Well, what I'm suggesting is that IF you are going to wipe your world out, use the launcher to load an old version of Minecraft, with the old seed, then you will get the same "ocean". After you all have explored out to a sufficient degree, the server can then be "updated" to the current .jar file, and the new chunks will generate with the biomes you want.
As for those that are concerned with the chunk error "cliffs" that was kind of the point. He is concerned about loosing the greifing prevention that the large ocean provides. I was pointing out that these cliffs would be an additional level of proection, ugly or not.
Even if they did add ocean content 50,000-100,000 blocks was still to big a distance to cross, I have no idea what they could add to make half an hour of pressing "w" on water blocks feel fun.
Maybe they could add sharks that would jump out of the water and eat you and your boat.
There are so many complains because Mojang becoms so lazy to make good things since the enterprise is getting a moneymaker enteprise. They rather like to owerflow the world with lot of new releases rather finishing things.
Modmaker have shown us that things could be made better.
Just look at "Better World Generation" people can choose biomes they want to play. Mod maker are doing this for free , Mojang is payed and not able to do half of that.
Lot of things are unfinished, render is buggy since one year, lot of unused paintings space remains unused and lot of other thing are not ready. Minecraft look more and more like Microsoft... 20 years of beta testing made by user.
This has been said by others before, but, what the modders do is vastly different and EASIER than what Mojang has to do. Modders build on the already existing code of minecraft and very rarely if ever code anything totally from scratch. Mojang on the other hand has to look at the big picture of what ANY change in the code may do to the game. If they add 10+ new biomes, they may need to optimize the the terrain gen code to help keep things running smoothly, but that could bugger up how the world renders, which could bugger up performance. Actually properly coding something at a basic level is much harder and time consuming to do properly. Modders do not have to do this. They take existing code and either slightly alter it or build on it to get what they want. They don't have to worry as much about avoiding game destroying bugs, because they change less of the core programming of minecraft. Mojang on the other hand does change the core programming. Proper programming involves anticipating bugs, coding to avoid them, then dealing with the bugs properly when they inevitably crop up, but dealing with them in a way that won't create more. THAT IS NOT EASY AND TAKES TIME. That is not even considering the fact that many modders don't even give a first thought to game balance, which, while they may get it wrong sometimes, Mojang at least attempts to do. Quit thinking modders are freaking coding gods. They are better than you or me at coding yes, but that doesn't mean they would feel comfortable coding an entire game or changing a game on core programming levels. What modders do is not a very hard task compared to what mojang has to do. As for the rendering engine, Mojang has been working on getting that properly recoded for the last year, because they want to do a good job and get it right. If they have spent this long, I expect it will make Optifine look like garbage. For all you know they may be recoding the engine so that we can all carry lit torches, which Jeb has implied a few times is not a simple challenge to accomplish in minecraft outside of single-player because of the load it puts on the current rendering and mob spawning systems. So, sick of this BS complaint.
Because some people preferred the oceans when they were larger and easier to find. Myself included.
I like building underwater, this looks best when in deep wide bodies of water, oceans. Recently in the snapshots I was traveling thousands of blocks in several new worlds just trying to find any ocean!
This has been said by others before, but, what the modders do is vastly different and EASIER than what Mojang has to do. Modders build on the already existing code of minecraft and very rarely if ever code anything totally from scratch. Mojang on the other hand has to look at the big picture of what ANY change in the code may do to the game. If they add 10+ new biomes, they may need to optimize the the terrain gen code to help keep things running smoothly, but that could bugger up how the world renders, which could bugger up performance. Actually properly coding something at a basic level is much harder and time consuming to do properly. Modders do not have to do this. They take existing code and either slightly alter it or build on it to get what they want. They don't have to worry as much about avoiding game destroying bugs, because they change less of the core programming of minecraft. Mojang on the other hand does change the core programming. Proper programming involves anticipating bugs, coding to avoid them, then dealing with the bugs properly when they inevitably crop up, but dealing with them in a way that won't create more. THAT IS NOT EASY AND TAKES TIME. That is not even considering the fact that many modders don't even give a first thought to game balance, which, while they may get it wrong sometimes, Mojang at least attempts to do. Quit thinking modders are freaking coding gods. They are better than you or me at coding yes, but that doesn't mean they would feel comfortable coding an entire game or changing a game on core programming levels. What modders do is not a very hard task compared to what mojang has to do. As for the rendering engine, Mojang has been working on getting that properly recoded for the last year, because they want to do a good job and get it right. If they have spent this long, I expect it will make Optifine look like garbage. For all you know they may be recoding the engine so that we can all carry lit torches, which Jeb has implied a few times is not a simple challenge to accomplish in minecraft outside of single-player because of the load it puts on the current rendering and mob spawning systems. So, sick of this BS complaint.
