I believe the new biome variation is pretty boring. All the same temperature biomes are grouped together. I dont really want to make this a complaint but it does lead to some boring maps. On my server, for example, there is no jungle in a 5000 block diameter. It is mostly just plains, forests and mountains.
Opinions? Should Mojang skip the realism and get back to beautiful randomized worlds?
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Gaming, history, science and technology enthusiast. Don't mind my cynicism.
Agreed. At the very least, make it a yes-no option. I like my large biomes, but they've become horrid after the new "realism" feature. Plus I like the strange biome combinations.
Just personal opinion. I'm just glad I can keep my old varied 1.6 world in 1.7.
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Always siding with the enemy. Except spiders. Screw those guys.
95% of teens would scream if Justin Beiber was about to jump of the top of the Empire State Building. If you are in the 5% that would grab a seat and some popcorn and yell JUMP! JUMP! JUMP! post this into your sig.
I like the new generation. Having a snow biome next to a desert made me cry blood. This also gives you a reason to explore and travel further if you want to find a specific biome which instead of making a pile of dirt and try to see one in the distance.
This. As someone who played the game back before the patchwork biomes of beta 1.8 were introduced, I loved the way the landscape followed a very gradual "temperature map" way back then that changed the biomes in a far more realistic way.
The newest biomes are a step in the right direction, but they are still a patchwork mess. If the borders were more "analog" than "digital" they would be almost perfect.
People complaining because they can't find the specific biome they want, really need to learn how to explore, or use something like AMIDST to find the biome they want, or a seed that they like. While not perfect, the biome placement is so much better now.
This. As someone who played the game back before the patchwork biomes of beta 1.8 were introduced, I loved the way the landscape followed a very gradual "temperature map" way back then that changed the biomes in a far more realistic way.
The newest biomes are a step in the right direction, but they are still a patchwork mess. If the borders were more "analog" than "digital" they would be almost perfect.
People complaining because they can't find the specific biome they want, really need to learn how to explore, or use something like AMIDST to find the biome they want, or a seed that they like. While not perfect, the biome placement is so much better now.
I like the way the generation is now, however, I don’t think the problem is so much that the biomes are huge, and far apart, but rather the limited methods available for traveling these large distances. We need surface gates or some form of teleportation. Add methods to travel FAR distances instantly, and the vast distances issue all but disappears. Going through the nether at only an 8 scale factor still becomes weak after a while. Not to mention it can be a hassle sometimes.
I hope they don't change this. 1.7 was supposed to be the terrain update that ended all terrain updates. I really don't want more towering stone walls to mark the boundary between 1.7 and 1.X terrain.
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XP Guide Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten If you want me to see your reply, make sure to quote my post in your reply.
I really like the fact that one part of the world is not the same as another. The problems are arising from the same two things that made people annoyed with large oceans. First, the scale of the elements is larger than most people want. Most people only want to play on an area 4K by 4K or less; but the geographic features are bigger than than so most people end up seeing only one thing. Second, there's no way of knowing you're "close" to something; combined with the short view distance it's easy to go right past what you're looking for and have no idea you did. It would work better if there were indications which way was "warmer" and "wetter" and moving towards both usually found a jungle.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I like the way the generation is now, however, I don’t think the problem is so much that the biomes are huge, and far apart, but rather the limited methods available for traveling these large distances. We need surface gates or some form of teleportation. Add methods to travel FAR distances instantly, and the vast distances issue all but disappears. Going through the nether at only an 8 scale factor still becomes weak after a while. Not to mention it can be a hassle sometimes.
I don't see what's wrong with the nether, and we also have horses which are fast as hell. There's not that many 2-block high encompassing walls and even then you can jump. Thankfully they also got rid of encompassing oceans, which made it impossible to travel everywhere with a horse.
Yeh, I get that it makes you more eager to travel but some people really do not want to travel vast distances as they may want to focus on something else and having diverse area to live in is fun too. That map was a 5000 block radius with no jungle and some people have been complaining or even wondering if the jungle was removed. I think that they should be random but have a way to prevent two opposite biomes right next to each other as many have said.
Well I see where you are coming from. I didn't know that biome diversity would be so uncommon so I just chose the world and putt it in my server. I cant make a new one right now and if the worlds get too big it causes lag...
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Gaming, history, science and technology enthusiast. Don't mind my cynicism.
The problem isn't with biome variations. I don't see how rarely a forest will be replaced with a forest with 400,000 flowers is related to the same set of biomes being repeated over and over. That is caused by what I call the biome grouping system. AFAIK, the generator creates 4 different biome groups that always have the same set of biomes, and generates the groups across the map; this is why you constantly run into forests, because you are in the biome group that contains a lot of forests (the wiki I believe calls it "warm" but I call it "temperate").
I wouldn't have as much of a problem with this if the biome groups were smaller and/or had more biomes. But, they don't. I really wouldn't have a problem with this if it actually fixed what it was intended to fix; it was supposed to make biome transitions less abrupt... except they still transition in only three blocks like they did before. Which was the main problem with what we had before (well, okay, the main fault here is really Anvil but the ß1.8+ generators do have something to do with it). At least now the illogical biome transitions, like a jungle transitioning to an ice plain, are rare enough to the point where it's a good thing instead of a bad thing, but that wasn't the main problem in the first place and it wasn't worth implementing a system with a side effect this bad just to get rid of it.
