I'd like to start a thread where we can discuss all things concerning the next big update. The console version of 1.8 which has been confirmed by 4J Studios."The Bountiful Update." "The Update That Will Change The World." And so I'm confused about a couple different aspects of this idea, maybe you are too, and because I have received different answers from different sources via Twitter, Facebook, Google, etc. and there seems, to me at least, to be a lot of speculation surrounding the anticipation of it, as is expected. Also I might be able to answer some questions myself, if anyone has any because I definitely have some of my own. So while waiting for the next big update, which will likely come this November or December, we can help each other be prepared for when the new biomes, mobs, enchantments, etc bless us with their ever-loving, time consuming, presence.
My first and biggest question is if I start a new world now and only explore a small area, leaving the map mostly black, will the new biomes be updated into the unexplored areas?
Secondly, if they do, how much affect could they have on my world? For example would they change areas that are now covered by water? Or what other changes might I expect?
And last but not least, if my first question is a for sure yes, maybe we could discuss different seeds that would be great to start now while waiting for the world to change. Mainly for the anticipation of the new biomes but I'd also love to figure and debate on different seeds that'd be good for different reasons as well.
IF (and that's a big if) 4J changes nothing about how worlds have been generating... if you leave areas unexplored and then explore them after the update, the terrain in those areas will follow the new terrain generation formulae and generate in those areas as if the seed itself were created with the latest update. So, for example, right now, the seed generates an ocean biome in an particular area but that same seed would place a jungle in the same place if created post-update, then jungle terrain would generate if the area were unexplored but not overwrite the ocean terrain if the area had been explored... however, regardless of whether or not the area was explored, animals would generate in accordance with the new biome... so you could get ocelots spawning on small grass islands in what looks like an ocean biome but really isn't anymore.
Personally, I recommend generating a new world with every update. There are ALOT of significant drawbacks to trying to get older worlds to work well beyond a big biome-adding update. Biome shift causes the weather and animals spawning to not match the terrain and there are no guarantees that the seed would generate the terrain you want in the areas you've not explored. You might just get more forest if that's what the seed would put in that area post-update if you generated the same seed from scratch. Also, the transition between various terrains can be really brutal (e.g. sheared off mountains right at the chunk boundaries)
If you do still plan to do this, be sure to fully explore the area around where the End Portal is located... or else you can inadvertently wind up with the world that doesn't have one (if the portal moves locations in that seed post-update). Personally, I now make a habit of fully exploring every world I open before I do anything else. That way, at least that seed has all the features it should have relative to the update it was created in.
Basically, I mean entering each of the chunks in the world in some way (horizontally) so that the physical features get generated. Once you enter a chunk, the terrain gets generated from bedrock to sky ceiling, so you can do this at any "altitude." How I tell if the terrain has been generated is by taking my map with me... once it's all filled in, the world's physical terrain is all generated. If you are underground and pull out your map, you'll notice how the terrain on the the surface fills in at the same time... and the reverse is also true... if you're on surface, the underground is generated as you enter the various chunks (actually, it generates out around you for a few chunks).
An update won't change terrain that's already been generated (unless the whole world save file becomes corrupted in some way - which is a different issue). There are lots of threads from way back about "biome shift" and "climate change" that discuss all of this. You might want to do a search and read them.
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Almost correct. The world will be as you left it, but the biome itself will change. Basicly the weather paterns and animal spawns.
for example, if you built your home in a desert.... It could possibly be where a snow world would have been, and you will end up with snow where you wouldn't have had.
As far as I'm aware Biomes are now saved and shouldn't shift with future changes to world generation.
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That's good to know, useful too, what about pre-shifted biomes? What about those, is that fixed too, or what? And is there a way to change the biome?
Biomes shifted prior to chunks saving the Biomes will remain where they are I believe.
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Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
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There are of course some exceptions to the rule. These include things that generate within the structure file, and include both jungle and desert temples, villages, both natural and player created, and more importantly witch huts and guardian temples.
Why do I bring this up? Its important because you can create a seed now that has witch huts. Witch huts are created based on the seed, chunk and biome. Witch huts as I mentioned are saved within a special file called structure.dat (though it maybe different name for the console). Point is that the seed generation changes within 1.7, and 1.8,
My seed right now has quad witch huts, but in 1.8 the location of the witch huts is within a huge ocean biome. Within 30 or so blocks away from one of my witch huts in 1.8 generates a guardian temple. The neat thing is that this area will still be able to create guardians. When I load up 1.8 update it should mark the area within the structure data as a guardian temple. So All I need to do is dig out the area, flood it and vola guardians should spawn.
