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One decade later, Minecraft world generation is interesting again

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Re: One decade later, Minecraft world generation is interesting again

#121

If 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.

This seems like a recreation of Cubeworld, which unfortunately seems pretty much dead now (but the developer disappeared for years at a time in the past too, so who knows). Too bad they changed a lot of the systems that made the game great for the Steam release.

https://picroma.com/

Re: One decade later, Minecraft world generation is interesting again

#122
post #16

The 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…

My kids don't play survival at all really and although I have kept trying for years I can't find an actual enjoyable game in there at all really. Like you say, too much grinding, and then it just starts to feel completely pointless and arbitrary.

Re: One decade later, Minecraft world generation is interesting again

#123

Man. I really do want to like it, but this update is the first one that gives me the Microsoft-finally-took-over vibes. Traversal and with that exploration just became so much harder. The landscape is now riddled with holes that you either build scraggly bridges over, or lead to massive detours. The sides of bodies of water are much higher and steeper on average, making it impossible to see the landscape you're passi…

You are mostly correct. My kids and I played Minecraft 1.18 survival even in beta. The new ore distribution rules, especially for iron, greatly increase the grindiness of the beginning of the game. We were compelled to immediately dig down to Y=16, where iron is most common (except for extremely tall mountains that are rare biomes).

https://minecraft.fandom.com/wiki/Ore?file=1-18-ore-distribu...

We did not find the world "riddled with holes," though, and gaps in Minecraft have always been easy to traverse by simply placing blocks.

1.18 ore distribution sucks. Going caving virtually requires full armor due to mobs, but now to get full armor you need to go caving (or get extremely lucky).

Re: One decade later, Minecraft world generation is interesting again

#124
post #78

Earlier quoted context omitted.

The Veloren developers seem to have forgotten to provide a page of information _anywhere_ giving a non-negligible overview of what the game is about. The main website has little more than a paragraph listing some other games as inspiration, followed by some Minecraft-like screenshots. It also has a manual which is clearly focused on developers and contributors, as it provides next to no information for a new person w…

Submit a pull request.

With what? A manual?

Parent is checking out a game because it was mentioned on HN and finds that the game’s web page doesn’t have a manual and your response is essentially: “Play the game sight-unseen, learn everything about it, write a manual and contribute it back to the project”? That’s not very realistic.

I could see creating an issue in the tracker, perhaps.

Re: One decade later, Minecraft world generation is interesting again

#125
My understanding of the height limit (originally 128 and later 256) was that the lighting algorithm was O(height limit), and so it was hard to increase it arbitrarily. And then most of the shape of the terrain is dictated by the height limit—you couldn’t really have big mountains full of false summits, and indeed the terrain generation didn’t really have many low-frequency features that spanned large areas (but maybe they are boring because they are slow to traverse). For comparison, the highest peak in the European part of the Netherlands is around 320m whereas the Minecraft limit wouldn’t let you above 192m above sea level. Denmark has a highest peak of 170m so it would fit but the game wouldn’t generate such a thing as you’d only have 22m above the top to build. I wonder if one way around raising the height limit would be to offset the base height of chunks relative to each other, but that might lead to strange behaviour in other parts of the game. Maybe Microsoft have figured out a better fix to allow increasing the limit.

Re: One decade later, Minecraft world generation is interesting again

#126
post #63

Earlier quoted context omitted.

I haven't tried but I believe I can't play Minecraft anymore because all players have been forced to convert their Mojang accounts, which is something I simply don't want to do. Funny how a company can just take away something you purchased and you have no recourse.

Nope. You can still play with a Mojang account. I do.

You can, but you have to use the old launcher, which is buried on the Minecraft site and avoid the dark pattern prompts to upgrade.

Re: One decade later, Minecraft world generation is interesting again

#127
post #66

They 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.

This is how the big multiplayer servers available via Bedrock edition work, not so much for distance, but for different game modes. Unfortunately players pay by buying predatory micro-transaction items, which I find near unacceptable in a game so squarely targeted at children.

Re: One decade later, Minecraft world generation is interesting again

#128

Man. I really do want to like it, but this update is the first one that gives me the Microsoft-finally-took-over vibes. Traversal and with that exploration just became so much harder. The landscape is now riddled with holes that you either build scraggly bridges over, or lead to massive detours. The sides of bodies of water are much higher and steeper on average, making it impossible to see the landscape you're passi…

It's extremely easy and quick to go >>1k blocks away from spawn looking for good territory if you want to, and I've done so now in three separate worlds. And I didn't have a bunch of resources when I did that either. Iron is easier to find than ever now that it spawns on the surface in mountain biomes. I got over a stack just taking the surface iron on a mountain. Sure, there were also copper veins, but there was plenty of iron. This was the first thing I did after punching down a tree and getting a stone pickaxe btw.

I do agree with you on inventory clutter, but that has been a problem for as long as I have played the game (since about 2010? I don't remember which version). I am disappointed that they have delayed the introduction of the bundle.

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