Void villages work in the 1.4 update. The "remove layer" button does not work to generate a void; if all layers are removed Minecraft automatically generates standard superflat. Setting village size and distance also works. I have also confirmed, although no mention is made by the Minecraft Wiki, that skylight (whether night, storming, day, coming through glass or otherwise) must be on one side of a door for the door to become a house. Houses also work in the Nether if a straight path to the void above the nether is made. Once a house is made, it continues to be in a house, even if all skylight is blocked and the door is the only thing left standing. If the door is then removed, this ceases to work, and skylight must be there for it to become a house again (and a door, of course).
We really need to get a comprehensive list of superflat preset codes on the wiki. What is there right now is pretty bare bones. I know you guys have figured out the codes for all biomes which isn't even on the wiki superflat page (as far as I can tell). I also need a better explanation of the syntax.
We really need to get a comprehensive list of superflat preset codes on the wiki. What is there right now is pretty bare bones. I know you guys have figured out the codes for all biomes which isn't even on the wiki superflat page (as far as I can tell). I also need a better explanation of the syntax.
Good idea. I'll post a short explanation of superflat customization, including syntax and this list. I might also post some information purely on villages and how they operate, because the Wiki seems out of date.
Are you sure you typed it in correctly? You just add the parenthesis to "village" in the template and size=1 and distance=1 inside them, and between those one space. For regular superflat:
Do you know if it is possible to adjust the size of the mineshafts? Because they are way to big.
When I type in mineshaft(size=1 distance=1) in the appropriate position, then create the world, there does not seem to be any effect on mineshaft size, but if I copy the world, the "mineshaft(size=1 distance=1)" is still there. Anything else, parentheses or not, disappears upon closing out of the template window then opening it again, or copying the world. Other features (like strongholds) exhibit the same properties, and seem to not respond to changes in size and distance.
So it seems that it was built into the code to be able to modify the size and distance of other structures, but either it was not properly implemented and thus only works with villages, or was put in as a placeholder for creating such a system later.
EDIT: I tested "type=2" to see if it would also stay. It did, and even was put into the middle of size and distance. After this produced no distinguishable results, I tried something that is obviously not part of the code, "fluffyness=1". It appears that anything in that format (string=num sting=num string=num...) will simply rearrange itself into alphabetical order, and so far only distance and size have worked, and only for villages. This might be a placeholder as I noted above, but it might even be unintentional. I don't really know anything about Java (so correct me if I'm wrong), but by typing it in like that, it might be modifying some variables within the village generation function that were put in place for other reasons. In that case, there might be some words that will also work, I just don't know which ones...
When I type in mineshaft(size=1 distance=1) in the appropriate position, then create the world, there does not seem to be any effect on mineshaft size, but if I copy the world, the "mineshaft(size=1 distance=1)" is still there. Anything else, parentheses or not, disappears upon closing out of the template window then opening it again, or copying the world. Other features (like strongholds) exhibit the same properties, and seem to not respond to changes in size and distance.
So it seems that it was built into the code to be able to modify the size and distance of other structures, but either it was not properly implemented and thus only works with villages, or was put in as a placeholder for creating such a system later.
EDIT: I tested "type=2" to see if it would also stay. It did, and even was put into the middle of size and distance. After this produced no distinguishable results, I tried something that is obviously not part of the code, "fluffyness=1". It appears that anything in that format (string=num sting=num string=num...) will simply rearrange itself into alphabetical order, and so far only distance and size have worked, and only for villages. This might be a placeholder as I noted above, but it might even be unintentional. I don't really know anything about Java (so correct me if I'm wrong), but by typing it in like that, it might be modifying some variables within the village generation function that were put in place for other reasons. In that case, there might be some words that will also work, I just don't know which ones...
Ah, i see, and from what I know of coding, Mojang would have to put considerable work into getting it to work for villages, and mineshafts work in a similar manner, but it would have to be impimented seperatly
About Village Size, according to the wiki 0 is default size and 1 is superflat size.
