Exactly - seeds are everything, the increased number of biomes + luck is the biggest fault, and Amidst rocks.
Here's the seed I've settled with; every biome is there, all close enough. (esp. by horse or boat - making canals helps, too)
The only other thing I can think of is to reduce the number of biomes... but that's just silly, IMO. (altho a better argument may be made in favour of dumping technical biomes in favour of an improved overall generator) With a larger number of biomes, some will inevitably spawn rarer/further away - either that, or make all biomes tiny so none are far. Or make it non-random & force all biomes to spawn in a cluster around spawn. I don't think the majority would like those last 2 options.
Look at the green splot on the right of the maps, yo ucan see the same biomes over and over, taiga, forest, extreme hills and plains, with some swamp from time to time...
Probably the same thing will happen on the orange splotch on the top and bottom (also on the bottom right), same biomes going over and over, desert, plains and savannah over and over.
Those kinds of things makes the world boring an predictable for me
With the far journey's you have to make to find deserts or snowy mountains (or just forests if you spawn in a desert), the other climates are more feeling like you are really in foreign land, far away from home, from the landscape you were used to. So the world is now encouraging you to live and to build with the materials you have in your own climate, or to make long, long travels to find other materials. Just like on earth, were desert inhabitants have a different way of life and are building there houses of different materials then polar inhabitants. However, in Minecraft you can find always the most important material in every biome, it is very rich on resources. Even trees are not a problem in the hot climates, because of the savanna's.
But I can understand that it can be quite frustrating if you find only forests and plains the next thousands of blocks. I do really prefer those climates, they make the infinite Overworld really feel like a real big world you can not just overlook by running around in a few biomes, but I wouldn't care if the climate areas were made a little bit smaller.
the worst thing to remember is MC is over 6 times the size of the irl earth. i traveled (threw flight) for 4 hrs and i was always in a cannon or some type of desert. i gone 8 ways (left right up and and inbeewn them incase i might of missed something.... i even spawned in a iland with no trees no animals nothing... i was a atles 5 by `5 bloocks at there widest in areas...
I just went exploring. I walked for 33,000 blocks due west and stopped when I found my first jungle biome. I probably could have found one much closer to my house if I zig-zagged a bit instead of just going in a straight line, of course, but I think it's still remarkable that I was able to travel that far - straight line or not - without finding a jungle. I also have yet to find a redwood forest or a mesa. I started another journey and I've already gone 15,000 blocks. I've found a jungle and ice spikes but still no mesas or redwoods.
Spiral searches are better. You'll find the nearest whatever-you're-looking-for rather than something at a great distance which will be very annoying if you ever want to go back. Use a wide spacing, like 1000 blocks, to locate climate zones, and a narrow spacing, to find particular biomes. Another good strategy is to vary routes as you're going back and forth between destinations. 33K blocks is about a 2 hour trip for me - that's a long way to go back and forth. Even the Nether doesn't work too well - you'd need a nearly 4K safeway in the Nether.
I had a discussion with Kwitcherbelyakin on another thread and it turned out you need to go typically 3000 to 7000 blocks from spawn to find all the zones apart from Bryce and Ice Spikes. 2K by 2K is definitely not enough, but you don't need to go 33,000 or even 15,000.
In terms of finding particular biomes, especially rare one, the game encourages just living in the world and travelling around. You'll find them eventually. Just hunting for ice spikes/bryce/redwood/assorted M's is frustrating. My main gripe is that there's no structure to look at. In 1.6 worlds I do a lot of traveling figuring out the continental structures but there's nothing similar in 1.7 to give me some regular reward for exploration that will eventually reveal the rare biomes.
It is less hyperbole than you're statement about wanting "every biome less than 60 blocks from spawn" I think having them all within 1024 blocks from spawn is reasonable. The current setup is not.
Here you go: 3533872891709264058 I'd even be happy to post a screenshot of the in-game map too:
First of all, I really disagree that having every biome withing 1K of spawn is reasonable. A world where you never need to travel more than 5 minutes is very small and doesn't permit anything approximating exploration. It's also not suitable for living in for months or years, as many do in Minecraft.
