this apart because i think i'm asking for too much things and i'm crossing the line. The previous one was the very central and i thought a lot about it. These ones are extra stuff for the same purpose: Make exploring more interesting, exciting and challenging:
#Continent treasures: Each continent could have an unique treasure chest with, for example, a nether star, inside a cave. Treasure indications could be found in temples and dungeons as "The chest is 1000 meters from here" or "the chest is to the south", so the player must calculate its location.
#Lone mountains: In the same way that mountain chains could be generated, huge and wide lone mountains can be made, being known the fact that somehow over or inside the mountain there is a chest. (again, yes) or a mini boss (or not, i dont want to suggest new items or mobs)
#Volcanos: Why not? cool and interesting.
#Named locations: The game could randomly chose names for continents ore mountain chains or deserts, which can be given in villages
#Different trades according to village location, as suggested by brittommy.
#Biome mobs: Special mobs for snowy places, swamps and desserts. Make some biomes more dangerous than others, in a way those biomes could be made as climate barriers that encourage me to cross them and force me to develop new surviving ways.
#Heat bar and drink bar: Same than above. If i must cross a mountain chain to get new stuff, the could or low air preassure could be threatening. Dessert could freeze me in the night and make me beg for water in the day, but i'm sure this is something that has already been posted.
#Weather threat: Sandstorm could damage, Snow storm could freeze, etc. The idea is to force to make a shelter out of good materials. One can no longer sleep in a hole.
#Support boat improvement!
That's all for now. The idea is that the game itself wont stop when i got everything and defeated ender dragon and the wither.
Edited: Sorry for my poor english i'm not a native english speaker.
Yes, i realized that as soon as i started to see other people's ideas. I could make the main idea (the new terrain generation) much more detailed, with functions included. But i think that giving too much details is not very good. If, for some reason, mojan takes the idea, they are not going to take the details, because they are going to adapt your idea to the concept of making the game (they have other parameters we can not consider, like the time it will take to make it, the implicances in other code things, merchandise stuff, etc). Anyway, i am going to work about my idea and give more details very soon.
So with this, would the 'base altitude' and the 'distance from the sea' be fairly proportional to each other? (AKA the further from the sea you are, the higher the ground in general) Or would they not affect each other? Basically what I'm asking is can you get awesome massive cliffs right next to the sea? :3
It would be variable. The terrain and altitude varies for itself in a random fashion, and then it fills the low parts with ocean, so as a consequence of that, the base level tends to be higher the further from the sea, but is not a law. If the program made a big part at a level of about 50, then a mountain chain and then an area at level 70 or so, then it will be a mountain very close to the ocean, and behind it a low area (like in my country, Chile). So yes, there can be massive cliffs next to the sea xD. And i am thinking that in Desertic latitude continents (all the desertic areas in the world are at a similar latitude) the chance of this happening could be greater, as it is in those climates. I'm being very cientific about this but the reality is a great place to get ideas that make variability, and more if that variability does not have to be specified, like in biomes. Thanks for the supporting!
#Heat bar and drink bar: Same than above. If i must cross a mountain chain to get new stuff, the could or low air preassure could be threatening. Dessert could freeze me in the night and make me beg for water in the day, but i'm sure this is something that has already been posted.
Nope, nada, zippo.
Why has everyone been suggesting these lately?
Are they all the same person? They have to be the same person.
Oh just the bars, sorry should have made myself a bit clearer.
The main idea is great however.
Hah no problem. The thing with the heat and drink bars is that they overcharge the game. It is minecraft, not the sims. The idea was that some areas were a lot more dangerours than others in some way, so they function as physical barriers.
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In minecraft, exploring far lands is not useful or necesary. One can stay in one area and have everything. All the biomes of the same kind have the same things and the same patterns. Here is an idea that makes two equal biomes generated in different areas not so equal, and encourages to explore more, because a biome or material could not be found in nearby areas.
I would love if a "Continental" or "Real world" world type to be added!
First at all, this world type would imply that the mean ground level changes at a bigger scale than in actual survival. In one 100 x 100 area the ground level is at layer 80, but in other area is at 150. From that ground level, the minor altitude variation ocurrs (like in extreme hills). The base attitude would changue (generally rise) as you get far from the ocean, independently of the biome. So that, for example, a forest biome can be found at level 70 or at level 150, depending on the localization. The altitude raise doesnt have to be that strict. In one place the mean slope could be 1 and in other could be 1/40, In the same way, mountain chains could be made as a major structure, of some couples of biomes wide, meaning there can be close to the sea high areas as well as far from the sea low areas.
The idea is that every land section has two (climatic)attributes:
-base altitude
-distance to the sea
Those two attributes could determinate how likely is to find a biome. For example, desert biomes could only be found in low and far from the sea area. Tundra could be more likely to be generated in High and far from the sea areas, Taiga in HIgh and close to the sea, etc. In the same way, if a forest biome is in a high altitude, it would convert into taiga, meaning some things like snow and lake encounter rate are determined by the regional biome as well as these attributes. An extreme hills biome close to the sea would have more trees than another that is far from it (Last thing is more hard to program, but it would be very cool that biomes are not that strict and random as they are now).
