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One decade later, Minecraft world generation is interesting again
101–110 of 226 posts
Re: One decade later, Minecraft world generation is interesting again
#102Earlier quoted context omitted.
I'm no Microsoft apologist, but I believe you've misunderstood the intention and the effect of the changes. Previously, the time-optimal strategy to acquire iron and diamonds was to dig a hole deep into the earth and then bore straight paths. This was exceptionally grindy (fans would say zen, detractors would say tedious), but effective. With 1.18, the optimal strategy is now to enter a cave and find the resources th…
Is the strategy you're talking about (digging straight down upon spawn, as I've seen people do) just applicable to speedrunning, or does your average player learn to do that eventually as well?
It's its own form of exploration, at least in the versions with fun cave generation: you always end up in some cave complex that you can then explore. But I'm happy to see that it's less needed now, because interesting caves are more commonly accessible from aboveground.
Re: One decade later, Minecraft world generation is interesting again
#103Earlier quoted context omitted.
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Since you said “Microsoft improved the product” and this is a software product, I don’t see any other possibility than talking about writing better code.
So back to the point: What did you think of the words that Markus said?
Do you agree with Markus Persson that Zoe Quinn is a "cunt", and think that Markus was right to tell her so publicly and personally on Twitter?
Do you think it's a good business decision for Microsoft to associate themselves with those words?
Re: One decade later, Minecraft world generation is interesting again
#104If you like voxel world generation, I strongly advise you to check out Veloren[1], it has a much much deeper worldgen that what Minecraft offers. [1]: https://veloren.net/ the game is still under development but it has been playable for more than a year now.
> Veloren is a multiplayer voxel RPG written in Rust. This is such a meme by now, I have to assume it's an inside joke. Even games mention that they're "written in Rust" in the first sentence in their official presentation, what other programming language communities does this? Why would anyone except other Rust programmers care?
Re: One decade later, Minecraft world generation is interesting again
#105Guessing you could let the saved game or the player pick which world generation algorithm to use and you need to keep the code for the old and new generator around? It's probably less of a big deal for e.g. rouge-like games are over for good in a few hours, but not for games like Minecraft.
Re: One decade later, Minecraft world generation is interesting again
#106For random world generation like this, how do you make changes to the generator (like adding taller mountains) without breaking saved games and world seeds that people have written down? Guessing you could let the saved game or the player pick which world generation algorithm to use and you need to keep the code for the old and new generator around? It's probably less of a big deal for e.g. rouge-like games are over…
Re: One decade later, Minecraft world generation is interesting again
#107Earlier quoted context omitted.
Since you said “Microsoft improved the product” and this is a software product, I don’t see any other possibility than talking about writing better code.
A product is a whole lot more than code. Sounds like you've never shipped one. So back to the point: What did you think of the words that Markus said? Do you agree with Markus Persson that Zoe Quinn is a "cunt", and think that Markus was right to tell her so publicly and personally on Twitter? Do you think it's a good business decision for Microsoft to associate themselves with those words?
I don’t know either person but I think they both should have a right to say whatever they want.
>Do you think it's a good business decision for Microsoft to associate themselves with those words?
I think people will care for two days and then forget about it. It’s irrelevant. Some people will boycott the product if they stay associated but then some will like what happened and will buy if they let the guy stay as a way of supporting him. Overall it will make zero difference.
Re: One decade later, Minecraft world generation is interesting again
#108For random world generation like this, how do you make changes to the generator (like adding taller mountains) without breaking saved games and world seeds that people have written down? Guessing you could let the saved game or the player pick which world generation algorithm to use and you need to keep the code for the old and new generator around? It's probably less of a big deal for e.g. rouge-like games are over…
maps only generate as far as players have seen. So an old world would have old features until you explore new areas. To expand: Any generated chunk is considered "user modified" and saved whole, since a player could put houses or change blocks there. New areas are generated by the algorithm once reached. This works for new versions of the game as well as mods that add/change biomes.
Re: One decade later, Minecraft world generation is interesting again
#109Earlier quoted context omitted.
> Veloren is a multiplayer voxel RPG written in Rust. This is such a meme by now, I have to assume it's an inside joke. Even games mention that they're "written in Rust" in the first sentence in their official presentation, what other programming language communities does this? Why would anyone except other Rust programmers care?
In a winamp discussion thread a couple of days ago somebody linked to https://www.strawberrymusicplayer.org/ , and I had the same reaction to their "It's written in C++ using the Qt toolkit and GStreamer. Strawberry is compatible with both Qt version 5 and 6.” It’s definitely weird for end-user software to promote itself based on internal implementation details, but it’s by no means a rust-exclusive phenomenon.
Re: One decade later, Minecraft world generation is interesting again
#110They should really enable a sharded server networking protocol to allow some MMO elements. Each server would handle a limited area and players would automatically connect to a server when they go to a certain distance. I'm sure players would pay to access it if it worked.
I remember seeing a project like that (maybe even here, on HN), but unfortunately I can’t find it