Second, while I won't put up the AMIDST map in case you like exploration and don't want to be spoiled, that seed is on the rough side of the ones I've seen, in terms of distances to various target biomes. You'll have to travel about 5K blocks for Redwood and 7K for Mesa.
Rollback Post to RevisionRollBack
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.
Spiral searches are better. You'll find the nearest whatever-you're-looking-for rather than something at a great distance which will be very annoying if you ever want to go back. Use a wide spacing, like 1000 blocks, to locate climate zones, and a narrow spacing, to find particular biomes. Another good strategy is to vary routes as you're going back and forth between destinations. 33K blocks is about a 2 hour trip for me - that's a long way to go back and forth. Even the Nether doesn't work too well - you'd need a nearly 4K safeway in the Nether.
Well right now all I want to do is see the sights and collect some of the new cool blocks just for the novelty, so I brought along a silk touch diamond pick and an ender chest. It's a one-way trip.
I just found two vast desert biomes and did a full circuit around the edges looking for mesa, but still nothing. I hope I get lucky and find one soon.
By the way, I'm in a 1.5 world but I'm exploring newly-generated lands. I'm not sure if that would have any effect on my luck but you wouldn't think so, right?
First off, I would like to say that in general, I really like the new snapshot's world generation and new biomes. I also like the idea of biomes only bordering other biomes that it would make sense for them to border. (So no more snowy forests right next to deserts. Awesome!) But I feel that that aspect of Minecraft makes it too hard to find a variety of biomes in one world.
All of the worlds that I have explored using the 1.7 snapshot are either mostly dry biomes, as in savannahs, deserts, plains, etc., mostly forested biomes, such as birch forest, oak forest, flower forest, etc., or mostly cold biomes, such as cold taiga, mountains, ice spike plains, etc. It almost feels like world types all over again! The new biome bordering algorithm is working too well! It definitely needs to be nerfed somehow, which would make exploring all the new biomes so much more rewarding.
All mojang would have to do is to make more biomes possible to spawn next to snow and/or desert biomes. It would take them not even a day to change that small algorithm.
I honestly think this is a vast improvement from 1.6.2 and lower. Before, all of the biomes would be RIGHT THERE. Now, you have to do some exploring to find them all. It's much more realistic. Basically, exploring is looking way more rewarding. Maybe I'm biased because I love exploring, but this is making 1.7 look pretty nifty.
i love exploring also but when its the same thing over and over again it gets boaring.. its like i seen this already type of thing. i gone threw some areas that look to same 200+ blocks away... in life theres more life to see more then 1 type of tree in areas (even if its the same breed they look defrint tho.) THO i wish they added more ruins or city ruins to explore. have a better spawn ablity. like in a frost it looks over grown with trees..
even add mixed muitly biomes . rolling hills with trees in some areas lakes then a frest with a spook look to it (XD) (all with the same over all lan gen. then in other areas could be leading to moutians and soforth. i do like the idea there higher u go more cold it gets = snow..
There's a bug that does that already and no, it isn't cool. Unless you get stuck with the cold temperature. But in that case it's just not fun instead.
Oh! I misunderstood you then. Transition biomes is a good idea, but they should be probably big enough to make the two biomes out of eyesight of each other, otherwise it's basically the same problem with something new stuck between the biomes.
I think that, regardless of the solution, Mojang will quickly solve this "one temperature per world" problem, because it is annoying and odd.
in a way i like the 1 temp (over all) per world (but have it more of a option tho. like not every world would be as mixed as ares. sone could be all jungly and swampy to the point theres no cold. same as snowy worlds (i hate spawning into ) same for a more desert type worlds.
the earth by far i think is more complaxed then most worlds out there..
Uh, maybe because not everyone (or even a majority) who plays minecraft wants to have to go to Bumfuq Egypt just to find some different biomes. I know that I'd rather spend my time building and MINING (you know what makes up the first half of the game's name) than wandering aimlessly for hours hoping I can find something besides Forest, Birch Forest, Roofed Forest, Taiga, Plains and Extreme Hills repeating ad nauseum (with the occasional swamp and ocean thrown in to add a pittance of variety). For those who DO like wasting time on pointless wandering without seeing anything new or interesting, the "Large Biomes" option is still available.
