Not always...but sometimes. When I migrated my 1.7 world to 1.0.0, I got all the structures, when most people didn't. I think it might have something to do with skipping versions.
I skipped 1.8 and 1.9, and brought my old world right into 1.0.0. The world got every new feature available to it at that time. When I brought that same world from 1.0.0 to 1.1.0, then to the new snapshots (no version skips), there were no jungles in it until I NBTedited the new generator in.
You skipped 1.8, 1.9, 1.0.0, and 1.1.0. So loading your old world in 12wXXa, it got every new feature available to it at this time.
That's my educated guess at what's going on at least...
I hope all of this is understandable, and not too babbly...
This might be a good explanation, as I have found jungle biomes while going to new chunks on old maps, myself. I haven't tried with more recent version maps.
Frankly I wouldn't mind sudden terrain changes in order to get new content on older maps. Since we are out of Beta, there should be more emphasis to being able to enjoy new content on maps we have already put work into. Mountains cut in half can make for great cliffside construction, for one. Anybody who thinks it is too ugly to see merely need to move far enough away to not see it. Any Minecraft world is vast. One person equated it to the same surface area as Neptune. I'd say that is big enough for one world to enjoy all the new content given over time from 1.0 onwards.
It may also be a good time to make any new biomes an option so as to avoid any change in terrain generation. If a new biome comes out, say Hell-On-Earth, then upon the next load of a world the player is given the option on whether to include the chance of that biome being generated in new chunks. This would potentially create interesting formations at the borders between old and new, but also give the player the opportunity to take advantage of new biome content in their creation. Besides, Minecraft is rooted in interesting formations. But there are those who prefer the continuous transitions without things getting VERY interesting. Passing up including new biomes in a current world might be worth that.
Even though we are out of 'Beta,' it seems Jeb is bound to continue giving us new stuff like crazy. And that is awesome! However, it might be time to treat any big changes like what happened between 1.0 and 1.1 more as DLC and give players options on whether to implement them. I didn't even get a chance to make it to the Nether before 1.1 came out in the world I was working on, and the new content in 1.1 and the snapshots following pretty much set me on making a new world. I hope, for now, that after 1.2 Jeb will be content filling in the smaller blanks, such as ambient sounds and narrowing down what the Villagers are really for. Right now people have been crying out about them becoming zombie chow, but right now I find myself not caring, since they are not good for much more than pet hampsters.
Rollback Post to RevisionRollBack
In the real world, you stick your head in the dirt to hide from problems.
In Minecraft, you stick your head in the dirt to find problems.
1.1 and 12w03a+ all seem to share the same concept of ocean locations. So there do seem to be "definite biome lines" that are the same between them.
So lets call these "definite biome lines" that are constant "Major biome areas".
As an example, when extreme hills are generated, there are also extreme hill edges, etc.
So lets say that within a given major biome area, there is a single terrain generator running.
That generates biomes and chunks in that area, including those that have not been generated yet.
===
With this idea, a given area of a 1.1 map -- complete with 1.1's ideas of water locations, river locations, hills, etc -- does not change. The 1.1 snow falls in the 1.1 snow areas.
Now take that map into 1.2. You'll get the same 1.1 areas. Move out past the edge of where you've been? You'll still get new chunks made with 1.1 * For a little bit *. Then, the generator will get to a place where it can change to new 1.2 terrain zones -- and now you'll see new 1.2 biome stuff.
This should completely solve all SMP issues -- you'll get the existing map working, and fleshed out seamlessly, with new features as people explore the strange new worlds, seeking new life, and new opportunities, as they boldly go where no one has gone before on your server.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
1.1 and 12w03a+ all seem to share the same concept of ocean locations. So there do seem to be "definite biome lines" that are the same between them.
So lets call these "definite biome lines" that are constant "Major biome areas".
As an example, when extreme hills are generated, there are also extreme hill edges, etc.
So lets say that within a given major biome area, there is a single terrain generator running.
That generates biomes and chunks in that area, including those that have not been generated yet.
===
With this idea, a given area of a 1.1 map -- complete with 1.1's ideas of water locations, river locations, hills, etc -- does not change. The 1.1 snow falls in the 1.1 snow areas.
Now take that map into 1.2. You'll get the same 1.1 areas. Move out past the edge of where you've been? You'll still get new chunks made with 1.1 * For a little bit *. Then, the generator will get to a place where it can change to new 1.2 terrain zones -- and now you'll see new 1.2 biome stuff.
