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One decade later, Minecraft world generation is interesting again

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31–40 of 226 posts

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

#31

> I have stopped in recent years since I find it dangerously addictive I forgot this, but that's actually why I stopped playing it. I was in uni around 2007-08 and realised it was using a serious amount of my time and energy. I just quit cold turkey back then. I've barely played any video games since this point, in fact. What I loved about Minecraft initially was the exploration. I got into it during the beta (I thin…

A fair few games have an Iron Man mode where they only save on exit, so you can’t revert.

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

#33
post #20
post #13

It'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…

The article suggests that "more realistic" is correlated with "boring". "Real" is an interesting concept. Any such simulation couldn't really be based on Earth geophysics. Who wants to spend months crossing the steppes? Real magma isn't something you find by accident. Real tunnels can collapse. And so on. So these intelligent developers will need to create a new system of geophysics. I've read that Dwarf Fortress use…

> The article suggests that "more realistic" is correlated with "boring".

I wouldn't say so. With the increased mountain height I'd argue the terrain is more realistic than ever, and not boring.

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

#34
post #11

Earlier quoted context omitted.

It’s for both Java and Bedrock, so it should be on all currently supported PC, mobile, and console versions. In general Mojang keeps PC and mobile/console at feature parity with each other and releases updates at the same time across all supported versions now, which is nice.

Really nice. Didn’t expect that to be the case.

Minecraft has supported cross platform multiplayer for a while now, so it would be really weird if they broke compatibility with PC like this.

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

#36
post #13

It'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

#37

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?

Ok from pcgamer:

> Always remember to back up your old save files before loading them into the newest version of the game. With the new changes to world generation, Mojang say that new chunks generated in worlds you bring forward to 1.18 should better blend with the existing terrain in your save file. So long to big flat chunk borders in old worlds!

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

#38

Earlier quoted context omitted.

Really nice. Didn’t expect that to be the case.

Minecraft has supported cross platform multiplayer for a while now, so it would be really weird if they broke compatibility with PC like this.

Mimd you, there are two versions of Mimecraft. Java and Bedrock. Both support PC but only Bedrock supports other plattforms. Cross Plattform multiplayer therefore only works with bedrock. Java isn't compatible with bedrock servers and the other way around.

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

#39
post #13

It'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…

Other people are pointing out that real == boring, but I disagree. Perhaps we wouldn’t want a literal real world, but hyper interactive terrain like you suggest could be used to explore new and interesting gameplay ideas.

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

#40

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?

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 -64 Y generated underneath.

Ethoslab, a youtuber with a very old world save, is on 1.18 now, and they've got one of the new lush caves in the new negative Y generation under their base.

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