Personally, I'm not much of a fan of the new terrain because it doesn't feel like Minecraft anymore. I feels like a different game.
i too is not fan of new terrain is very ugly i would that jeb fix it i remember of my first house is very nice with withe wood near of the forest and of desert
In my opinion, the most irritating terrain aspect is the rate at which iron appears. Iron is so common, after about a month on one world I have a double chest of ingots, or about half a chest of blocks. This makes the game WAY too easy, as iron is easily enchanted with good enchants. This dulls the relevance of diamonds, especially if you don't completely suck at PvE.
This makes the game WAY too easy, as iron is easily enchanted with good enchants. This dulls the relevance of diamonds, especially if you don't completely suck at PvE.
Iron is already enough to make the game incredibly easy even without enchantments (due to the rarity of leather I always get diamonds before enough bookshelves for an enchanting room anyway). I would say the problem lies in the lack of mobs that can compete with iron and diamond than the prevalence of iron.
@Zamot: I like the hill to the right in the first picture, but the one in the second is too abrupt for my tastes (a random cliff-face that's only around 17 blocks high?) and the third and fourth ones look like misshapen blobs. Admittedly, they're the same hill, but still. Are those generated through X-hills?
@zamot this moutain is nice but look the old beta image //i.imgur.com/DQSSdrZ.jpg" width="" height="" alt="" />" width="" height="" alt="" /> this picture of beta is of my favorite seed 6849903145766763736sorry for bad resolution
Simple, all you need to do is create a proper biome variations system.
Every biome has a base biome. This is just a loose definition as to what the biome is. Every forest will usually have similar characteristics to another forest (but not always) and will always look like a forest.
Each biome has a set of "characteristics" that vary between each occurrence of a biome. These characteristics are things like what is in the biome (e.g. specific trees, boulders) but also alterations to how those things generate (e.g. tree density, ratio of one tree type to another, etc). Of course some characteristics would generate more frequently than other characteristics.
To show you an example, I prepared an example of a biome and it's characteristics (rather rough but meh):
Base biome: forest
Tree type 1: 35% chance of oak, 35% chance of birch, 30% chance of dark oak
Tree type 2: 24% chance of oak, 24% chance of dark oak, 24% chance of birch, 24% chance of spruce, 2% chance of large red mushrooms, 2% chance of large brown mushrooms
Tree type 3: 96% chance of nothing, 2% chance of large red mushrooms, 2% chance of large brown mushrooms
Tree density: Ranges from five trees per chunk to 20 trees per chunk. Twelve per chunk is most common, with anything higher or lower being rarer (becoming progressively rarer the farther it is from 12).
Ratio of trees: Tree rarity of 1 ranges from 50% to 90%, with 75 being most common and the other numbers becoming progressively rarer the farther they are from 75. If only Tree 1 and 2 are present, the rarity of Tree 2 is the 100 minus the rarity of Tree 1 (so if the rarity of Tree 1 is 80%, the rarity of of Tree 2 is 20%). If Tree 3 is present, then the rarity of Tree 2 is 3/4ths it's normal amount and the rarity of Tree 3 is 1/4th of Tree 2's normal rarity (if the rarity of Tree 1 is 80%, the rarity of Tree 2 is 15% and the rarity of Tree 3 is 5%).
Tree Height: 60% chance of current tree height, 30% chance of +1 tree height, 8% chance of +2 tree height, 2% chance of +4 tree height.
Flowers: 80% chance each of poppies, mushrooms (both varieties), and dandelions occurring. 50% chance each of lilacs, rose bushes, and peonies occurring. 30% chance each of alliums, azure bluets, tulips (all colors), and oxeye daisies occurring.
Flower Density: Ranges from 1 cluster every 32 chunks to being scattered everywhere, as in flower forests. Most common is 1 cluster every 8 chunks, with any other frequency being rarer the more or less frequent the flowers are.
Debris: 70% of no debris, 13% chance of large boulders (boulders no larger than a 5x5 square partially embedded in the ground made of smooth stone, sometimes contains coal), 13% chance of small boulders (mounds of cobblestone and mossy cobblestone like in the current Mega Taigas), 6% chance of both.
Debris Density: if debris is present, an instance debris occurring will occur in a range of every 32 chunks to every 4 chunks, with every 16 chunks being the most common. Small boulders generate like flowers do, in patches.
This will make every temperate forest biome introduced in the r1.7 update possible, as well as a myriad of other forests. This can be expanded upon as well but i'm too lazy to do it. Either way, this creates a ton of new biomes with just this example alone. If expanded to all the other logical base biomes (some of which do not actually exist; I would replace wetland with swamp and make savanna broad enough to include seasonal forests) and packed in a temperature/humidity system similar to ß1.7.3 and true height variation, then you've got yourself a very interesting and varied terrain generator indeed.