HAHAHAHAHAHAHAHAHAHHAHA!!!!!!!!! Have you EVER looked at forge? What about how buildcraft added pipes? Talk about making something NEW! What about all of those mods that add .class files... Have you seen the code for harcore ender dragon? Ya, it does take a lot from vinella code, but did you see what it adds? How about ars magica, or thaumcraft 1, 2, and 3?
The game destroying bugs? Add 1 colon to something and suddenly it doesn't work...
The lag, forge REDUCES lag by fixing a couple of things. Most mods also use MUCH higher resolutions for there stuff as well, so they have to optimize both there mod, AND minecraft itself... If MODDERS can optimize your code better than you can, there is a problem.
HAHAHAHAHAHAHAHAHAHHAHA!!!!!!!!! Have you EVER looked at forge? What about how buildcraft added pipes? Talk about making something NEW! What about all of those mods that add .class files... Have you seen the code for harcore ender dragon? Ya, it does take a lot from vinella code, but did you see what it adds? How about ars magica, or thaumcraft 1, 2, and 3?
The game destroying bugs? Add 1 colon to something and suddenly it doesn't work...
The lag, forge REDUCES lag by fixing a couple of things. Most mods also use MUCH higher resolutions for there stuff as well, so they have to optimize both there mod, AND minecraft itself... If MODDERS can optimize your code better than you can, there is a problem.
Temples, villages, ravines, mineshafts, fortresses, strongholds... The code is all there.
Awesome, because the FEW exceptions to the rule are really the majority of mods. Still doesn't change the fact that people like you do NOT give Mojang enough credit or room for the work they do. As for the optimizing issue, I LOVE how you ignore that Mojang has been working on a render engine RECODE for the last year, which means it will probably make Forge's optimizations look pitiful. You have to realize that Jeb and Company are cleaning up the BIG mess that Notch made. Man this community is so ******* ungrateful about everything Mojang does. Makes me almost hope they quit updating it so then you can see how quickly Minecraft dies in the hands of a modding community only coding in their spare time....
This has been said by others before, but, what the modders do is vastly different and EASIER than what Mojang has to do. Modders build on the already existing code of minecraft and very rarely if ever code anything totally from scratch. Mojang on the other hand has to look at the big picture of what ANY change in the code may do to the game. If they add 10+ new biomes, they may need to optimize the the terrain gen code to help keep things running smoothly, but that could bugger up how the world renders, which could bugger up performance. Actually properly coding something at a basic level is much harder and time consuming to do properly. Modders do not have to do this. They take existing code and either slightly alter it or build on it to get what they want. They don't have to worry as much about avoiding game destroying bugs, because they change less of the core programming of minecraft. Mojang on the other hand does change the core programming. Proper programming involves anticipating bugs, coding to avoid them, then dealing with the bugs properly when they inevitably crop up, but dealing with them in a way that won't create more. THAT IS NOT EASY AND TAKES TIME. That is not even considering the fact that many modders don't even give a first thought to game balance, which, while they may get it wrong sometimes, Mojang at least attempts to do. Quit thinking modders are freaking coding gods. They are better than you or me at coding yes, but that doesn't mean they would feel comfortable coding an entire game or changing a game on core programming levels. What modders do is not a very hard task compared to what mojang has to do. As for the rendering engine, Mojang has been working on getting that properly recoded for the last year, because they want to do a good job and get it right. If they have spent this long, I expect it will make Optifine look like garbage. For all you know they may be recoding the engine so that we can all carry lit torches, which Jeb has implied a few times is not a simple challenge to accomplish in minecraft outside of single-player because of the load it puts on the current rendering and mob spawning systems. So, sick of this BS complaint.