This 100%. They should either use the current biome generation algorithm for Large Biomes only (to keep the exploration snobs happy) or make it so that you can adjust the algorithms frequency (i.e. make it so that the temperature gradient only covers a 256 block radius instead of a 1280+ radius as it seems to be currently).
I guarantee that once forge updates, I'll be downloading the first terrain generation mod that becomes available if Mojang doesn't fix this crap.
i over all liked the new bomie's but this is not real life who the hell wants to wast time (as u said) to fiind something u want. i always wished they allowed u to use a scall like option b4 u make your worlds so u cave eather larger or smaller areas also have one to control what type of temp u like same for building /town gen. i understand finding a sandy wast land would be harder to find, but i normaly spawn in warmer areas.-_-''
but anyway i stayed with 1.6.2-6.4 worlds so i can use my mods. xD
First of all, I really disagree that having every biome withing 1K of spawn is reasonable. A world where you never need to travel more than 5 minutes is very small and doesn't permit anything approximating exploration. It's also not suitable for living in for months or years, as many do in Minecraft.
Second, while I won't put up the AMIDST map in case you like exploration and don't want to be spoiled, that seed is on the rough side of the ones I've seen, in terms of distances to various target biomes. You'll have to travel about 5K blocks for Redwood and 7K for Mesa.
I fully disagree with you on the first part, (and I'm not the only one) but you know what they say about opinions... I'm not even saying that they should completely get rid of the current worldgen, JUST MAKE IT SO THAT YOU CAN CHANGE THE TEMPERATURE GRADIENT RANGE!
That way, those who like wasting hours just wandering around just so that they can prove how "hardcore" they are can do just that, while those of us who like to keep our worlds fairly small (partially due to hardware limitations) and spend their time building up aesthetically pleasing cities can do so without resorting to creative mode.
On the second count.... Figures, I tend to have rotten luck when it comes to random crap (just look at some of the starts I got in some of my Civilization III story games on civfanatics center). Go ahead and post the amidst map: I'm pretty much done with that world (and 1.7) anyways.
There is no single green "splot" - there are at least 9 different shades of green, each one being a different biome type. Now, if you want to lump everything in as "an area with a bunch of trees", then yeah, sure - but that's half of minecraft (the other hale being "an area without a bunch of trees). I think the main issue here is people having different tastes in biome types & different methods of gameplay. Well, you'll never please everyone. More world gen options could help, though. Sliders have been mentioned by the devs before, in that regard - a more feasible possibility, now that the world gen has been revamped...
Even if its different shades of green, its still a big green splotch. The different shades are different biomes corresponding to forest, taiga, plains etc as i mentioned before.
More than sliders, it would be easier to add random biome layout or climate system layout.
Oh, and one more thing I'd like to add: That map that I posted a screenshot of took a good 4 hours to make, even going into creative mode and flying, mainly due to an annoying bug I found with 1.7 that causes massive amounts of chunk errors even in single player mode that required me to save & quit, then re-enter the game every 5 minutes or so to clear them....I want to have fun when I play minecraft, and the current 1.7 setup is no fun at all...
If I wanted to have !!FUN!! when playing a videogame instead of fun, I'd play Dwarf Fortress.
EDIT: I'd also like to support the one who suggested that they add more and more varied dungeons and ruins to the vanilla game: In my opinion, that would go a LONG way towards offsetting the complete boredom in the current 1.7 vanilla worlds... That is also one of the reasons that the Better Dungeons and Millenaire mods are near the top of my list of "must-add" mods when they (and of course forge) update to 1.7.
Even if its different shades of green, its still a big green splotch. The different shades are different biomes corresponding to forest, taiga, plains etc as i mentioned before.
More than sliders, it would be easier to add random biome layout or climate system layout.