Where does it say this? I've looked through the page and it just seems to indicate that superflat has a larger maximum number of each building, and a lower minimum number, as listed under the "Structures" section, along with probabilities to match the range. It also doesn't mention being able to change the size and distance.
I tried the current best seed, and I am doing quite well. In creative mode, I flew to a small wooden hut in the middle of the village. In Survival Mode, I then made a small road to few other huts, one house with a yard, three farms, one church, and I am about to reach the blacksmith. I gave myself a bed to make things slightly easier for the sake of the villagers. I have trapped two in the same house, however, since the villager AI was improved, I don't think it's necessary as long as you keep away zombies, which isn't a problem with the torches around the village. The villagers avoid the void (see what I did there? lol). Anyways, I have a renewable supply of carrots, potatoes, and bread to keep my hunger bar full.
I built my first connection to another village. It doesn't take too long to build one, but still takes a couple of log stacks converted into planks and some time. For the seed I've been using, 4297380440792278100, I made a map of the villages within around 500 blocks (second largest map size) of the starting village. I would recommend not going East until later, because there are no close villages that way, but if you don't want to have to find them all yourself, here's a picture:
As you can see, there is at least one village in every direction that can be seen by traveling in a straight path from the center of the village. The south one (slightly to the west, and only a pixel of it can be seen on the edge of the map) is the farthest away, but has the best resources (12 obsidian and three iron, among other things).
Note that directly below the starting village, there is the stronghold that generates if strongholds are enabled, which contains an empty map and enough paper to expand that map to full size, although full size doesn't show villages (so use 2nd largest), as well as 8 iron. I prefer generating without strongholds, but it's a matter of personal preference.
I tried the current best seed, and I am doing quite well. In creative mode, I flew to a small wooden hut in the middle of the village. In
Survival Mode, I then made a small road to few other huts, one house with a yard, three farms, one church, and I am about to reach the blacksmith. I gave myself a bed to make things slightly easier for the sake of the villagers. I have trapped two in the same house, however, since the villager AI was improved, I don't think it's necessary as long as you keep away zombies, which isn't a problem with the torches around the village. The villagers avoid the void (see what I did there? lol). Anyways, I have a renewable supply of carrots, potatoes, and bread to keep my hunger bar full.
I've seen villagers falling in 1.4, even during the day, but not up close, so I'm not sure what caused them to fall. The path-finding might occasionally glitch and lead them to their death, or one might bump against another and push it off. I seal off every occupied house to avoid their deaths as much as possible, keep them organized for trading purposes, and keep them from getting in my way on the relatively narrow paths throughout the village, although just one or two houses sealed would work as well.
I like it because it puts new villages in viewing distance, but they are all distinctly different villages, and I like the seed because it will (with this preset) spawn you on top of a house... Not in the void, and the village that you start in has all the survival supplies.
I will post some pictures of my progress soon
I like it because it puts new villages in viewing distance, but they are all distinctly different villages, and I like the seed because it will (with this preset) spawn you on top of a house... Not in the void, and the village that you start in has all the survival supplies.
I will post some pictures of my progress soon
I can't say I've been as successful with spawning in that village. I've tried it on three worlds and on none of them have I spawned first thing on a building. After falling into the void a few times, my spawnpoint meandered onto a rooftop. It seems to be semi-random, but always around the same general area (I always spawn in or around the village). I've noticed that the spawnpoint seems to change after every death, not just from "invalid" spawns over the void, and many times from a good spot to open air. The village itself has good supplies, on top of the iron and saplings it has 7 obsidian which can be used with the lava to create a portal.
I still prefer the other seed, however, because I enjoy the challenge of villages separated by hundreds of blocks and the skyblock-like scarcity of materials such as dirt, diamond, and iron, rather than being able to raid large numbers of materials by hopping from village to village. I will still include the seed, of course, as I'm sure there are many people who prefer closer villages. My personal ideal seed would be one that automatically lands the player in a regularly sized village with saplings and iron and other villages around half the usual distance as regular void village superflat.
