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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

#181

Earlier quoted context omitted.

Unless you're really working to hit ore in a limited space, you pretty much just want to make a bunch of long parallel tunnels at the right height.

If I recall correctly (I've played it years ago), efficient mining methods make use of 1x1 branches and optimized spacing between branches, which exposes more potential ore spots in less time than a simple 2x1 tunnel. Someone solved the optimization problem and calculated the optimal branch spacing to minimize the time spent on removing the blocks per one block of ore.

Feather mining (the style that uses the 1x1 branches) is more efficient per block mined, but it requires a lot more attention compared to a straight 2x1 hole because of all the turning you need to do. So 2x1 is what most people do. People who have enough resources to make beacons usually speed-mine instead, though. That's because with a beacon giving you Haste II and an Efficiency V pickaxe, you can mine stone blocks instantly, allowing you to clear out 2-tall spaces rapidly. This destroys more blocks per ore but is much faster than anything else in terms of time. That said, in the 1.18 update, diamond ore can only be found at levels where deepslate generates instead of stone. Deepslate cannot be instant-mined, so caving is once again the most efficient way to find ores. I consider this more fun than the old style of mining, so I'm glad they made this change.

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

#182

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.

> 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?

“Minecraft Java Edition” springs to mind :P

Otherwise I mostly only see this when it’s “for developers by developers”

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

#183
post #67

Earlier quoted context omitted.

I wouldn't say that it has deeper worldgen, but because it replaces voxel terrain with a lower lod after a certain distance, the world has a feeling of massive scale. You can see a far away mountain range on the horizon and actually journey there, then glide down it to an even further sea. Afaik the new site2 system also shows lod levels for generated structures.

The world feels massive because it is actually: a medium-sized hill in Veloren is taller than the entire horizontal dimension in Minecraft. I'm personally not fond of the (pretty crude) lod view, especially because of the moiré in it.

Edit: vertical obviously.

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

#184

Earlier quoted context omitted.

Have you considered modded to get a little more Factorio in your minecraft? 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…

The problem with those packs, especially ones like tekkit is that they just mash in a thousand different mods of barebones compatibility, some adding the same kind of ore or item slightly differently and you end up with a billion items, some of which are duplicates, no idea where to start from or what to use with what, and all in all a general unbalanced clusterfuck. Create mod by itself is fine as it is imo, no extr…

I specifically called out Above & Beyond because it isn't a "kitchen sink" pack thrown together over a weekend with a dozen different game crashing interactions between mods, or 4 ways to create dupe item cycle. Or a hell inducing grindfest like the Gregtech focused packs are.

It's a pack with one goal (build rocket, goto moon), that puts you in the SANDBOX that is the core of minecraft and says, "here are the tools, here's a bit of guidance on what you should automate to progress, but figure it out from tools at hand and have fun in your own way".

The mods are from different authors, but all the recipes have been tweaked and tuned to integrate with each other and provide a cohesive progression curve. Even the textures have been tweaked to make the pack visually cohesive.

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

#185
I've been playing Minecraft on-and-off for the better part of the decade now (since I was 9 or 10 wow!), I've been amazed at some of the recent changes that Mojang has made with improving game engine performance and now this new caving update.

I hope they once again push for a revival of modding multiplayer servers, although that is most likely a pipe dream because of the Bukkit DMCA issues in 2013-2014 :(.

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

#186
post #4

The 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…

I added the Terralith datapack to a new world on my server, but am I not getting it? Everybody gets the same world right? Yo have to download other seeds? I don't see massive changes, any coordinates that are particularly interesting in the default world?

Edit, I think I found something nice (a cave) at -281, -15, 436, that's not something 1.18 generates by default I guess?

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

#187
Minecraft world gen has never been interesting, and still isn't. All of the comparison screenshots look exactly alike: Some trees, some cliffs, some water. And a mixture of dirt, grass, sand and snow. To call such bland a landscape "interesting" is an admission of complete lack of imagination.

And now we're having a massive celebration because... Microsoft added caves? What a joke. Caves are among the oldest of inventions in human history.

Where's the factory biome with weird machinery and pipes running around? Where's the dead biome thick with fog and populated with graves and zombies? Where's the airship biome that floats high above in the sky and takes building effort to get to?

There's so much creative potential, totally unrealized, for decades. Minecraft never went anywhere. It will die the moment a more imaginative clone pops on the market. It might by Hytale, or something else.

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

#188

Earlier quoted context omitted.

This is so user-unhostile I wanna cry. Most companies just want the power to force antifeutures on the users nowadays.

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

They soon plan to only allow logging in with Microsoft accounts no?

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

#189

Earlier 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 called strip/branch mining (https://minecraft.fandom.com/wiki/Tutorials/Mining#Branch_Mi...) by players.

Everyone (including children) learns this method over time, be it by checking tutorials online, reading a wiki, or just naturally due to how simple and efficient it is.

You just had to mine straight down to y 8/13 (this changed in the new patch), make a long corridor and then just branch out of that corridor in lines.

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

#190

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.

Also they added microtransactions on many platforms. I did expect them to ruin it more by now though.
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