World generation was more unpredictable before this new world generation/ biome layout came
The current temperate zones are quite varied and potentially interesting; it's just that it's very hard to perceive it now that the oceans are gone. You can't stay oriented; there's no background to contrast it with, and often you just plain can't see because of all the trees. I have found switching back and forth between 1.7 and 1.6 keeps up my appreciation for 1.7 temperate terrain.
I fully disagree with you on the first part, (and I'm not the only one) but you know what they say about opinions... I'm not even saying that they should completely get rid of the current worldgen, JUST MAKE IT SO THAT YOU CAN CHANGE THE TEMPERATURE GRADIENT RANGE!
That way, those who like wasting hours just wandering around just so that they can prove how "hardcore" they are can do just that, while those of us who like to keep our worlds fairly small (partially due to hardware limitations) and spend their time building up aesthetically pleasing cities can do so without resorting to creative mode.
Mojang seems puzzlingly resistant to sliders. They were proposed to deal with similar one-size-does-not-fit all problems for oceans - but nothing happened. I agree the option to vary the effective size of a world would be quite useful. That said, if you're just building a city, why does it matter whether the zones are close or far? Pretty much all the resources are in temperate zones, apart from the hot zone woods. If you've just got to be on terrain X, use a seed.
Rollback Post to RevisionRollBack
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.
That said, if you're just building a city, why does it matter whether the zones are close or far? Pretty much all the resources are in temperate zones, apart from the hot zone woods. If you've just got to be on terrain X, use a seed.
To be brutally honest, it's an OCD thing. It's like when you're playing an adventure video game and you just have to complete every side quest and collect all the best loot, etc. I feel compelled by my OCD to see every biome and catch every color of horse and collect every type of block, etc. before I move on to the next video game. It's sad. I know I should just stop.
Mojang seems puzzlingly resistant to sliders. They were proposed to deal with similar one-size-does-not-fit all problems for oceans - but nothing happened. I agree the option to vary the effective size of a world would be quite useful. That said, if you're just building a city, why does it matter whether the zones are close or far? Pretty much all the resources are in temperate zones, apart from the hot zone woods. If you've just got to be on terrain X, use a seed.
Yeah, about the slider things... Hopefully someone will make a mod (once forge for 1.7 becomes available) that adds such a slider (like the current terrain generation mod I've seen). As for why? Well, excuse me for actually wanting a bit of variety in my game. As it is now (and see the map image I posted), the whole game is endless monotony as far as I can travel: The same 6 biome types (and all but the Canopied forest and possibly Birch Forest are the most boring and monotonous biomes in the game) repeating over and over again, with no dungeons, no abandoned mineshafts and almost no villages (there is only 1 village anywhere on that whole map) make things boring and uninteresting: Why should I play (or explore) if the only way to get something different is to spend 4 hours traveling one direction (and yes, traveling 1024 blocks in one direction takes at LEAST an hour, unless you have nothing but plains and/or other flat open terrain the whole way or you luck out and find a dungeon that has saddles in it and can find some horses nearby) just to find something different.
As for using seeds... Well again, that gets entirely too predictable (on the other hand, if someone finds a seed that has at least 2 villages, a Jungle with a Temple in it and a Mesa or Mushroom biome within decent walking distance, I might be tempted to try it), but I might just see about feeding random seeds into Amidst just to find something interesting.
That being said, due to the lack of variety in 1.7 (as it currently stands), along with the lack of mods (so far), I'll be going back to 1.6 until 1.7 gets some mods for it.
Also, one thing that needs to stop is for those who approve of the current terrain generation constantly accusing those who are against it of being "lazy": If you have served at least 6 years in the military and done two deployments to a war zone less than two years apart [i]THEN[/i] you [/i]MIGHT[/i] be able to call me "lazy", but otherwise just chill with that condescending, patronizing BS.
