The Problem with World Generation and a Solution that makes Biomes more Diverse within Themselves via /r/Minecraft


The Problem with World Generation and a Solution that makes Biomes more Diverse within Themselves

Disclaimer: for people who have seen this before, sorry. I decided to repost it again because I've noticed that this reddit tends to be less active at certain times. That certain time being very late at night when I posted this. I also did some reviewing here and there and added things. I really want to get this idea out there because I feel confident that something could come out of it with a little discussion and recognition. Please take time to read it. If not now then I encourage you to save the post for review later. But without further ado, here is the idea.

When 1.7, The Update that Changed the World was released, it was a revolution for so many players. We had so many new worlds to discover and it was amazing.

Five updates later and everyone is wanting another biome update or some kind of change to terrain generation. And of course we do, these new biomes have simply exhausted their uniqueness they had at the time of being added to the game.

But the problem is not that we don't have enough unique biomes to explore. The problem is that no matter how far you go in the world, no matter which direction, every forest you come across looks exactly like one you've passed through before. Every one biome looks the same no matter where you go im the world. Every savannah looks like every other savannah. And so on and so forth. With biomes, we have a world of variation that should have been beautifully unique with us finding new things at every turn but this can't be true until the biomes also have uniqueness within themselves.

And this is the part where I propose my idea.

The Property Noise Map

The property noise map is actually a group of different noise maps that would all have different effects on the world the same way that the biome map does.

The noise map and the biome map actually work hand in hand to generate unique terrain.
For example, the map may cause one region of forest to generate steeper cliffs and shorter trees. While another part of the forest 300 blocks away will have smoother slopes and taller trees.

The biome map on its own determines what part of the world is what biome. But the noise maps determine smaller properties that gradually change from location to location within a biome. The result is diversity, even if you generate a customized world with one locked biome, things will still look different in different places.

The main idea is that the parameters vary so much and in so many ways that one forest can look completely different from another forest despite it being the same biome. This way we are adding new areas for the player to explore by not simply adding new biomes but improving the current terrain generation system. We can add biomes later if we needed to but your exploration will still not be as focused on finding new biomes as it is focused on finding current biomes that look very different. I imagine that some of the noise maps would also have an effect on caves, making the world underground different based on region too.

Here! Have a list of possible parameters that could be used as one of the noise maps.

  • Tree Height (changes the height of trees)

Just imagine one area containing nothing but the 1 block high trees you can't walk under. An absolute nightmare to traverse. But somewhere else there are trees 15 blocks tall with tall trunks hanging eerily above you.
* Tree Thickness (Changes the amount of trees that attempt to spawn in an area)

Imagine an area where trees are so thick that it ends up creating a tangled thicket of trunk that is a mess to walk through. Whild in another area, trees are so sparse and you can see so far.

  • Cliff Steepness (Gradually turns rather gentle slopes into steep dropoffs and vice versa)

In one place we have rolling hills and in another we have beta-like terrain generation.

  • Anomaly (Increases the spawnrate of uncommon mobs such as baby zombies and spiders with potion effects)

Did I do good? How do you like my idea? Have anything to add. The comments start right down there.

VvVvV

Submitted February 19, 2017 at 09:42AM by Eyebolaids
via reddit http://ift.tt/2m0Yw8Y

ShowerThought : Why do we kill the Enderdragon ? Last of his kind, just doing whatever he wants in HIS dimension… via /r/Minecraft


ShowerThought : Why do we kill the Enderdragon ? Last of his kind, just doing whatever he wants in HIS dimension…

The Enderdragon is the last dragon in the Minecraft universe, he never visits the Overworld. We actually kill his kids (Endermen) to get Enderpearls. Then we use these Enderpearls to get to the End and kill the Dragon. Endermen aren't even aggressive before we stare them or attack them. After we kill the Enderdragon, we just take resources from his dimension destroying everything.

Is the Enderdragon just a father/mother that wants peace for his children in his dimension ? Are we the bad guy in the Minecraft "story" ?

Submitted February 19, 2017 at 06:13AM by Loji310
via reddit http://ift.tt/2lw7BZA

Minecraft Bi-Weekly Build Challenge #13: Race Track via /r/Minecraft


Minecraft Bi-Weekly Build Challenge #13: Race Track

LAST WEEK'S THEME: QUEEN OF HEART'S CASTLE

Gold

StarTux

A very elegant build which really made good use of the colours available. This means that instead of using red for the entire build, they used grey and accented the roof with red, making it stand out but not too much, giving contrast to the build. Hedge maze was well done, especially with the heart in the middle and the inside was really nice; The lighting provided a neat atmosphere. Well done, a very good build!