You can do the same thing now on your older maps, simply take the seed of the older map, and create a new seed using it, look around from a witch hut, when you find one, make note of the location of the witch hut, its starting x,y,z and the offsets. You can now return to your older world, goto that location and create a witch farm/hut that will function just as if it spawn there naturally. So more or less any older world can always have witch huts, and or guardian temples. Though the structure won't generate, they will for every other purpose work exactly the same. I hope this makes since, and helps.
There are of course some exceptions to the rule. These include things that generate within the structure file, and include both jungle and desert temples, villages, both natural and player created, and more importantly witch huts and guardian temples.
Why do I bring this up?
Because half of your 1100+ posts have been about Witch Huts?
I kid, I kid.
Its important because you can create a seed now that has witch huts. Witch huts are created based on the seed, chunk and biome. Witch huts as I mentioned are saved within a special file called structure.dat (though it maybe different name for the console). Point is that the seed generation changes within 1.7, and 1.8,
My seed right now has quad witch huts, but in 1.8 the location of the witch huts is within a huge ocean biome. Within 30 or so blocks away from one of my witch huts in 1.8 generates a guardian temple. The neat thing is that this area will still be able to create guardians. When I load up 1.8 update it should mark the area within the structure data as a guardian temple. So All I need to do is dig out the area, flood it and vola guardians should spawn.
You can do the same thing now on your older maps, simply take the seed of the older map, and create a new seed using it, look around from a witch hut, when you find one, make note of the location of the witch hut, its starting x,y,z and the offsets. You can now return to your older world, goto that location and create a witch farm/hut that will function just as if it spawn there naturally. So more or less any older world can always have witch huts, and or guardian temples. Though the structure won't generate, they will for every other purpose work exactly the same. I hope this makes since, and helps.
This is of course assuming the seed-strings on the consoles are going to be structured the same as the PC. I don't see why not, but it might be too soon to make claims such as this. If true, that's great. I've been dying to make a bono fide Witch farm. However, I'm likely to just scout out a new map rather than hope my current world generates a Hut. Well... there are a dozen other reasons for making a new world, too.
I have only one question, and I'm not sure where to post it, but this seems like as good a place as any. When can I expect the new bouncy/sticky slime block to be available on XBOX 360 MC? I'm sure the answers are already somewhere on this forum site, but I don't know where to look so I figured I'd just ask. I've seen videos of neat contraptions built using this new block and I am eager to start experimenting.
This is of course assuming the seed-strings on the consoles are going to be structured the same as the PC. I don't see why not, but it might be too soon to make claims such as this. If true, that's great. I've been dying to make a bono fide Witch farm. However, I'm likely to just scout out a new map rather than hope my current world generates a Hut. Well... there are a dozen other reasons for making a new world, too.
The seed generation upto now has been 'very close' to the PC, so much so that to find a quad witch hut I used a seed that was generated on the PC, The quards were not identical but very close. I didn't know exactly what version the console was running so it was hard to match up exactly what seed generation to use which probably accounts for why its slightly off, as a result i'm guessing that seed generation in 1.8 will be very close to the PC version.
The point i was trying to make though, is that even if its not the same seed generation as used on the PC, that when 1.8 comes to console, I can use the seed i'm on now to generate a new world in 1.8, at which point i can look around for a water temple, once found i can make note of its location, and return to my original world, traverse to that location, prep the location and have a guardian farm.
The seed generation upto now has been 'very close' to the PC, so much so that to find a quad witch hut I used a seed that was generated on the PC, The quards were not identical but very close. I didn't know exactly what version the console was running so it was hard to match up exactly what seed generation to use which probably accounts for why its slightly off, as a result i'm guessing that seed generation in 1.8 will be very close to the PC version.
The point i was trying to make though, is that even if its not the same seed generation as used on the PC, that when 1.8 comes to console, I can use the seed i'm on now to generate a new world in 1.8, at which point i can look around for a water temple, once found i can make note of its location, and return to my original world, traverse to that location, prep the location and have a guardian farm.
Provided, of course, that one generates in the new world. With our limited world size, there is certainly no guarantees.that the new iteration of a seed will generate all the new structures one wants anyways. If it happens, great; but I'm more pleased to know that at least now, with my old, fully explored worlds, the weather should now at least always match the terrain I have and I won't have any odd collisions of terrain created by not exploring a world fully. I still think that trying to leave areas of our small worlds unexplored in the hopes that something new will generate in that spot with an update is a bad idea. I'm happier just going ahead building up a world I like today and then generating a whole new world when the update hits... and I just archive the old one so that I can visit it now and then whenever I'm feeling "retro." Starting over really doesn't bother me... It means I'm too busy "rebuilding" (or, more accurately, building up with new ideas) to get bored between updates.