As it is now (and see the map image I posted), the whole game is endless monotony as far as I can travel: The same 6 biome types (and all but the Canopied forest and possibly Birch Forest are the most boring and monotonous biomes in the game) repeating over and over again, with no dungeons, no abandoned mineshafts and almost no villages (there is only 1 village anywhere on that whole map) make things boring and uninteresting: Why should I play (or explore) if the only way to get something different is to spend 4 hours traveling one direction (and yes, traveling 1024 blocks in one direction takes at LEAST an hour, unless you have nothing but plains and/or other flat open terrain the whole way or you luck out and find a dungeon that has saddles in it and can find some horses nearby) just to find something different.
As I said above and elsewhere, temperature terrain is not really monotonous, it's just that it's hard to appreciate it. Admittedly the problem does stem from the world generator and is unlikely to be fixed soon.
The shortage of dungeons/mineshafts and (to a lesser extent) villages is due to side effects of requested changes which I suspect Mojang didn't properly anticipate and design for. It's kind of a bug, and it *could* be fixed but it might not be.
1024 blocks at walking speed takes just over 4 minutes. Even with significant obstacles it's going to be less than 10 minutes. Did you mean 10,000 blocks?
Incidentally, things like chunk errors are TOTAL dealbreakers for me, dealing with a long-term persistent world like in Minecraft. I haven't gotten those, but if I had I wouldn't *touch* 1.7.2; I'd wait for the next update.
Rollback Post to RevisionRollBack
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.
The current temperate zones are quite varied and potentially interesting; it's just that it's very hard to perceive it now that the oceans are gone. You can't stay oriented; there's no background to contrast it with, and often you just plain can't see because of all the trees. I have found switching back and forth between 1.7 and 1.6 keeps up my appreciation for 1.7 temperate terrain.
Varied in which way ? The height varies, yes, but still i perceive as there are the same biomes one behind the other. Sometimes you dont need to see to stay oriented, you can say that if that you are on a plain biome, which biomes are potentially be around. Also, to stay oriented over the threes i just go over them or simply find the highest plays as many explorers do. They climb up, watch the surroundings, fix an orientation point and go to that point.
The shortage of dungeons/mineshafts and (to a lesser extent) villages is due to side effects of requested changes which I suspect Mojang didn't properly anticipate and design for. It's kind of a bug, and it *could* be fixed but it might not be.
Hence why I'm going back to 1.6 until (at the bare minimum) the Dungeon Pack and Millenaire mods update to 1.7. I'll also probably hold out for the Chocobo mod and IC2/Modular Power Suits as well (Chocobos are vastly superior to horses, especially since you can craft saddles for them and swim accross rivers and oceans on them, and Modular power Armor with full walk/sprint assist boosts + Jet pack and glider wings make both of them irrelevant since you'll be able to power glide/run faster than a minecart on booster tracks).
1024 blocks at walking speed takes just over 4 minutes. Even with significant obstacles it's going to be less than 10 minutes. Did you mean 10,000 blocks?
No, I meant 1024 blocks: It takes me at LEAST 45 minutes to travel that far in a straight line; Like I said, even with flying in creative mode, that map I posted a screenshot of took at least 4 hours to make. Walking would have easily doubled the time required, due to the massive amounts of broken terrain involved, and if I would have found some dungeons or saddles, travelling by horse would have still been extremely annoying at best (what with the swamplands and forest hills) and dangerous at worst (there are quite a few hidden ravines that I would have ended up falling in if I'd have been riding a horse).
Incidentally, things like chunk errors are TOTAL dealbreakers for me, dealing with a long-term persistent world like in Minecraft. I haven't gotten those, but if I had I wouldn't *touch* 1.7.2; I'd wait for the next update.
Exactly, hence why I'm going back to 1.6 until Mojang fixes some bugs/mods become available for 1.7. What I don't understand is why they seem to be so common, especially in single player, since I never had them happen in 1.6 or 1.5 (1.4, on the other hand did have that problem for me, but not quite as bad).
The main problem is that if you got a really bad seed and don't want to be spoiled by using AMIDST, your doomed.
While seraching for a good seed i encountered cases where there was almost nothing but forest, plains and high hills in a surface of 10 000 x 10 000.
It's not common but it can happen and if you are in one of these you may spend days travelling without finding anything interesting.
