Lol, I know right? They have all the freedom to add things to the game and sometimes the mods are more fun to play. Considering the economics of the situation though, there's very little incentive for them to keep developing Minecraft, so I'd say we're lucky to keep getting updates at all.
Are you saying that Microsoft threw their money away on this, and that it's not worth billions?
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I'm not using mods of any kind except amidst (that's not a mod, right?), but I am working on a large project in the middle of a huge jungle. I set my render distance to only 4 chunks because I was having some framerate and strange behavior, I don't need to see much to work on the project. That helped for a long time, but now it is out of control. I suspect this might be due to a bug.
What should I do? I've tried moving away from the area I'm loading in but I don't have much time before it crashes.
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Any suggestions? I don't want to waste any more time with bland worlds.
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This bug seems to go away if you log out and then log in and stick to one map at a time.
EDIT: As far as I have seen, the map still explores properly even though the pointer is invisible, so it might still be worth having all the maps you need even though its hard to tell where you are sometimes.
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I'm not happy with a 50:1 ratio between occurrences of one biome to another. 10 or 15 to one would be a lot better I think for rare biomes.
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A Perlin noise function usually gives nice looking random brownian motion values between -1 and 1 or 0 and 1. Because the values returned within a range, for instance 0 to 1.0, you might intuitively think that, for example, values above 0.9 would occur 10% of the time. Perlin noise however is generated by combining samples of a noise field at differing geometric scales, which will tend to strongly favor values in the mid-range, while suppressing extreme values. It is similar to using multiple dice rather than a single die.
For example, if you have a single 6 sided dice and roll it many times, you would expect to get values 1 thru 6 with a fairly even distribution. However, if you add another die, for a possible result from 2 to 12, the results will not be evenly distributed. To return an extreme result of 12, you must roll two 6's. To get a mid-range result of 6 you can roll 5 1, 1 5, 2 4, 4 2, and 3 3. So you are actually five times as likely to roll a 6 than you are a 12 or a 2.
Perlin noise works similarly. Generally you will have a noise field sampled at several octaves that are combined for a final result, so to get an extreme result, all of the samples at each octave need to be extreme! As you can imagine, that greatly increases the rarity of extreme values.
The reason why it's not that hard to find map seeds with the extreme values and thus desert and jungle, is because with standard Perlin noise, there are artifacts near the geographic origin (usually where the player spawns) that will make extreme values more likely.
For a 1D example, lets say we have a set of numbers, sampled at 3 octaves multiplied by 2.
You can see that at the origin, the extreme low 1 is represented in all three octaves and comes through to the final result. As you move away from the origin, things become more muddy and middle ground, even when some contributors are extreme highs.
In conclusion, I think that the devs did not actually examine the distribution pattern of their noise algorithm, but rather made false assumptions about it, therefore people are getting vastly more temperate biomes than extreme biomes. I love some of the new biomes, but the impact is greatly diminished when you want to find a desert and you come across your 15th flower forest or roofed forest. As cool as those biomes are to look at, if you are looking for something else they become repetitive to the point that you get angry at seeing another one. In my world after much exploring, I'm actually seeing fewer biomes than I saw in previous versions. Not one example of ice, mesa, desert or jungle within 3000 squares, and their might not be any anywhere if my theory is correct.
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