I can't say I've been as successful with spawning in that village. I've tried it on three worlds and on none of them have I spawned first thing on a building. After falling into the void a few times, my spawnpoint meandered onto a rooftop. It seems to be semi-random, but always around the same general area (I always spawn in or around the village). I've noticed that the spawnpoint seems to change after every death, not just from "invalid" spawns over the void, and many times from a good spot to open air. The village itself has good supplies, on top of the iron and saplings it has 7 obsidian which can be used with the lava to create a portal.
Spawnpoint meander, as you call it, is actually just you spawning randomly within a map's predetermined spawn zone. The current spawning system designates a 21x21 zone your spawn area, and when you respawn it places you in a random horizontal spot on the highest solid block at that X,Z coordinate.
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I'm the bard. Always will be. And no one EVER respects the bard.
Spawnpoint meander, as you call it, is actually just you spawning randomly within a map's predetermined spawn zone. The current spawning system designates a 21x21 zone your spawn area, and when you respawn it places you in a random horizontal spot on the highest solid block at that X,Z coordinate.
That's good to know. It's a rather large area, but it is manageable to cover it in some block such as cobblestone. When a spawnpoint is set with the command, the player always spawns at that point, rather than over an area, which would explain why I didn't encounter the problem until I went with the naturally generated spawn zone.
Glad to see I'm not the only one who enjoys this type of challenge.
I have some seeds you might be interested in. They both can spawn you on a solid block, though it may take quite a few tries.
I really wanted to play a pure 1;0;1 world on hardcore -- but the first challenge is in finding a world where you spawn on a solid block. I tried a lot of seeds from the internet and (after a lot of falling into the void) found one that can spawn you on a roof. I actually got pretty lucky because I spawned on a roof the first time I loaded it and it was only after remaking it did I notice the concept you are talking about, "spawnpoint meander." It looks like this seed has been around a while, but it still works: gimmeavillage aka 2113677518. I'll let you discover on your own what's in it...
But if you really want to know...
This one is a pretty good challenge because there is no blacksmith! However...
If you go to the far northeast of town and look east-northeast on a clear day (and squint) you might make out the faint silhouette of a blacksmith in the next town over.
"... it was still eastward that we tramped. More precisely, we walked east-northeast. And this too was in defiance of all reason and even of all hope. Yet after we had been rescued we discovered that if we had gone in any other direction we should have been lost."
I gave it a chance searching for my own seed too, and I got pretty lucky because it didn't take long to find one: Sky World aka -1179058285.There's only a small corner of a farm that you can spawn on and the rest is death. The first time, it took be about 5 tries to spawn on a block, but then I got killed by a creeper pretty quickly and had to start over. I must have gotten lucky the first time because the second time took me more like 20-30 tries. After that I was determined to not die because I didn't want to have to recreate the world 20 times again.
It's quite a thrilling mode to play! A lot of shift walking. I spent the first night boarded up in a shack before realizing I could use the lamppost wool to make a bed -- that made things much more manageable.
I finally met my end tonight while using water to place blocks below a house. I accidently placed a block on the source of water that was the only thing holding me up. C'est la vie. It's just as well, I had finally gotten all the basic items I was going for (though there was still a lot of things to do -- I hadn't even built a portal yet!).
It took me connecting to 3 other villages to finally find leaves -- and after that I still didn't have any iron! I made a cobblestone generator but, like the motor cars Shackleton brought to Antarctica, it didn't end up being too useful. Even before finding leaves, I ended up using wood slabs for everything with plenty of logs to spare. A log makes 8 half-blocks, but a cobblestone only makes 2.
Not having any iron after raiding four villages, I decided to farm iron golems for iron. I bought a flint & steel to kill the first one and then used that iron to make a bucket to create an iron golem farm. It was working on the final portion of this when I finally fell to my death. I managed to save before dying and cheated a little to make some screenshots as a memento to my first long expedition on the void...
My make-shift cobblestone generator, made without a bucket.
Home sweet home...
This contraption was going to be an endless supply of iron!
Pipes
We really need to get a comprehensive list of superflat preset codes on the wiki. What is there right now is pretty bare bones. I know you guys have figured out the codes for all biomes which isn't even on the wiki superflat page (as far as I can tell). I also need a better explanation of the syntax.
