To be fair I think Embrace / Extend / Extinguish refers to eliminating competitors' products... I doubt they're going to "extinguish" Minecraft as long as it's popular and they can keep milking the franchise for money. Unless you mean that they're going to try and marginalise Java to encourage people to switch over to Bedrock, but even then I think Java will be around for quite a while seeing as it's basically the definitive version of the game for PC.
Wouldn't be surprised if they start rebranding content updates as paid "expansions" in the near future, though.
2
I recognise that this is an older thread, but I want to say that it really does feel like they were developing a good concept with the worldgen overhaul and then stopped halfway. The game's selection of biomes and the hard biome borders worked way better with the old world generation, where biomes were selected mostly at random with only loosely-defined temperature regions. Probably my favourite places in pre-1.18 worldgen were the plains, since you could get nice open areas that were surrounded by a whole bunch of different biomes like forests, birch forests, dark forests, taigas, mountains etc. The fact that biomes had different terrain height offsets with sharp jumps between them was fine, since the biome borders had enough organic "roughness" to make it look nice.
The current system of biomes being selected based on temperature, humidity, and terrain noises is at odds with the identities of the biomes themselves, where a lot of them are defined by "biological" or aesthetic qualities like the types of trees and plants that grow there, instead of a particular type of climate. It makes sense to some extent to separate different trees based on temperature and humidity but there are a lot of distinctions that feel shoehorned in - like oak and birch forests, how do you separate those? Shouldn't they have some overlap in temperature and humidity regions? The way they ended up doing it is that birch forests occupy the "medium" temperature range at a higher humidity than normal forests, which I guess makes sense but means that a birch forest can never generate next to a plains (since plains generate at lower humidity than normal forests). And then dark forests generate at a higher humidity than birch forests - so dark forests can't generate next to plains OR generate next to normal forests (even though dark oak trees are presumably "mature" versions of normal oaks), and it creates a fairly obvious pattern of forests and dark forests always having a band of birch forest in between them. There are a bunch of other questionable choices like taigas only generating at higher humidity than forests so that they're also "forest-locked" and can't generate next to plains, no jungles next to savannas (but you can have jungles next to birch forests for some reason?), or the fact that they use the "weirdness" (i.e. peaks and valleys) parameter to separate biomes so that certain biomes can only generate on one side of a river.
The new terrain generation is great and has a lot of potential with data pack customisation, but it feels like they made the biome placement too formulaic and failed to look at biomes holistically and think about how interesting landscapes can be formed from biome pairings rather than just individual biomes. The game is also lacking some pretty basic biome types for "climate-based" biome generation like cold deserts, dry grasslands, and dry forests or woodlands, and the new Cherry Grove and Mangrove Swamp biomes especially feel like they would've fit better in the old system. I think it would've been better if they expanded the multi-noise system with one or two more parameters for "biome randomness" so that more biomes could have overlapping temperature and humidity ranges, or a more radical idea would be to replace the existing biomes with more generalised ones and make things like tree variety controlled by biome-independent noise (e.g. instead of forest, birch forest, dark forest etc, you could just have a "Temperate Forest" biome that can contain regions of oak, dark oak, birch, and spruce trees). I am actually (slowly) working on a data pack that does the latter, as well as redoing the terrain gen to hopefully add more variety on that front too.
0
I think it's a consequence of the new noise the game uses for biomes and terrain gen. If they configured it to generate lots of small islands in the middle of oceans then it would also generate the opposite, i.e. small ocean pools surrounded by land.
1
I think the caves are currently generated differently in the Bedrock beta vs Java. When they first added the new caves (accessible with data packs) in the Java snapshots they were similar; pretty much all filled with water up to sea level. They've sorted this out in the new Java 1.18 preview snapshots however; aquifers are pretty common but the majority of caves are exposed to air.
I don't play Bedrock myself but my guess would be that they just haven't finalised cave/water gen in that beta yet and it's meant mostly for previewing the above-ground terrain.
0
Those capital letters look like they're six pixels wide, instead of the normal five. Did you find a way to change the default letter spacing?
7
0
What resource pack(s) are you using where CTM is working? I'll see if they work in my game.
0
Do you mean the pack format? As far as I know, 3 is the only one that works in 1.11; is there something else that I'm missing?
2
I've found that CTM doesn't work at all in 1.11 (I've tried multiple resource packs, and yes, I've checked that it was enabled in my settings). Does anyone know a reason or explanation for this?
You can use the grid colourmap format to specify biome colours for the Nether and End. Here's the file that explains how it works, and here's the template so you can get an idea of what it looks like. The Nether has a biome ID of 8 and the End has a biome ID of 9, so putting solid coloured lines along x=8 and x=9 will give the respective dimensions those biome colours.
2
Small-ish update to the pack. I finished off the stitched blocks.png:
I also tweaked the overworld lightmap, changed some of the sky and fog colours, and added CTM for reeds, vines, and spruce leaves (although CTM isn't working in 1.11, so it doesn't really affect anything.)
I also created a lightmap and custom fog colour for the nether:
For names, I was thinking of calling the pack Chromestone Adventures, or maybe just Chromestone. I haven't had any other ideas yet, so I don't know if I can come up with something better.
12
Since early this year, I've been working on a 16x pixel art resource pack. It features a bright colour palette, and a mild fantasy theme (which I will probably expand upon as I add more stuff). So far, I've mostly done block textures- I've completed around 85% of them, and also done a bit of work on items. I'm posting it here in the hope that I can get some feedback and pointers. I also need some ideas for what to name it, so let me know if you have any good ones.
The pack has a lightmap and custom sky/fog colours, so I recommend using Optifine.
Stuff I'm going to do before properly releasing the pack:
- More blocks
- Water/lava textures
- Use custom models to disable biome shading on leaves and grass
- Disable random rotations for blocks like grass and stone
- Biome CTM textures for blocks
- Particles
- Lightmaps and sky/fog for the Nether and End
- CTM for pressure plates, buttons etc.
0
I like the designs of the first, second, and fourth ones, although the green stone seems kind of weird (unless your natural stone is green, in which case it's fine). With the first one, I would suggest making the cracks a bit longer and thinner; as they are, they look more like gouges in the stone, especially with the strong highlights underneath them. Or you could get rid of the cracks and use blemishes/darker splotches instead, to keep it more smooth-looking.
0
A while back, there was a brief discussion about how Optifine's mipmapping blurs texture resolutions that aren't powers of 2 (in this case, it was 24x).
The problem is still there in Optifine's current version. Is there any hope of getting this fixed, or will I have to tell everyone to turn off mipmapping for 24x items when I release my pack?
1
Hang on, what? Is there a workaround for this? I've made a bunch of item textures in 24x, and I'm going to be very annoyed if I have to redo them in a different resolution. (are you sure it's powers of two and not multiples of 16? 48x could work, if that's the case.)
This is some real ******** you're pulling on us, Mojang.
EDIT: It's actually Optifine that's blurring the textures, not Minecraft itself. Haven't bothered testing to see if the problem is only with a specific version, but turning off mipmaps seems to fix it. The mipmapping in vanilla Minecraft doesn't seem to do anything; it's only Optifine.
0
The first one looks more round, but I like the shading on the outline of the second one.
0
Well, actual lapis is more like a smooth rock than a translucent gemstone. I'd suggest drawing it like a normal shaded material, and maybe giving it a backlight to show that it's shiny.