The problem is actual game design for making things fun and balanced is a different skillset from the coding that makes it work. I do give Jeb_ and Dinnerbone props for doing a lot of great technical work. But they often (not always) fail at basic game design. And I won't say the modders are doing any better either. There are a couple of examples of good and interesting changes, but they often make the same mistakes as Mojang.
What Minecraft needs is a Creative Director who doesn't actually get his hands dirty with coding. He or she should know a bit about coding, so they don't ask Jeb_ and Dinnerbone to do impossible things. But this person needs to be able to look at Minecraft with the big picture in view. I'd nominate Notch, but I don't think he wants the job. I think Notch just wants to muck around with code, and I think Jeb_ and Dinnerbone were hired because they have a similar approach.
Okay, I'll wade into this (ha, see what I did there :-/ oh nevermind).
No, actually I have an on-topic question: why does the map on my new Minecraft SMP server, created on September 21 using snapshot 13w38c, feel like it's 9/10 water (if not more)?
Honestly, the spawn point looks almost like a survivor island, and you can sail around for a long time before you find a reasonable spot at which to start surviving.
From spawn, in every direction for thousands of blocks, you see water -- oh there are some islands, sure, and yes some of the islands are bigger than others (we found a couple that are 500+ hundred blocks across - but they're still islands). I had to look around for hours before I found what I'd call "normal" Minecraft terrain, and even that was up against an ocean.
At any rate this map is absolutely, definitely, nothing like the infinite mass of Pangaea dotted by puddles and maybe a few ponds that some are describing.
Seriously, if Jeb made ocean generation "smaller" it almost looks like the generator got it backwards for this seed? As we started playing on this map I told everyone that I'd read that the oceans will be smaller! Embarrassing.
Check it yourself. Use seed -117946798. I tested this seed on 13w38c, 13w39a, and 13w39b. Then for fun I checked it on 13w36b. Same result every time. For any of you who want big oceans, try that seed - you'll love it.
But what happened? My only guesses are: Jeb/DB deliberately left something in there to allow for big oceans, or it's just a freak seed, or hey thar's bugs in that thar code!
Temples, villages, ravines, mineshafts, fortresses, strongholds...The code is all there.
Except Temples, villages, ravines, mineshafts, fortresses, strongholds, etc, are not massive boats or shipwrecks.
Modders have a easier job then Mojang, they build from the existing code. You should be glad that Minecraft atacaully exists.
Okay, I'll wade into this (ha, see what I did there :-/ oh nevermind). No, actually I have an on-topic question: why does the map on my new Minecraft SMP server, created on September 21 using snapshot 13w38c, feel like it's 9/10 water (if not more)?
Honestly, the spawn point looks almost like a survivor island, and you can sail around for a long time before you find a reasonable spot at which to start surviving. From spawn, in every direction for thousands of blocks, you see water -- oh there are some islands, sure, and yes some of the islands are bigger than others (we found a couple that are 500+ hundred blocks across - but they're still islands). I had to look around for hours before I found what I'd call "normal" Minecraft terrain, and even that was up against an ocean.
At any rate this map is absolutely, definitely, nothing like the infinite mass of Pangaea dotted by puddles and maybe a few ponds that some are describing. Seriously, if Jeb made ocean generation "smaller" it almost looks like the generator got it backwards for this seed? As we started playing on this map I told everyone that I'd read that the oceans will be smaller! Embarrassing.