If you don't want to be spoiled, there is a solution, we could make a thread about specific 1.7... good seeds with a quick explanation of the content without posting a map.
It's clear that the worlds generated with 1.7 are much more realistic with large zone of biomes, but reality doesn't always mean fun.
I experience the real world everyday, get up, work, eat, work, eat, sleep ..... and when i play Minecraft it's not exactly what i want to reproduce with the greatest similarity!
I'm happy with my real life, i don't need to replay it in Minecraft.
Look at the green splot on the right of the maps, yo ucan see the same biomes over and over, taiga, forest, extreme hills and plains, with some swamp from time to time...
Probably the same thing will happen on the orange splotch on the top and bottom (also on the bottom right), same biomes going over and over, desert, plains and savannah over and over.
Those kinds of things makes the world boring an predictable for me
the worst thing to remember is MC is over 6 times the size of the irl earth. i traveled (threw flight) for 4 hrs and i was always in a cannon or some type of desert. i gone 8 ways (left right up and and inbeewn them incase i might of missed something.... i even spawned in a iland with no trees no animals nothing... i was a atles 5 by `5 bloocks at there widest in areas...
Spiral searches are better. You'll find the nearest whatever-you're-looking-for rather than something at a great distance which will be very annoying if you ever want to go back. Use a wide spacing, like 1000 blocks, to locate climate zones, and a narrow spacing, to find particular biomes. Another good strategy is to vary routes as you're going back and forth between destinations. 33K blocks is about a 2 hour trip for me - that's a long way to go back and forth. Even the Nether doesn't work too well - you'd need a nearly 4K safeway in the Nether.
I had a discussion with Kwitcherbelyakin on another thread and it turned out you need to go typically 3000 to 7000 blocks from spawn to find all the zones apart from Bryce and Ice Spikes. 2K by 2K is definitely not enough, but you don't need to go 33,000 or even 15,000.
In terms of finding particular biomes, especially rare one, the game encourages just living in the world and travelling around. You'll find them eventually. Just hunting for ice spikes/bryce/redwood/assorted M's is frustrating. My main gripe is that there's no structure to look at. In 1.6 worlds I do a lot of traveling figuring out the continental structures but there's nothing similar in 1.7 to give me some regular reward for exploration that will eventually reveal the rare biomes.
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.
Right, its not that hard, its horribly predictable.
First of all, I really disagree that having every biome withing 1K of spawn is reasonable. A world where you never need to travel more than 5 minutes is very small and doesn't permit anything approximating exploration. It's also not suitable for living in for months or years, as many do in Minecraft.
Second, while I won't put up the AMIDST map in case you like exploration and don't want to be spoiled, that seed is on the rough side of the ones I've seen, in terms of distances to various target biomes. You'll have to travel about 5K blocks for Redwood and 7K for Mesa.
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.
Well right now all I want to do is see the sights and collect some of the new cool blocks just for the novelty, so I brought along a silk touch diamond pick and an ender chest. It's a one-way trip.
I just found two vast desert biomes and did a full circuit around the edges looking for mesa, but still nothing. I hope I get lucky and find one soon.
By the way, I'm in a 1.5 world but I'm exploring newly-generated lands. I'm not sure if that would have any effect on my luck but you wouldn't think so, right?
All mojang would have to do is to make more biomes possible to spawn next to snow and/or desert biomes. It would take them not even a day to change that small algorithm.
Welcome to the Darkest side of Infinity.
i love exploring also but when its the same thing over and over again it gets boaring.. its like i seen this already type of thing. i gone threw some areas that look to same 200+ blocks away... in life theres more life to see more then 1 type of tree in areas (even if its the same breed they look defrint tho.) THO i wish they added more ruins or city ruins to explore. have a better spawn ablity. like in a frost it looks over grown with trees..
even add mixed muitly biomes . rolling hills with trees in some areas lakes then a frest with a spook look to it (XD) (all with the same over all lan gen. then in other areas could be leading to moutians and soforth. i do like the idea there higher u go more cold it gets = snow..
