Live data from Hacker News

One decade later, Minecraft world generation is interesting again

dither8.xyz

141–150 of 226 posts

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

#141

Earlier quoted context omitted.

The Microsoft acquisition of Minecraft is inexplicably one of the few big tech acquisitions that hasn't completely destroyed the product. It's impressive

Eh, aside from making java and bedrock incompatible, requiring Xbox live accounts to play, deleting customer accounts in the transition to Xbox live, making realms which are different somehow from java and bedrock (many parents had a devil if a time figuring out how to setup a server for kids playing on all the platforms during lockdown)... Aside from this they didn't ruin it.

Java and Bedrock were already incompatible before Microsoft for involved, that wasn't their doing.

Realms are obviously different because the two versions are incompatible.

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

#142
Even though I'm a videogame player, I hadn't played Minecraft until it was recently added to the XBox Game Pass on windows. I can see why it is so attractive to kids. I didn't know a lot about it so the first time I came across a village was really surprising. Then I got lost and spent tons of time trying to find my way back to my base. Minecraft is a pretty amazing game. I'm only a decade late to finding it out!

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

#143
post #63

Earlier quoted context omitted.

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.

And eventually it will be forced they say.

Edit: They == Mojang/Microsoft

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

#144

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 w…

My friends and I converted an existing world to 1.8 (hard difficulty). Even with full iron armor I got wrecked the first time I dug down to the cave beneath our base. Was not expecting the sheer number of mobs.

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

#145
post #90

Earlier quoted context omitted.

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.

That line is the last line of their "About" section, and for open source software it is relevant since OSS projects often want people to contribute.

Much like Veloren?

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

#146
post #132

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…

The extremely low height limit is also influenced by gameplay: many voxel games let you run up slopes that vary by only a single vertical step, but Minecraft forces you to jump to climb, which is much slower. Nobody wants to jump 16,000 times just to get over a mountain range. On the other hand, while I actually really like the traversal and movement in Minecraft and I wouldn't want to change it, the current height a…

Actually +64 above/+64 below is only the new default. Custom worlds will be able to increase the world height limits to +2032/-2032. That leaves a lot of room for activities. I think custom terrain gen data packs like the one mentioned above still have to be adjusted to actually use the full height.

I'm excited for mappers that can now build 1-1 scale recreations of real and fantasy locations like everest (~4000m from the base), minas tirith (300m), barad-dur (1400m), courisant senate building (600m), etc.

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

#147
post #94

I love gaming as much as the next person - I spent most of my teens playing Half Life and the like. I have a genuine question as I’m very naive to Minecraft. I see a lot of time / thought / energy dedicated to making things in Minecraft and can’t help but feel it’s a bit of a waste of time. I think I feel this way because I don’t know much about Minecraft or the community. Other than for pleasure (which is a plenty g…

It depends a lot on who's playing. For me it's entertainment, and yes... it may be a time waste? but sometimes I need it. Why should we work every single hour we are awake?

I've found positive outcomes from playing the game as well, beyond gaming: for example it helped me realize that you can have a lot of things (in game: build materials) but it doesn't mean anything if you don't use them (in game: build something!). It also helped me reconnect with old friends (we play together in our server, hop into a voice channel sometimes and we also share unrelated stuff outside the game). I know it helped some people get through the pandemic.

It's also a good motivation for kids (and grown-ups!) to learn basic server administration, plugin development, community moderation, and some people also like to fiddle with textures as well.

The game is a creativity source, very much like Lego bricks. The things you do in-game may not have much value, but I'd say it yields great results in the players :)

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

#149

Earlier quoted context omitted.

Eh, aside from making java and bedrock incompatible, requiring Xbox live accounts to play, deleting customer accounts in the transition to Xbox live, making realms which are different somehow from java and bedrock (many parents had a devil if a time figuring out how to setup a server for kids playing on all the platforms during lockdown)... Aside from this they didn't ruin it.

IMO the worst among the things Microsoft is doing to Minecraft is introducing an in-game currency (to an already paid game!). They target Bedrock for this, and I strongly suspect once it starts bringing in extra money they will essentially kill further Java edition development.

IMO, the Java edition doesn't really need additional development, though. It's absolutely nice to have, but the reason (for me) to play the Java version is the community.

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

#150

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.

Or more like open terrain generator for spigot, it's so much better than stock minecraft it's laughable.

https://i.imgur.com/YtDraMh.jpg

Post reply on HN