I thought this change came with the Anvil Format upgrade, way back when.
Then again, I usually just start a whole new map whenever a Content update comes out, so I'm the least knowledgeably person on this subject.
It may have, and perhaps I just didn't really notice it. It's been quite awhile since we've added any significant biomes that might have restructured the biome code the way the earlier biome additions did. The more recent "shift" I've notice has been with the structures (i.e. my mineshafts in a previous and new iteration of my favorite see are in completely different locations). The terrain stayed the same. The seed lacks a swamp biome (both old and new generations of it), so I couldn't check on witch huts.
I'd like to start a thread where we can discuss all things concerning the next big update. The console version of 1.8 which has been confirmed by 4J Studios."The Bountiful Update." "The Update That Will Change The World." And so I'm confused about a couple different aspects of this idea, maybe you are too, and because I have received different answers from different sources via Twitter, Facebook, Google, etc. and there seems, to me at least, to be a lot of speculation surrounding the anticipation of it, as is expected. Also I might be able to answer some questions myself, if anyone has any because I definitely have some of my own. So while waiting for the next big update, which will likely come this November or December, we can help each other be prepared for when the new biomes, mobs, enchantments, etc bless us with their ever-loving, time consuming, presence.
My first and biggest question is if I start a new world now and only explore a small area, leaving the map mostly black, will the new biomes be updated into the unexplored areas?
Secondly, if they do, how much affect could they have on my world? For example would they change areas that are now covered by water? Or what other changes might I expect?
And last but not least, if my first question is a for sure yes, maybe we could discuss different seeds that would be great to start now while waiting for the world to change. Mainly for the anticipation of the new biomes but I'd also love to figure and debate on different seeds that'd be good for different reasons as well.
Thanks.
IF (and that's a big if) 4J changes nothing about how worlds have been generating... if you leave areas unexplored and then explore them after the update, the terrain in those areas will follow the new terrain generation formulae and generate in those areas as if the seed itself were created with the latest update. So, for example, right now, the seed generates an ocean biome in an particular area but that same seed would place a jungle in the same place if created post-update, then jungle terrain would generate if the area were unexplored but not overwrite the ocean terrain if the area had been explored... however, regardless of whether or not the area was explored, animals would generate in accordance with the new biome... so you could get ocelots spawning on small grass islands in what looks like an ocean biome but really isn't anymore.
Personally, I recommend generating a new world with every update. There are ALOT of significant drawbacks to trying to get older worlds to work well beyond a big biome-adding update. Biome shift causes the weather and animals spawning to not match the terrain and there are no guarantees that the seed would generate the terrain you want in the areas you've not explored. You might just get more forest if that's what the seed would put in that area post-update if you generated the same seed from scratch. Also, the transition between various terrains can be really brutal (e.g. sheared off mountains right at the chunk boundaries)
If you do still plan to do this, be sure to fully explore the area around where the End Portal is located... or else you can inadvertently wind up with the world that doesn't have one (if the portal moves locations in that seed post-update). Personally, I now make a habit of fully exploring every world I open before I do anything else. That way, at least that seed has all the features it should have relative to the update it was created in.
Basically, I mean entering each of the chunks in the world in some way (horizontally) so that the physical features get generated. Once you enter a chunk, the terrain gets generated from bedrock to sky ceiling, so you can do this at any "altitude." How I tell if the terrain has been generated is by taking my map with me... once it's all filled in, the world's physical terrain is all generated. If you are underground and pull out your map, you'll notice how the terrain on the the surface fills in at the same time... and the reverse is also true... if you're on surface, the underground is generated as you enter the various chunks (actually, it generates out around you for a few chunks).
An update won't change terrain that's already been generated (unless the whole world save file becomes corrupted in some way - which is a different issue). There are lots of threads from way back about "biome shift" and "climate change" that discuss all of this. You might want to do a search and read them.
Almost correct. The world will be as you left it, but the biome itself will change. Basicly the weather paterns and animal spawns.
for example, if you built your home in a desert.... It could possibly be where a snow world would have been, and you will end up with snow where you wouldn't have had.
Did the update. Now can't look left and right. Any ideas on why this has happened or how to fix it?
That's because superflat worlds are considered to be all one "superflat" biome. They don't have deserts and jungles and such.