in a way i like the 1 temp (over all) per world (but have it more of a option tho. like not every world would be as mixed as ares. sone could be all jungly and swampy to the point theres no cold. same as snowy worlds (i hate spawning into ) same for a more desert type worlds.
the earth by far i think is more complaxed then most worlds out there..
i over all liked the new bomie's but this is not real life who the hell wants to wast time (as u said) to fiind something u want. i always wished they allowed u to use a scall like option b4 u make your worlds so u cave eather larger or smaller areas also have one to control what type of temp u like same for building /town gen. i understand finding a sandy wast land would be harder to find, but i normaly spawn in warmer areas.-_-''
but anyway i stayed with 1.6.2-6.4 worlds so i can use my mods. xD
I fully disagree with you on the first part, (and I'm not the only one) but you know what they say about opinions... I'm not even saying that they should completely get rid of the current worldgen, JUST MAKE IT SO THAT YOU CAN CHANGE THE TEMPERATURE GRADIENT RANGE!
That way, those who like wasting hours just wandering around just so that they can prove how "hardcore" they are can do just that, while those of us who like to keep our worlds fairly small (partially due to hardware limitations) and spend their time building up aesthetically pleasing cities can do so without resorting to creative mode.
On the second count.... Figures, I tend to have rotten luck when it comes to random crap (just look at some of the starts I got in some of my Civilization III story games on civfanatics center). Go ahead and post the amidst map: I'm pretty much done with that world (and 1.7) anyways.
The Wak Ka' Múul Chronicles: My Minecraft series on YouTube
Even if its different shades of green, its still a big green splotch. The different shades are different biomes corresponding to forest, taiga, plains etc as i mentioned before.
More than sliders, it would be easier to add random biome layout or climate system layout.
World generation was more unpredictable before this new world generation/ biome layout came
If I wanted to have !!FUN!! when playing a videogame instead of fun, I'd play Dwarf Fortress.
EDIT: I'd also like to support the one who suggested that they add more and more varied dungeons and ruins to the vanilla game: In my opinion, that would go a LONG way towards offsetting the complete boredom in the current 1.7 vanilla worlds... That is also one of the reasons that the Better Dungeons and Millenaire mods are near the top of my list of "must-add" mods when they (and of course forge) update to 1.7.
The Wak Ka' Múul Chronicles: My Minecraft series on YouTube
The current temperate zones are quite varied and potentially interesting; it's just that it's very hard to perceive it now that the oceans are gone. You can't stay oriented; there's no background to contrast it with, and often you just plain can't see because of all the trees. I have found switching back and forth between 1.7 and 1.6 keeps up my appreciation for 1.7 temperate terrain.
Mojang seems puzzlingly resistant to sliders. They were proposed to deal with similar one-size-does-not-fit all problems for oceans - but nothing happened. I agree the option to vary the effective size of a world would be quite useful. That said, if you're just building a city, why does it matter whether the zones are close or far? Pretty much all the resources are in temperate zones, apart from the hot zone woods. If you've just got to be on terrain X, use a seed.
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.
To be brutally honest, it's an OCD thing. It's like when you're playing an adventure video game and you just have to complete every side quest and collect all the best loot, etc. I feel compelled by my OCD to see every biome and catch every color of horse and collect every type of block, etc. before I move on to the next video game. It's sad. I know I should just stop.
Yeah, about the slider things... Hopefully someone will make a mod (once forge for 1.7 becomes available) that adds such a slider (like the current terrain generation mod I've seen). As for why? Well, excuse me for actually wanting a bit of variety in my game. As it is now (and see the map image I posted), the whole game is endless monotony as far as I can travel: The same 6 biome types (and all but the Canopied forest and possibly Birch Forest are the most boring and monotonous biomes in the game) repeating over and over again, with no dungeons, no abandoned mineshafts and almost no villages (there is only 1 village anywhere on that whole map) make things boring and uninteresting: Why should I play (or explore) if the only way to get something different is to spend 4 hours traveling one direction (and yes, traveling 1024 blocks in one direction takes at LEAST an hour, unless you have nothing but plains and/or other flat open terrain the whole way or you luck out and find a dungeon that has saddles in it and can find some horses nearby) just to find something different.