[edit]
oh, biome codes must be the same as the biome ID's under data values:
http://www.minecraftwiki.net/wiki/Data_values#Biome_IDs
0 Ocean
1 Plains
2 Desert
3 Extreme Hills
4 Forest
5 Taiga
6 Swampland
7 River
8 Hell
9 Sky
10 Frozen Ocean
11 Frozen River
12 Ice Plains
13 Ice Mountains
14 Mushroom Island
15 Mushroom Island Shore
16 Beach
17 Desert Hills
18 Forest Hills
19 Taiga Hills
20 Extreme Hills Edge
21 Jungle
22 Jungle Hills
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Good idea. I'll post a short explanation of superflat customization, including syntax and this list. I might also post some information purely on villages and how they operate, because the Wiki seems out of date.
Pipes
Are you sure you typed it in correctly? You just add the parenthesis to "village" in the template and size=1 and distance=1 inside them, and between those one space. For regular superflat:
and for void villages:
Of course, those numbers can be changed.
Pipes
When I type in mineshaft(size=1 distance=1) in the appropriate position, then create the world, there does not seem to be any effect on mineshaft size, but if I copy the world, the "mineshaft(size=1 distance=1)" is still there. Anything else, parentheses or not, disappears upon closing out of the template window then opening it again, or copying the world. Other features (like strongholds) exhibit the same properties, and seem to not respond to changes in size and distance.
So it seems that it was built into the code to be able to modify the size and distance of other structures, but either it was not properly implemented and thus only works with villages, or was put in as a placeholder for creating such a system later.
EDIT: I tested "type=2" to see if it would also stay. It did, and even was put into the middle of size and distance. After this produced no distinguishable results, I tried something that is obviously not part of the code, "fluffyness=1". It appears that anything in that format (string=num sting=num string=num...) will simply rearrange itself into alphabetical order, and so far only distance and size have worked, and only for villages. This might be a placeholder as I noted above, but it might even be unintentional. I don't really know anything about Java (so correct me if I'm wrong), but by typing it in like that, it might be modifying some variables within the village generation function that were put in place for other reasons. In that case, there might be some words that will also work, I just don't know which ones...
Pipes
Ah, i see, and from what I know of coding, Mojang would have to put considerable work into getting it to work for villages, and mineshafts work in a similar manner, but it would have to be impimented seperatly
Where does it say this? I've looked through the page and it just seems to indicate that superflat has a larger maximum number of each building, and a lower minimum number, as listed under the "Structures" section, along with probabilities to match the range. It also doesn't mention being able to change the size and distance.
Pipes
As you can see, there is at least one village in every direction that can be seen by traveling in a straight path from the center of the village. The south one (slightly to the west, and only a pixel of it can be seen on the edge of the map) is the farthest away, but has the best resources (12 obsidian and three iron, among other things).
Note that directly below the starting village, there is the stronghold that generates if strongholds are enabled, which contains an empty map and enough paper to expand that map to full size, although full size doesn't show villages (so use 2nd largest), as well as 8 iron. I prefer generating without strongholds, but it's a matter of personal preference.
I've seen villagers falling in 1.4, even during the day, but not up close, so I'm not sure what caused them to fall. The path-finding might occasionally glitch and lead them to their death, or one might bump against another and push it off. I seal off every occupied house to avoid their deaths as much as possible, keep them organized for trading purposes, and keep them from getting in my way on the relatively narrow paths throughout the village, although just one or two houses sealed would work as well.
Pipes
Seed: -5272438407547458639
Preset: 1;0;1;stronghold,village(size=5 distance=10)
I like it because it puts new villages in viewing distance, but they are all distinctly different villages, and I like the seed because it will (with this preset) spawn you on top of a house... Not in the void, and the village that you start in has all the survival supplies.
