I'm new to Minecraft. Does anyone know if I will need to start a new world to benefit from the 1.18 terrain improvements, or will it work it's way into an existing save game?
One decade later, Minecraft world generation is interesting again
41–50 of 226 posts
Re: One decade later, Minecraft world generation is interesting again
#42One thing I always hoped, but that never happened: get people’s creations into the game. Randomly get vetted buildings as biomes. People have created insane things and it’s a shame they couldn’t have been integrated directly into the game. Even a few would have been cool. I guess one thing is that structures without life feels empty, so you’d have to generate random monsters or NPCs for each of them.
I'm not entirely sure how the jigsaw system (the subsystem the game uses for building villages and bastions from a large palette of pre-builts using a set of rules and connectors) integrates with the custom world generator options, but that would seem the best bet for it in a vanilla game.
The problem with an "official" player creations is both vetting them and the social backlash because you didn't pick little Timmy's shack. As well as the disjointedness of theme that could occur with a player's playstyle.
I play a modpack. Create: Above & Beyond, they've added a bunch of new random structures to the game, but they're all within a similar theme of quasi-medieval for the surface structures, and a few of the underground ones stray a bit more modern.
Re: One decade later, Minecraft world generation is interesting again
#43The new worldgen is incredible, both above and below the surface. Hats off to everyone at Mojang that worked on this! One of my favorite game memories of all time was the first time I played Minecraft during the alpha days and immediately got lost in the world. For me, going into a 1.18 world and finding a giant mountain chain and then finding a cave on the peak of the mountain that falls all the way into a giant und…
Like, it's perlin noise and a bunch of algorithms and it makes mountains and caves and overhangs that are all decorated and such and a river bleeding into a ravine that leads into a giant cave network.
Re: One decade later, Minecraft world generation is interesting again
#44The new worldgen is incredible, both above and below the surface. Hats off to everyone at Mojang that worked on this! One of my favorite game memories of all time was the first time I played Minecraft during the alpha days and immediately got lost in the world. For me, going into a 1.18 world and finding a giant mountain chain and then finding a cave on the peak of the mountain that falls all the way into a giant und…
The one thing that always stuns me is how in the hell did they (both Mojang and terrain pack creators) figure this out from math? Like, it's perlin noise and a bunch of algorithms and it makes mountains and caves and overhangs that are all decorated and such and a river bleeding into a ravine that leads into a giant cave network.
Re: One decade later, Minecraft world generation is interesting again
#45Earlier quoted context omitted.
The one thing that always stuns me is how in the hell did they (both Mojang and terrain pack creators) figure this out from math? Like, it's perlin noise and a bunch of algorithms and it makes mountains and caves and overhangs that are all decorated and such and a river bleeding into a ravine that leads into a giant cave network.
Don't underestimate the role of the human observer focusing and exploring the most interesting parts.
Re: One decade later, Minecraft world generation is interesting again
#46The new terrain is great, but I have mostly exhausted my patience with Minecraft survival. I hope future releases will put some effort into reducing the grindyness. I know many things can be automated but they tend to rely on extremely arcane game mechanics rather than feeling like an intentional part of the game. Some elements of Factorio were inspired by Minecraft. I think Minecraft could now use some inspiration f…
I'm playing the "Create: Above & Beyond" pack.
There is grind, the pack gives you a goal (build rocket, go to moon), but how you get there is up to you and the automation isn't quite so arcane as vanilla, and doesn't rely on "magic blocks" (Where you plonk down a single block and it magically does all the things) instead relying on you making a machine/factory line from multiple blocks.
Re: One decade later, Minecraft world generation is interesting again
#47I'm new to Minecraft. Does anyone know if I will need to start a new world to benefit from the 1.18 terrain improvements, or will it work it's way into an existing save game?
It should work with an existing world, but as always, make backups! As for integration. This time round instead of the "harsh" borders we've gotten before (where new and old chunks meet, often resulting in sheer cliffs due to height differences) the borders will be blended and smoothed. Your old chunks will also be upgraded, the bedrock that was at Y0-5 will turn into the deepslate block, and you get the full 0 to -6…
Re: One decade later, Minecraft world generation is interesting again
#48Earlier quoted context omitted.
I wonder how many if those alpha worlds are preserved. I started when the alpha was free and the beta was pay, and the scope of those alpha worlds was just incredible. There wasn't much in the way of nature in the alpha so all those worlds were more art project than construction.
With the current launcher, you can actually pick which version/update to play, including old versions. For Java Edition, it lists versions all the way back to alpha as options.
Re: One decade later, Minecraft world generation is interesting again
#49It's been a while since I've played Minecraft, so I can't speak to the newer terrain. But I always thought they could significantly improve the world gen. Perlin noise is cool, but why not try to fully simulate plate tectonics, weather patterns, drainage? It would go a long way if deserts were in the rainshadow of mountain ranges, islands corresponded to real volcanic activity, etc. I guess there is a limit to what y…
What do you mean having then load on exploration? That's the current state - a chuck isn't generated until you need to load it. This means when you take an old save to a new version any already-loaded chucks you're stuck with but any new exploration causes new world gen on the new version.
Re: One decade later, Minecraft world generation is interesting again
#50So you're basically stuck near spawn unless you want to spend much more time getting around.
A lot of surface iron was replaced with copper, which is useless, meaning progress is now slower than ever, and grinding becomes even more of a necessity. Generally, many of the items that now clutter the inventory are mostly useless, and the inventory needs constant attention.
Minecraft is a fantastic game that I have spent well over a thousand hours on over the last decade, with many more to come very likely. That being said, with the account transition to Microsoft/Xbox and this update that gives me personally the "Microsoft knows whats best for its users" vibes that I still distinctly remember from WLM and Skype, I am definitely less optimistic about the game's future than I was a few years ago. I do hope my caution proves to be unwarranted.