Silver

cruznick06

Another cool build. One of the things I liked which is important for people to think about is the placement other build. I really liked this placement on top of the mountain, it looked really neat and grand there. The actual castle looked very good, with an interesting shape and the use of blocks fit the theme really nice. However, the one part that lacked was not the hedge maze but around it. It looked like a hedge maze was just plopped into a plains, which it was. It would have been nice to transition it into a plains from the hedge maze, adding leaves and trees so it wasn't such an abrupt transition. That's the only criticism I have and it was still a really good build! Good job!


Bronze

LordCommanderFang

For the silver entry, I talked about location of the build. This may be just me, but I reeealllly prefer builds in regular terrain instead of superflat. I like superflat as a testing world but as a build site, the build may look nice (like here) but my eyes are drawn to the outside where it's just flat.

This is a really good build though and I like the way LordCommanderFang went at it. It's not too often we see someone use a sphere in these build challenges, especially for the castles and here it added a really cool looking shape to the build. Also, the hedge maze was a good way to lead up to the castle and looked really good.

So besides the building in superflat and the landscape around the build looking dull (again this may just be me), I found the build to be really cool so good job!!

Introduction

Thanks to /u/KingSt3aLtH for this challenge!

Minecrafters, start your building! We're racing today in our challenge making the best racetracks that boats/horses have ever seen!

Inspiration

Interesting racetrack


Challenge

Easy mode Make a racetrack for boats or horses. No ovals are allowed.

Hard mode Add all the normal things to your racetrack: Stands, podium, pitlane and a food and drink stand. Again, no oval track.



Rules

  1. Submitting an entry To submit an entry, you must comment on this post and format your comment like this:

Title of submission

Easy or hard mode

Link to submission photos or video (preferably youtube or Imgur)

Comments

2. Vanilla only No mods that add new blocks or items are allowed. No resource packs are allowed. Any minecraft version is allowed and you may build with custom terrain, creative mode, world edit or etc as long as it doesn't add any new blocks to the game.

3. No preexisting builds We're going with the honour system here but if anything had already been built before the start of the contest, don't submit it.

4. Build teams are allowed There may be more that one person building for a challenge but only one person may submit their entry with their account


Points and leaderboards

Link to sheet. The leaderboards are on the 2nd page


For points and judging:

There is only 3 winners each week. Each participant will get 1 point for submitting their entry if in easy mode. In hard mode, they will get 2. There are honourable mentions but they do not get any extra points.

Anybody that places Bronze with an easy submission gets 3 points and if they do a hard challenge, they get 4 points

Anybody that places Silver with an easy submission gets 5 points and if they do a hard challenge, they get 6 points

Anybody that places Gold with an easy submission gets 7 points and if they do a hard challenge, they get 8 points


Schedule (AST)


Sunday, February 19th 2017: Challenge begins!

Saturday morning, March 4th 2017: Contest is closed. No other submissions will be allowed.

Sunday morning, March 5th 2017 A new challenge and winners are announced in that post!

Submitted February 19, 2017 at 06:11AM by kidmania01
via reddit http://ift.tt/2l92uhc

I made a customized world preset that fixes many of the problems with how worlds are currently generated. via /r/Minecraft


I made a customized world preset that fixes many of the problems with how worlds are currently generated.

Ever since Beta 1.8, the world generation has been fairly flat and homogeneous. Release 1.7 alleviated some of the issues with the terrain, but it's still honestly kind of boring. Then suddenly, 1.8 came along and gave us world customization options. Many customized world presets have tried to fix the boring terrain, but I think you'll come to the conclusion that this one stands out:

{"coordinateScale":684.412,"heightScale":888.176,"lowerLimitScale":423.45068,"upperLimitScale":388.2465,"depthNoiseScaleX":409.24646,"depthNoiseScaleZ":409.24646,"depthNoiseScaleExponent":0.8546479,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":12.0,"biomeDepthWeight":0.5,"biomeDepthOffset":0.0,"biomeScaleWeight":2.0704226,"biomeScaleOffset":0.0,"seaLevel":65,"useCaves":true,"useDungeons":true,"dungeonChance":17,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useMansions":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":5,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16} 

The preset above is the result of several hours worth of fine-tuning, so I hope you thoroughly enjoy it.

This preset features:

  • Large lakes (7.8/10 too much water)

  • Extreme Hills that actually live up to their name

  • More height variation within biomes

  • More dungeons (and I still can't seem to find any, even with Spectator mode)

  • A sense of nostalgic atmosphere

If you still aren't convinced, check out these screenshots

Submitted February 18, 2017 at 11:54PM by Wawawawaluigi
via reddit http://ift.tt/2lWD3RQ