I had searched through about 20 seeds today. There were a few particular things noted during the process. The first and most obvious is that every seed had at least one mooshroom biome. That was great news! Also almost every seed had at least one village. Only one seed didn't have a village of the 20 and 16 of the seeds had 2-3 villages.
There is a few unsavory notes however. Not a single seed had jungle. Only 1 monument out of 20. And only one desert temple out of 20. The other things noted were most biomes do appear to be much smaller than their previous counterparts, a hiccup that was already discussed as a potential problem. There also seemed to be only 1 major biome to each seed. These biomes being mega taiga, mesa and ice spikes.
The other curious thing I had noted was there were no tulip plains nor flower forests to be found. This struck me as odd considering the previous frequency. Another good aspect was that most maps had a decent mix of M and hills biomes. The surface wasn't as flat as with previous seeds. Also, water tended to take up 20-30% of most seeds vs the previous 80-95% a substantial increase in land mass was well needed, but not too different from seeds of the same nature from tu31.
I anticipate this is just the first fix to the random generator and am satisfied with how the new generator performs but I will be sticking with my tu31 seed. Another side note is that most seeds seemed rather similar to each other. What do you think?
I think it's going to be difficult to determine what is just do to streaks of luck and what isn't.
Of the 8 random seeds I generated yesterday, the first 6 had jungles, but only 1 had any villages (it had 2). The amount of land mass overall vs. water seemed to me to be about the same... but I was consistently getting seeds with large amounts of land prior to the bug fix (which was contrary to what other people were apparently getting). One thing that seems so far to be consistent is the presence of mushroom islands. Like you, every seed I have generated so far has at least one. Biome sizes overall seem to be about the same as before other than I've noticed that the plains biomes don't seem to be as interspersed amongst the forest biomes as they were before... perhaps that is what is preventing the flower-based biomes from generating as frequently as they did before.
... and my "luck" is still that no random seed I've generated in either TU31 or TU32 has had ice spikes. Also, though, I've yet to generate an ocean monument or any of the temples yet in TU32. I'm just going to sit down to generate a few more seeds now... we'll see what today's "luck" brings.
Its curious how there are varying reports of which biomes are common. One person reported not finding any ice spikes, I personally looked at about 5 seeds, and found large jungles in most of them. I found no mesas or ice spikes, so the worlds felt the same but with mushroom islands.
I left a unhappy bug report, and in a reply there is good news:
[4J Studios] Steven Woodward added a comment - Today 10:25 AM
We will be looking into the generation in a future update.
Its curious how there are varying reports of which biomes are common. One person reported not finding any ice spikes, I personally looked at about 5 seeds, and found large jungles in most of them. I found no mesas or ice spikes, so the worlds felt the same but with mushroom islands.
I left a unhappy bug report, and in a reply there is good news:
Yeah, 4JSteve also left a post on the Xbox One forum. I'm the one not getting any ice spikes with random generation (after about 20 completely random TU32 seeds now and numerous TU32 random seeds... not a single ice spike biome). Just really rotten luck, unless the generation code is somehow tied to something like the console's S/N (which is doubtful). Prior to TU32, I put it off on my Xbox freezing if it tried to generate ice spikes (it would also frequently repeatedly freeze if I tried to generate a seed known to have ice spikes in it), Now, at least, it has stopped freezing while generating worlds so I can't blame that anymore.Like you, I've been generating jungles galore now ... didn't get that many before TU32.
Structures seem to be trending outside the realm of probabilities - I haven't gotten a single ocean monument or any kind of temple since TU32, but I am getting ample villages. Rest of the biomes have been somewhat of an even mix (within logical probabilities considering that some are supposed to be rarer than others)... save the apparently compulsory generation of mushroom islands now.
Yeah, 4JSteve also left a post on the Xbox One forum. I'm the one not getting any ice spikes with random generation (after about 20 completely random TU32 seeds now and numerous TU32 random seeds... not a single ice spike biome). Just really rotten luck, unless the generation code is somehow tied to something like the console's S/N (which is doubtful). Prior to TU32, I put it off on my Xbox freezing if it tried to generate ice spikes (it would also frequently repeatedly freeze if I tried to generate a seed known to have ice spikes in it), Now, at least, it has stopped freezing while generating worlds so I can't blame that anymore.Like you, I've been generating jungles galore now ... didn't get that many before TU32.