This should completely solve all SMP issues -- you'll get the existing map working, and fleshed out seamlessly, with new features as people explore the strange new worlds, seeking new life, and new opportunities, as they boldly go where no one has gone before on your server.
I have to wonder if this isn't already in play. I just explored one of my 1.1 maps on a snapshot game, 12w07b, and I did find a hill cut in half, but I also came across an oak forest with snow falling. This is a first for me and I have to wonder if there wasn't to be a taiga biome there, before. I haven't confirmed since it would require installing the original 1.1 jar. But I can ask if anyone has come across snow in an oak forest biome?
Rollback Post to RevisionRollBack
In the real world, you stick your head in the dirt to hide from problems.
In Minecraft, you stick your head in the dirt to find problems.
With 12w07 I did run across snow in unusual places, like snowing in desert and elsewhere, but it did not stick on the ground. And with the change to Anvil map data, jungles with ocelots do now form in new chunks of a 1.0/1.1 world with relatively smooth transition. But a few jungle trees adjacent to a snowy spruce forest were somewhat spruce colored with snow on them instead of bright green.
This might be a good explanation, as I have found jungle biomes while going to new chunks on old maps, myself. I haven't tried with more recent version maps.
Frankly I wouldn't mind sudden terrain changes in order to get new content on older maps. Since we are out of Beta, there should be more emphasis to being able to enjoy new content on maps we have already put work into. Mountains cut in half can make for great cliffside construction, for one. Anybody who thinks it is too ugly to see merely need to move far enough away to not see it. Any Minecraft world is vast. One person equated it to the same surface area as Neptune. I'd say that is big enough for one world to enjoy all the new content given over time from 1.0 onwards.
It may also be a good time to make any new biomes an option so as to avoid any change in terrain generation. If a new biome comes out, say Hell-On-Earth, then upon the next load of a world the player is given the option on whether to include the chance of that biome being generated in new chunks. This would potentially create interesting formations at the borders between old and new, but also give the player the opportunity to take advantage of new biome content in their creation. Besides, Minecraft is rooted in interesting formations. But there are those who prefer the continuous transitions without things getting VERY interesting. Passing up including new biomes in a current world might be worth that.
Even though we are out of 'Beta,' it seems Jeb is bound to continue giving us new stuff like crazy. And that is awesome! However, it might be time to treat any big changes like what happened between 1.0 and 1.1 more as DLC and give players options on whether to implement them. I didn't even get a chance to make it to the Nether before 1.1 came out in the world I was working on, and the new content in 1.1 and the snapshots following pretty much set me on making a new world. I hope, for now, that after 1.2 Jeb will be content filling in the smaller blanks, such as ambient sounds and narrowing down what the Villagers are really for. Right now people have been crying out about them becoming zombie chow, but right now I find myself not caring, since they are not good for much more than pet hampsters.
In Minecraft, you stick your head in the dirt to find problems.
1.1 and 12w03a+ all seem to share the same concept of ocean locations. So there do seem to be "definite biome lines" that are the same between them.
So lets call these "definite biome lines" that are constant "Major biome areas".
As an example, when extreme hills are generated, there are also extreme hill edges, etc.
So lets say that within a given major biome area, there is a single terrain generator running.
That generates biomes and chunks in that area, including those that have not been generated yet.
===
With this idea, a given area of a 1.1 map -- complete with 1.1's ideas of water locations, river locations, hills, etc -- does not change. The 1.1 snow falls in the 1.1 snow areas.
Now take that map into 1.2. You'll get the same 1.1 areas. Move out past the edge of where you've been? You'll still get new chunks made with 1.1 * For a little bit *. Then, the generator will get to a place where it can change to new 1.2 terrain zones -- and now you'll see new 1.2 biome stuff.
This should completely solve all SMP issues -- you'll get the existing map working, and fleshed out seamlessly, with new features as people explore the strange new worlds, seeking new life, and new opportunities, as they boldly go where no one has gone before on your server.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I have to wonder if this isn't already in play. I just explored one of my 1.1 maps on a snapshot game, 12w07b, and I did find a hill cut in half, but I also came across an oak forest with snow falling. This is a first for me and I have to wonder if there wasn't to be a taiga biome there, before. I haven't confirmed since it would require installing the original 1.1 jar. But I can ask if anyone has come across snow in an oak forest biome?
In Minecraft, you stick your head in the dirt to find problems.