Check it yourself. Use seed -117946798. I tested this seed on 13w38c, 13w39a, and 13w39b. Then for fun I checked it on 13w36b. Same result every time. For any of you who want big oceans, try that seed - you'll love it. But what happened? My only guesses are: Jeb/DB deliberately left something in there to allow for big oceans, or it's just a freak seed, or hey thar's bugs in that thar code!
Well, here's the seed in Amidst:
I'm kind of puzzled how it would take hours to find land. The longest crossing you ever need to do is slightly longer than 1000 blocks and would take less than two minutes. The longest trip you *could* take from spawn is 5000 blocks and would take 10 minutes - and you'd need really good aim not to hit the coasts you were buzzing by only a few hundred blocks away. Maybe you got lost and were going in circles? Islands can be disorienting sometimes.
Like other water formations in 1.7, it's a lake. You can take a pleasure cruise if you want to, but if you need to and are smart about you can literally swim across. It takes less than a day to swim 1000 blocks.
This actually does have more water than any other seed I've ever seen in 1.7, but it's not even remotely close to 9/10ths. Maybe half in the 2K maps near spawn.
As for those that are concerned with the chunk error "cliffs" that was kind of the point. He is concerned about loosing the greifing prevention that the large ocean provides. I was pointing out that these cliffs would be an additional level of proection, ugly or not.
Maybe they could add sharks that would jump out of the water and eat you and your boat.
This has been said by others before, but, what the modders do is vastly different and EASIER than what Mojang has to do. Modders build on the already existing code of minecraft and very rarely if ever code anything totally from scratch. Mojang on the other hand has to look at the big picture of what ANY change in the code may do to the game. If they add 10+ new biomes, they may need to optimize the the terrain gen code to help keep things running smoothly, but that could bugger up how the world renders, which could bugger up performance. Actually properly coding something at a basic level is much harder and time consuming to do properly. Modders do not have to do this. They take existing code and either slightly alter it or build on it to get what they want. They don't have to worry as much about avoiding game destroying bugs, because they change less of the core programming of minecraft. Mojang on the other hand does change the core programming. Proper programming involves anticipating bugs, coding to avoid them, then dealing with the bugs properly when they inevitably crop up, but dealing with them in a way that won't create more. THAT IS NOT EASY AND TAKES TIME. That is not even considering the fact that many modders don't even give a first thought to game balance, which, while they may get it wrong sometimes, Mojang at least attempts to do. Quit thinking modders are freaking coding gods. They are better than you or me at coding yes, but that doesn't mean they would feel comfortable coding an entire game or changing a game on core programming levels. What modders do is not a very hard task compared to what mojang has to do. As for the rendering engine, Mojang has been working on getting that properly recoded for the last year, because they want to do a good job and get it right. If they have spent this long, I expect it will make Optifine look like garbage. For all you know they may be recoding the engine so that we can all carry lit torches, which Jeb has implied a few times is not a simple challenge to accomplish in minecraft outside of single-player because of the load it puts on the current rendering and mob spawning systems. So, sick of this BS complaint.
Because some people preferred the oceans when they were larger and easier to find. Myself included.
I like building underwater, this looks best when in deep wide bodies of water, oceans. Recently in the snapshots I was traveling thousands of blocks in several new worlds just trying to find any ocean!
In 1.6 and earlier I never had this problem.
I didn't mean that, I ment what some people have been suggestisting, like massive boats and big, cool, shipwrecks.
HAHAHAHAHAHAHAHAHAHHAHA!!!!!!!!! Have you EVER looked at forge? What about how buildcraft added pipes? Talk about making something NEW! What about all of those mods that add .class files... Have you seen the code for harcore ender dragon? Ya, it does take a lot from vinella code, but did you see what it adds? How about ars magica, or thaumcraft 1, 2, and 3?
The game destroying bugs? Add 1 colon to something and suddenly it doesn't work...
The lag, forge REDUCES lag by fixing a couple of things. Most mods also use MUCH higher resolutions for there stuff as well, so they have to optimize both there mod, AND minecraft itself... If MODDERS can optimize your code better than you can, there is a problem.