Structures seem to be trending outside the realm of probabilities - I haven't gotten a single ocean monument or any kind of temple since TU32, but I am getting ample villages. Rest of the biomes have been somewhat of an even mix (within logical probabilities considering that some are supposed to be rarer than others)... save the apparently compulsory generation of mushroom islands now.
Yeah I noticed as well that I get plenty of villages now and one world I generated had a huge jungle on it. I also have rotten luck in getting ocean monuments and temples, although I did have a desert temple generate with half of it under a savannah biome village home. One thing I did notice about the biomes is that there seems to be transition zones between two biomes. I noticed this right away as the massive jungle biome I had started out with jungle grass, then a few trees as you go a little furthur, followed by a decent amount of trees, and then it becomes absolutely packed.
I had searched through about 20 seeds today. There were a few particular things noted during the process. The first and most obvious is that every seed had at least one mooshroom biome. That was great news! Also almost every seed had at least one village. Only one seed didn't have a village of the 20 and 16 of the seeds had 2-3 villages.
There is a few unsavory notes however. Not a single seed had jungle. Only 1 monument out of 20. And only one desert temple out of 20. The other things noted were most biomes do appear to be much smaller than their previous counterparts, a hiccup that was already discussed as a potential problem. There also seemed to be only 1 major biome to each seed. These biomes being mega taiga, mesa and ice spikes.
The other curious thing I had noted was there were no tulip plains nor flower forests to be found. This struck me as odd considering the previous frequency. Another good aspect was that most maps had a decent mix of M and hills biomes. The surface wasn't as flat as with previous seeds. Also, water tended to take up 20-30% of most seeds vs the previous 80-95% a substantial increase in land mass was well needed, but not too different from seeds of the same nature from tu31.
I anticipate this is just the first fix to the random generator and am satisfied with how the new generator performs but I will be sticking with my tu31 seed. Another side note is that most seeds seemed rather similar to each other. What do you think?
Youtube-eonwolfx9, Twitter @eonwolfx9
I think it's going to be difficult to determine what is just do to streaks of luck and what isn't.
Of the 8 random seeds I generated yesterday, the first 6 had jungles, but only 1 had any villages (it had 2). The amount of land mass overall vs. water seemed to me to be about the same... but I was consistently getting seeds with large amounts of land prior to the bug fix (which was contrary to what other people were apparently getting). One thing that seems so far to be consistent is the presence of mushroom islands. Like you, every seed I have generated so far has at least one. Biome sizes overall seem to be about the same as before other than I've noticed that the plains biomes don't seem to be as interspersed amongst the forest biomes as they were before... perhaps that is what is preventing the flower-based biomes from generating as frequently as they did before.
... and my "luck" is still that no random seed I've generated in either TU31 or TU32 has had ice spikes. Also, though, I've yet to generate an ocean monument or any of the temples yet in TU32. I'm just going to sit down to generate a few more seeds now... we'll see what today's "luck" brings.
Its curious how there are varying reports of which biomes are common. One person reported not finding any ice spikes, I personally looked at about 5 seeds, and found large jungles in most of them. I found no mesas or ice spikes, so the worlds felt the same but with mushroom islands.
I left a unhappy bug report, and in a reply there is good news:
Slytherin is greener than Ravenclaw.
Yeah, 4JSteve also left a post on the Xbox One forum. I'm the one not getting any ice spikes with random generation (after about 20 completely random TU32 seeds now and numerous TU32 random seeds... not a single ice spike biome). Just really rotten luck, unless the generation code is somehow tied to something like the console's S/N (which is doubtful). Prior to TU32, I put it off on my Xbox freezing if it tried to generate ice spikes (it would also frequently repeatedly freeze if I tried to generate a seed known to have ice spikes in it), Now, at least, it has stopped freezing while generating worlds so I can't blame that anymore.Like you, I've been generating jungles galore now ... didn't get that many before TU32.
Structures seem to be trending outside the realm of probabilities - I haven't gotten a single ocean monument or any kind of temple since TU32, but I am getting ample villages. Rest of the biomes have been somewhat of an even mix (within logical probabilities considering that some are supposed to be rarer than others)... save the apparently compulsory generation of mushroom islands now.
Yeah I noticed as well that I get plenty of villages now and one world I generated had a huge jungle on it. I also have rotten luck in getting ocean monuments and temples, although I did have a desert temple generate with half of it under a savannah biome village home. One thing I did notice about the biomes is that there seems to be transition zones between two biomes. I noticed this right away as the massive jungle biome I had started out with jungle grass, then a few trees as you go a little furthur, followed by a decent amount of trees, and then it becomes absolutely packed.