The program then instead of making ocean as another special biome, would first calculate landscape pretty randomly, with high parts and low parts, creating mountain chains and oceanic trenchs, with a patternt that makes less probable to find archipielagos and that defines separated continents. Then, fill below sea level areas with oceans and asigning biomes to the land areas according to the climate attributes. There is a third climatic attribute that determinates the biome in the earth, and that is latitude (That is why there can be wet jungles very far away from the sea), but implementing latitude as a north-south parameter would be very problematic, as all the jungle biomes would be more likely to generate in one portion of the world, and unexisting in another.
The whole idea is making exploring a more interesting challenge. In the actual game, in SSP, as i go further, i find the same things over and over. If i've seen one jungle biome, then i've seen them all, because all of them have the same things and if i know where a jungle is nearby i dont need to find another. The not renewable resources such as coal and iron are not enough motivation to explore far lands, because with only a 2000x2000 blocks area you have enough minerals for the rest of your life. No one has ever explored all the caverns in a big map (4 zooms out).
But imagine if your house is in a forest close to the ocean, and you know that to the east there is a mountain chain that raises up to layer 200! and that mountain chain has other forests in it. Wouldn't that forest be different to the first one? And if that mountain chain encloses you, forcing you to cross it, passing through cold places where there is few coal (too high layers) and, for example, no edible animals in order to get to new areas and new biomes, wouldn't that be exciting and challenging? Wouldn't you try to reach its top and make a tower?
In the same way, as mentioned by brittomy, separated continents could have attributes. Each one could have a different "Latitude" (Not north-south attribute), so one continent is more likely to develop swamps and jungles, other deserts, and plains, other forests and swamps, other tundra, taiga and extreme hills, in which can snow too, etc.
This is one consistent thing that i suggest. Next on i present more details and extra stuff.
#Additional things:
I put this apart because i think i'm asking for too much things and i'm crossing the line. The previous one was the very central and i thought a lot about it. These ones are extra stuff for the same purpose: Make exploring more interesting, exciting and challenging:
#Continent treasures: Each continent could have an unique treasure chest with, for example, a nether star, inside a cave. Treasure indications could be found in temples and dungeons as "The chest is 1000 meters from here" or "the chest is to the south", so the player must calculate its location.
#Lone mountains: In the same way that mountain chains could be generated, huge and wide lone mountains can be made, being known the fact that somehow over or inside the mountain there is a chest. (again, yes) or a mini boss (or not, i dont want to suggest new items or mobs)
#Volcanos: Why not? cool and interesting.
#Named locations: The game could randomly chose names for continents ore mountain chains or deserts, which can be given in villages
#Different trades according to village location, as suggested by brittommy.
#Biome mobs: Special mobs for snowy places, swamps and desserts. Make some biomes more dangerous than others, in a way those biomes could be made as climate barriers that encourage me to cross them and force me to develop new surviving ways.
#Heat bar and drink bar: Same than above. If i must cross a mountain chain to get new stuff, the could or low air preassure could be threatening. Dessert could freeze me in the night and make me beg for water in the day, but i'm sure this is something that has already been posted.
#Weather threat: Sandstorm could damage, Snow storm could freeze, etc. The idea is to force to make a shelter out of good materials. One can no longer sleep in a hole.
#Support boat improvement!
That's all for now. The idea is that the game itself wont stop when i got everything and defeated ender dragon and the wither.
Edited: Sorry for my poor english
For example, Heat/Thirst bars were already discussed at length in other topics.
That being said, I'd love to see major improvements to the World Generation algorithm!
It would be variable. The terrain and altitude varies for itself in a random fashion, and then it fills the low parts with ocean, so as a consequence of that, the base level tends to be higher the further from the sea, but is not a law. If the program made a big part at a level of about 50, then a mountain chain and then an area at level 70 or so, then it will be a mountain very close to the ocean, and behind it a low area (like in my country, Chile). So yes, there can be massive cliffs next to the sea xD. And i am thinking that in Desertic latitude continents (all the desertic areas in the world are at a similar latitude) the chance of this happening could be greater, as it is in those climates. I'm being very cientific about this but the reality is a great place to get ideas that make variability, and more if that variability does not have to be specified, like in biomes. Thanks for the supporting!
Nope, nada, zippo.
Why has everyone been suggesting these lately?
Are they all the same person? They have to be the same person.
By the the way that's a horrible idea. Just awful
Agree about the drink and heat bar, those were just confetti ideas i throw up
The whole idea, i hope you understood it xD could you tell me why is that you think it is awful?
The main idea is great however.
Hah no problem. The thing with the heat and drink bars is that they overcharge the game. It is minecraft, not the sims. The idea was that some areas were a lot more dangerours than others in some way, so they function as physical barriers.