I'd like to introduce to you guys a concept I'm sure you're well aware of, "Polyworlds," a term I dub for worlds that have gone through many series of terrain generation, causing sudden changes in biomes, structures, etc. One thing I think is interesting about these worlds is that it can lead to half-generated structures, as well as a myriad of unique land features that would not be found in an otherwise non-polyworld save file.
For more on Polyworlds, checkout the first couple minutes of this video explaining:
Another question this leads me to ask is "What is the densenst possible polyworld?" Meaning, considering all infdev to today versions of minecraft, anytime there would be a new terrain generation algorithm which causes a seed to generate differently, you could theoretically pass a save file between these different versions a maximum number of times. What is that maximum? What is the densest possible polyworld?
This is a question, along with many others, I'm attempting to answer in a Polwyorld Creation Series on YouTube I'm making. I've been a Minecraft YouTuber in the past as well-- I made "How Big is Minecraft?" and "Is Real Life the Same as Minecraft?" to name a couple. As time from 2012 to today has passed, unfortunately the algorithm and all has caused my channel to decline, so if you liked that content before and want similar content moving forward, I implore you to checkout my newest series I'm working on! There's currently three episodes out, and here's the newest one:
I tackle more topics and ideas than just polyworlds, too, it's kind of an introspective, philosophical series that appeals to a certain aesthetic I think is solely unique to minecraft and my channel. If you're interested at all, please, consider giving the videos a try.
Anyway, as for how to find the densest possible polyworld, my current thoughts are to take a single seed as an independent variable. Then, generate that seed into minecraft for as many versions there are of minecraft possible. Compare each generated world, and for the worlds that are the same those versions can be ignored, since they don't change the terrain generation. Once you find each unique verison of the seed, then, you can take that single save file and generate it through each of those "unique" versions, walking far enough in each one to generate new chunks using that version's algorithm.
Is this a viable approach to finding the densest possible polyworld? Or, if there is already a clearcut answer, please let me know!