For this to work best there would need to be more trees but I doubt that they would be terribly hard to add.
This is how you do it.
Now ad a height layer to those dynamic forests that will give us flat default forest, hills, forest mountains and very rare those Pandora style mountains/floating mountains like in amplified mode.
I realized that the landmasses from 1.7 is very similar to the landmasses in biome o' plenty, just a bit of trivia, ofcourse not including the forced terrain in certain biomes in biome o, plenty.
The colours played a huge role in it for me, in Beta they were a lot brighter and had more of a yellow tint to them. Now they are very dull and grey.
The smooth grass blending in Beta did result in some very pretty colors which is something I miss as well. Colors between biomes transitioned over quite a large area, compared to the 3-5 block transitions we see in the current terrain.
I miss the Beta grass colour too,the current grass colour is too dull and blueish.
Said it all!
The Color of Grass Beta is pretty cool
Now, the new version .....
"added the swamp and jungle biome and 12 more"
That's what ended the Color of Grass Beta
Only really Alpha was radioactive (I'm all for vibrant grass, but Alpha-esque coloring would be annoying after a while). Beta grass was only extraordinarily colorful in rainforests and jungles (then again it's nearly identical to existing coloration), otherwise it was pretty tame and even dull in some places (though usually if it was dull it was covered in snow). It's really more that the current grass color is dull and muted than that Beta had radioactive grass color; the vast majority of it is a dull green or blue, with the only outlier biomes being jungles (which have overly vibrant green grass) and savannas (which have mustard-colored grass).
Besides, we're not necessarily suggesting radioactive grass color. We're just suggesting grass color that isn't dull and muted. We're also not suggesting grass color that literally has no blue in it, we just don't want large amounts of visually blue grass. Seriously, it makes EH and taiga look infinitely worse in apparently a lot of our eyes.
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
a person that prefers beta versions
i too is not fan of new terrain is very ugly i would that jeb fix it i remember of my first house is very nice with withe wood near of the forest and of desert
Iron is already enough to make the game incredibly easy even without enchantments (due to the rarity of leather I always get diamonds before enough bookshelves for an enchanting room anyway). I would say the problem lies in the lack of mobs that can compete with iron and diamond than the prevalence of iron.
@Zamot: I like the hill to the right in the first picture, but the one in the second is too abrupt for my tastes (a random cliff-face that's only around 17 blocks high?) and the third and fourth ones look like misshapen blobs. Admittedly, they're the same hill, but still. Are those generated through X-hills?
6849903145766763736 sorry for bad resolution
This is how you do it.
Now ad a height layer to those dynamic forests that will give us flat default forest, hills, forest mountains and very rare those Pandora style mountains/floating mountains like in amplified mode.
The smooth grass blending in Beta did result in some very pretty colors which is something I miss as well. Colors between biomes transitioned over quite a large area, compared to the 3-5 block transitions we see in the current terrain.
I miss the Beta grass colour too,the current grass colour is too dull and blueish.
Nothing to see here~
Said it all!
The Color of Grass Beta is pretty cool
Now, the new version .....
"added the swamp and jungle biome and 12 more"
That's what ended the Color of Grass Beta
a person that prefers beta versions
Default grass color map
Grass color map without blue coloration
Grass without blue is a radioactive eye-sore
in amplified just have spam of hills and do NOT have variation of size are just big and stupid
Only really Alpha was radioactive (I'm all for vibrant grass, but Alpha-esque coloring would be annoying after a while). Beta grass was only extraordinarily colorful in rainforests and jungles (then again it's nearly identical to existing coloration), otherwise it was pretty tame and even dull in some places (though usually if it was dull it was covered in snow). It's really more that the current grass color is dull and muted than that Beta had radioactive grass color; the vast majority of it is a dull green or blue, with the only outlier biomes being jungles (which have overly vibrant green grass) and savannas (which have mustard-colored grass).
Besides, we're not necessarily suggesting radioactive grass color. We're just suggesting grass color that isn't dull and muted. We're also not suggesting grass color that literally has no blue in it, we just don't want large amounts of visually blue grass. Seriously, it makes EH and taiga look infinitely worse in apparently a lot of our eyes.
It's biomes like ex hills, taiga and oceans that are too blue, plains are fine as they are, and make a biased comparison.
a person that prefers beta versions
Man ....
This biome ocean, though it may be diminished, is still very large and really I do not like!