I will post some pictures of my progress soon
I can't say I've been as successful with spawning in that village. I've tried it on three worlds and on none of them have I spawned first thing on a building. After falling into the void a few times, my spawnpoint meandered onto a rooftop. It seems to be semi-random, but always around the same general area (I always spawn in or around the village). I've noticed that the spawnpoint seems to change after every death, not just from "invalid" spawns over the void, and many times from a good spot to open air. The village itself has good supplies, on top of the iron and saplings it has 7 obsidian which can be used with the lava to create a portal.
I still prefer the other seed, however, because I enjoy the challenge of villages separated by hundreds of blocks and the skyblock-like scarcity of materials such as dirt, diamond, and iron, rather than being able to raid large numbers of materials by hopping from village to village. I will still include the seed, of course, as I'm sure there are many people who prefer closer villages. My personal ideal seed would be one that automatically lands the player in a regularly sized village with saplings and iron and other villages around half the usual distance as regular void village superflat.
Pipes
Spawnpoint meander, as you call it, is actually just you spawning randomly within a map's predetermined spawn zone. The current spawning system designates a 21x21 zone your spawn area, and when you respawn it places you in a random horizontal spot on the highest solid block at that X,Z coordinate.
That's good to know. It's a rather large area, but it is manageable to cover it in some block such as cobblestone. When a spawnpoint is set with the command, the player always spawns at that point, rather than over an area, which would explain why I didn't encounter the problem until I went with the naturally generated spawn zone.
Pipes
I have some seeds you might be interested in. They both can spawn you on a solid block, though it may take quite a few tries.
I really wanted to play a pure 1;0;1 world on hardcore -- but the first challenge is in finding a world where you spawn on a solid block. I tried a lot of seeds from the internet and (after a lot of falling into the void) found one that can spawn you on a roof. I actually got pretty lucky because I spawned on a roof the first time I loaded it and it was only after remaking it did I notice the concept you are talking about, "spawnpoint meander." It looks like this seed has been around a while, but it still works: gimmeavillage aka 2113677518. I'll let you discover on your own what's in it...
But if you really want to know...
This one is a pretty good challenge because there is no blacksmith! However...
"... it was still eastward that we tramped. More precisely, we walked east-northeast. And this too was in defiance of all reason and even of all hope. Yet after we had been rescued we discovered that if we had gone in any other direction we should have been lost."
I gave it a chance searching for my own seed too, and I got pretty lucky because it didn't take long to find one: Sky World aka -1179058285. There's only a small corner of a farm that you can spawn on and the rest is death. The first time, it took be about 5 tries to spawn on a block, but then I got killed by a creeper pretty quickly and had to start over. I must have gotten lucky the first time because the second time took me more like 20-30 tries. After that I was determined to not die because I didn't want to have to recreate the world 20 times again.
It's quite a thrilling mode to play! A lot of shift walking. I spent the first night boarded up in a shack before realizing I could use the lamppost wool to make a bed -- that made things much more manageable.
I finally met my end tonight while using water to place blocks below a house. I accidently placed a block on the source of water that was the only thing holding me up. C'est la vie. It's just as well, I had finally gotten all the basic items I was going for (though there was still a lot of things to do -- I hadn't even built a portal yet!).
It took me connecting to 3 other villages to finally find leaves -- and after that I still didn't have any iron! I made a cobblestone generator but, like the motor cars Shackleton brought to Antarctica, it didn't end up being too useful. Even before finding leaves, I ended up using wood slabs for everything with plenty of logs to spare. A log makes 8 half-blocks, but a cobblestone only makes 2.
Not having any iron after raiding four villages, I decided to farm iron golems for iron. I bought a flint & steel to kill the first one and then used that iron to make a bucket to create an iron golem farm. It was working on the final portion of this when I finally fell to my death. I managed to save before dying and cheated a little to make some screenshots as a memento to my first long expedition on the void...
My make-shift cobblestone generator, made without a bucket.
Home sweet home...
This contraption was going to be an endless supply of iron!
The last thing I saw before I died...
"Where everyone agreed to go in case of trouble."
Now i just need a giant pet magma slime and it's all good.
"I started trolling when i defeated the End Dragon because the end comentary was depressing" -Anon