Long known bug... easy fix. "Help & Options" - "Settings" - "Reset to Defaults."
As far as I'm aware Biomes are now saved and shouldn't shift with future changes to world generation.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
That's some-what of a relief then. My world won't turn from a confused mess into a confused mess again!
Stay fluffy~
Great news! That makes life a whole lot easier when carrying worlds forward into new updates.
Worked. Thank you so much. There is an 8 year old that is very happy now!!!
Biomes shifted prior to chunks saving the Biomes will remain where they are I believe.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
There are of course some exceptions to the rule. These include things that generate within the structure file, and include both jungle and desert temples, villages, both natural and player created, and more importantly witch huts and guardian temples.
Why do I bring this up? Its important because you can create a seed now that has witch huts. Witch huts are created based on the seed, chunk and biome. Witch huts as I mentioned are saved within a special file called structure.dat (though it maybe different name for the console). Point is that the seed generation changes within 1.7, and 1.8,
My seed right now has quad witch huts, but in 1.8 the location of the witch huts is within a huge ocean biome. Within 30 or so blocks away from one of my witch huts in 1.8 generates a guardian temple. The neat thing is that this area will still be able to create guardians. When I load up 1.8 update it should mark the area within the structure data as a guardian temple. So All I need to do is dig out the area, flood it and vola guardians should spawn.
You can do the same thing now on your older maps, simply take the seed of the older map, and create a new seed using it, look around from a witch hut, when you find one, make note of the location of the witch hut, its starting x,y,z and the offsets. You can now return to your older world, goto that location and create a witch farm/hut that will function just as if it spawn there naturally. So more or less any older world can always have witch huts, and or guardian temples. Though the structure won't generate, they will for every other purpose work exactly the same. I hope this makes since, and helps.
I thought this change came with the Anvil Format upgrade, way back when.
Then again, I usually just start a whole new map whenever a Content update comes out, so I'm the least knowledgeably person on this subject.
This is of course assuming the seed-strings on the consoles are going to be structured the same as the PC. I don't see why not, but it might be too soon to make claims such as this. If true, that's great. I've been dying to make a bono fide Witch farm. However, I'm likely to just scout out a new map rather than hope my current world generates a Hut. Well... there are a dozen other reasons for making a new world, too.
I have only one question, and I'm not sure where to post it, but this seems like as good a place as any. When can I expect the new bouncy/sticky slime block to be available on XBOX 360 MC? I'm sure the answers are already somewhere on this forum site, but I don't know where to look so I figured I'd just ask. I've seen videos of neat contraptions built using this new block and I am eager to start experimenting.
Support my suggestions. Make the game better!
We don't know when slime blocks will come it hasent been confirmed yet. We hope it will come in the next big or small update hopefully.
The seed generation upto now has been 'very close' to the PC, so much so that to find a quad witch hut I used a seed that was generated on the PC, The quards were not identical but very close. I didn't know exactly what version the console was running so it was hard to match up exactly what seed generation to use which probably accounts for why its slightly off, as a result i'm guessing that seed generation in 1.8 will be very close to the PC version.
The point i was trying to make though, is that even if its not the same seed generation as used on the PC, that when 1.8 comes to console, I can use the seed i'm on now to generate a new world in 1.8, at which point i can look around for a water temple, once found i can make note of its location, and return to my original world, traverse to that location, prep the location and have a guardian farm.
Provided, of course, that one generates in the new world. With our limited world size, there is certainly no guarantees.that the new iteration of a seed will generate all the new structures one wants anyways. If it happens, great; but I'm more pleased to know that at least now, with my old, fully explored worlds, the weather should now at least always match the terrain I have and I won't have any odd collisions of terrain created by not exploring a world fully. I still think that trying to leave areas of our small worlds unexplored in the hopes that something new will generate in that spot with an update is a bad idea. I'm happier just going ahead building up a world I like today and then generating a whole new world when the update hits... and I just archive the old one so that I can visit it now and then whenever I'm feeling "retro." Starting over really doesn't bother me... It means I'm too busy "rebuilding" (or, more accurately, building up with new ideas) to get bored between updates.
It may have, and perhaps I just didn't really notice it. It's been quite awhile since we've added any significant biomes that might have restructured the biome code the way the earlier biome additions did. The more recent "shift" I've notice has been with the structures (i.e. my mineshafts in a previous and new iteration of my favorite see are in completely different locations). The terrain stayed the same. The seed lacks a swamp biome (both old and new generations of it), so I couldn't check on witch huts.