Temples, villages, ravines, mineshafts, fortresses, strongholds... The code is all there.
Awesome, because the FEW exceptions to the rule are really the majority of mods. Still doesn't change the fact that people like you do NOT give Mojang enough credit or room for the work they do. As for the optimizing issue, I LOVE how you ignore that Mojang has been working on a render engine RECODE for the last year, which means it will probably make Forge's optimizations look pitiful. You have to realize that Jeb and Company are cleaning up the BIG mess that Notch made. Man this community is so ******* ungrateful about everything Mojang does. Makes me almost hope they quit updating it so then you can see how quickly Minecraft dies in the hands of a modding community only coding in their spare time....
The problem is actual game design for making things fun and balanced is a different skillset from the coding that makes it work. I do give Jeb_ and Dinnerbone props for doing a lot of great technical work. But they often (not always) fail at basic game design. And I won't say the modders are doing any better either. There are a couple of examples of good and interesting changes, but they often make the same mistakes as Mojang.
What Minecraft needs is a Creative Director who doesn't actually get his hands dirty with coding. He or she should know a bit about coding, so they don't ask Jeb_ and Dinnerbone to do impossible things. But this person needs to be able to look at Minecraft with the big picture in view. I'd nominate Notch, but I don't think he wants the job. I think Notch just wants to muck around with code, and I think Jeb_ and Dinnerbone were hired because they have a similar approach.
Want to play Minecraft SSP like Spaceboot1? Try my modpack, all mods made by me, Spaceboot1!
and they would be craftable too.
*Le Observe*
Carpet, Fence post, Carpet
Carpet, Fence post, Carpet
Boat , Boat , Boat
No, actually I have an on-topic question: why does the map on my new Minecraft SMP server, created on September 21 using snapshot 13w38c, feel like it's 9/10 water (if not more)?
Honestly, the spawn point looks almost like a survivor island, and you can sail around for a long time before you find a reasonable spot at which to start surviving.
From spawn, in every direction for thousands of blocks, you see water -- oh there are some islands, sure, and yes some of the islands are bigger than others (we found a couple that are 500+ hundred blocks across - but they're still islands). I had to look around for hours before I found what I'd call "normal" Minecraft terrain, and even that was up against an ocean.
At any rate this map is absolutely, definitely, nothing like the infinite mass of Pangaea dotted by puddles and maybe a few ponds that some are describing.
Seriously, if Jeb made ocean generation "smaller" it almost looks like the generator got it backwards for this seed? As we started playing on this map I told everyone that I'd read that the oceans will be smaller! Embarrassing.
Check it yourself. Use seed -117946798. I tested this seed on 13w38c, 13w39a, and 13w39b. Then for fun I checked it on 13w36b. Same result every time. For any of you who want big oceans, try that seed - you'll love it.
But what happened? My only guesses are: Jeb/DB deliberately left something in there to allow for big oceans, or it's just a freak seed, or hey thar's bugs in that thar code!
Except Temples, villages, ravines, mineshafts, fortresses, strongholds, etc, are not massive boats or shipwrecks.
Modders have a easier job then Mojang, they build from the existing code. You should be glad that Minecraft atacaully exists.
Well, here's the seed in Amidst:
I'm kind of puzzled how it would take hours to find land. The longest crossing you ever need to do is slightly longer than 1000 blocks and would take less than two minutes. The longest trip you *could* take from spawn is 5000 blocks and would take 10 minutes - and you'd need really good aim not to hit the coasts you were buzzing by only a few hundred blocks away. Maybe you got lost and were going in circles? Islands can be disorienting sometimes.
Like other water formations in 1.7, it's a lake. You can take a pleasure cruise if you want to, but if you need to and are smart about you can literally swim across. It takes less than a day to swim 1000 blocks.
This actually does have more water than any other seed I've ever seen in 1.7, but it's not even remotely close to 9/10ths. Maybe half in the 2K maps near spawn.
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.
I think that's the definition of an ocean.