As for using seeds... Well again, that gets entirely too predictable (on the other hand, if someone finds a seed that has at least 2 villages, a Jungle with a Temple in it and a Mesa or Mushroom biome within decent walking distance, I might be tempted to try it), but I might just see about feeding random seeds into Amidst just to find something interesting.
That being said, due to the lack of variety in 1.7 (as it currently stands), along with the lack of mods (so far), I'll be going back to 1.6 until 1.7 gets some mods for it.
Also, one thing that needs to stop is for those who approve of the current terrain generation constantly accusing those who are against it of being "lazy": If you have served at least 6 years in the military and done two deployments to a war zone less than two years apart [i]THEN[/i] you [/i]MIGHT[/i] be able to call me "lazy", but otherwise just chill with that condescending, patronizing BS.
The Wak Ka' Múul Chronicles: My Minecraft series on YouTube
As I said above and elsewhere, temperature terrain is not really monotonous, it's just that it's hard to appreciate it. Admittedly the problem does stem from the world generator and is unlikely to be fixed soon.
The shortage of dungeons/mineshafts and (to a lesser extent) villages is due to side effects of requested changes which I suspect Mojang didn't properly anticipate and design for. It's kind of a bug, and it *could* be fixed but it might not be.
1024 blocks at walking speed takes just over 4 minutes. Even with significant obstacles it's going to be less than 10 minutes. Did you mean 10,000 blocks?
Incidentally, things like chunk errors are TOTAL dealbreakers for me, dealing with a long-term persistent world like in Minecraft. I haven't gotten those, but if I had I wouldn't *touch* 1.7.2; I'd wait for the next update.
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.
Varied in which way ? The height varies, yes, but still i perceive as there are the same biomes one behind the other. Sometimes you dont need to see to stay oriented, you can say that if that you are on a plain biome, which biomes are potentially be around. Also, to stay oriented over the threes i just go over them or simply find the highest plays as many explorers do. They climb up, watch the surroundings, fix an orientation point and go to that point.
Hence why I'm going back to 1.6 until (at the bare minimum) the Dungeon Pack and Millenaire mods update to 1.7. I'll also probably hold out for the Chocobo mod and IC2/Modular Power Suits as well (Chocobos are vastly superior to horses, especially since you can craft saddles for them and swim accross rivers and oceans on them, and Modular power Armor with full walk/sprint assist boosts + Jet pack and glider wings make both of them irrelevant since you'll be able to power glide/run faster than a minecart on booster tracks).
No, I meant 1024 blocks: It takes me at LEAST 45 minutes to travel that far in a straight line; Like I said, even with flying in creative mode, that map I posted a screenshot of took at least 4 hours to make. Walking would have easily doubled the time required, due to the massive amounts of broken terrain involved, and if I would have found some dungeons or saddles, travelling by horse would have still been extremely annoying at best (what with the swamplands and forest hills) and dangerous at worst (there are quite a few hidden ravines that I would have ended up falling in if I'd have been riding a horse).
Exactly, hence why I'm going back to 1.6 until Mojang fixes some bugs/mods become available for 1.7. What I don't understand is why they seem to be so common, especially in single player, since I never had them happen in 1.6 or 1.5 (1.4, on the other hand did have that problem for me, but not quite as bad).
The Wak Ka' Múul Chronicles: My Minecraft series on YouTube
While seraching for a good seed i encountered cases where there was almost nothing but forest, plains and high hills in a surface of 10 000 x 10 000.
It's not common but it can happen and if you are in one of these you may spend days travelling without finding anything interesting.
If you don't want to be spoiled, there is a solution, we could make a thread about specific 1.7... good seeds with a quick explanation of the content without posting a map.
It's clear that the worlds generated with 1.7 are much more realistic with large zone of biomes, but reality doesn't always mean fun.
I experience the real world everyday, get up, work, eat, work, eat, sleep ..... and when i play Minecraft it's not exactly what i want to reproduce with the greatest similarity!
I'm happy with my real life, i don't need to replay it in Minecraft.