A much better idea would have been to use a ß1.7.3-style temperature system. Seriously, why didn't Mojang use this? It fixes both of the problems and doesn't have the nasty side effect that biome grouping has (which is, you know, the topic of this thread). I'm honestly perplexed, unless the system wouldn't work well with Anvil.
One reason so many people seem to get "endless forests" is because the way Mojang has "fixed" generation from the last version is to add more sub-biomes. We now have like 17 sub-biomes of "forest". If there's a problem, you can find it there.
Not to mention that forests make up the majority of the most common biome groups (cold and temperate). Further still, the less common temperature groups have few common biomes, like as Hot which only has deserts and savannas.
Seriously, Temperate has every forest except Taiga and Jungle (plus their M variants), and only has Plains and maybe EH to balance it out. That's 4 forested biomes versus 2 unforested biomes. Five of these biomes are a pain to navigate with horses (four having ridiculously dense and small trees, the other being hilly enough to make going at full speed constantly damage your horse from fall damage).
I hope they don't change this. 1.7 was supposed to be the terrain update that ended all terrain updates. I really don't want more towering stone walls to mark the boundary between 1.7 and 1.X terrain.
A real shame that 1.7 didn't fix the variety issue the terrain had that was the entire reason to have a terrain update in the first place. To think, if Dinnerbone had stayed on the terrain thread long enough to actually understand the problem in place instead of implementing a "solution" that had already been debunked as worthless for restoring or adding variety to the current generator...
A real shame that 1.7 didn't fix the variety issue the terrain had that was the entire reason to have a terrain update in the first place. To think, if Dinnerbone had stayed on the terrain thread long enough to actually understand the problem in place instead of implementing a "solution" that had already been debunked as worthless for restoring or adding variety to the current generator...
I remember being confused at the end of 1.7 development. I had thought that they would stay on 1.7 long enough to add generated structures for every biome and to fix the problems listed here.
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XP Guide Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten If you want me to see your reply, make sure to quote my post in your reply.
I liked the pre-Beta 1.8 system better; it did the same thing along the z-axis. While currently having a cold biome next to a hot one is rare, it was impossible in the old system, because temperature was a noise value added to a function of the z-coordinate. The only problem is that the period was too small.
Opinions? Should Mojang skip the realism and get back to beautiful randomized worlds?
Gaming, history, science and technology enthusiast. Don't mind my cynicism.
Just personal opinion. I'm just glad I can keep my old varied 1.6 world in 1.7.
Does the seed so happen to be 6760734352447219218? If not, what's the seed?
95% of teens would scream if Justin Beiber was about to jump of the top of the Empire State Building. If you are in the 5% that would grab a seat and some popcorn and yell JUMP! JUMP! JUMP! post this into your sig.
The newest biomes are a step in the right direction, but they are still a patchwork mess. If the borders were more "analog" than "digital" they would be almost perfect.
People complaining because they can't find the specific biome they want, really need to learn how to explore, or use something like AMIDST to find the biome they want, or a seed that they like. While not perfect, the biome placement is so much better now.
Agreed. I much prefer the way it is now.
Explore people!
“Patience up to a point. Know your time, but work your wyrd always.”
Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten
If you want me to see your reply, make sure to quote my post in your reply.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Gaming, history, science and technology enthusiast. Don't mind my cynicism.
Gaming, history, science and technology enthusiast. Don't mind my cynicism.
I wouldn't have as much of a problem with this if the biome groups were smaller and/or had more biomes. But, they don't. I really wouldn't have a problem with this if it actually fixed what it was intended to fix; it was supposed to make biome transitions less abrupt... except they still transition in only three blocks like they did before. Which was the main problem with what we had before (well, okay, the main fault here is really Anvil but the ß1.8+ generators do have something to do with it). At least now the illogical biome transitions, like a jungle transitioning to an ice plain, are rare enough to the point where it's a good thing instead of a bad thing, but that wasn't the main problem in the first place and it wasn't worth implementing a system with a side effect this bad just to get rid of it.
A much better idea would have been to use a ß1.7.3-style temperature system. Seriously, why didn't Mojang use this? It fixes both of the problems and doesn't have the nasty side effect that biome grouping has (which is, you know, the topic of this thread). I'm honestly perplexed, unless the system wouldn't work well with Anvil.
Not to mention that forests make up the majority of the most common biome groups (cold and temperate). Further still, the less common temperature groups have few common biomes, like as Hot which only has deserts and savannas.
Seriously, Temperate has every forest except Taiga and Jungle (plus their M variants), and only has Plains and maybe EH to balance it out. That's 4 forested biomes versus 2 unforested biomes. Five of these biomes are a pain to navigate with horses (four having ridiculously dense and small trees, the other being hilly enough to make going at full speed constantly damage your horse from fall damage).
A real shame that 1.7 didn't fix the variety issue the terrain had that was the entire reason to have a terrain update in the first place. To think, if Dinnerbone had stayed on the terrain thread long enough to actually understand the problem in place instead of implementing a "solution" that had already been debunked as worthless for restoring or adding variety to the current generator...
I remember being confused at the end of 1.7 development. I had thought that they would stay on 1.7 long enough to add generated structures for every biome and to fix the problems listed here.
Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten
If you want me to see your reply, make sure to quote my post in your reply.
Gaming, history, science and technology enthusiast. Don't mind my cynicism.
Not only do I find that there is a lack of variety of biomes, but I also find every biome of the same type is starting to look the same.
Really the only cool locations you find is where one biome transfers into another.