1.13 snapshot 18w16a introduces the "Buffet" mode of customizing world generation, in which the player selects a terrain generator type (over world or the end, currently) and then chooses a biome (currently one at a time from a list including various overworld, end, and nether biomes). The generated world then will used the terrain gen for the selected type (example floating islands with void beneath for the End type) and the world will be single biome as selected. The sky and day/night will be as in normal overworld play.
It's still a bit buggy. For example, in a Mutated Roofed Forest biome world with End generation I spawned in a location where I fell and took void damage before I could see my surroundings and use the controls to fly up.
It seems fun to play with, but I don't know how survivable certain biomes or terrain types would be.
Nether as selected biome seems to generate with terrain composed of stone. IDK. Maybe the netherrack and related blocks are dimension specific and not part of biome? Or, it's just WIP feature.
Ocean biomes are survivable due to the existence of islands, shipwrecks and trees spawning on some of the islands. Deep ocean biomes are very hostile to attempt surviving in one due to the lack of islands. Deep Frozen Ocean biomes are almost as bad as non-frozen Deep Ocean biomes except the bonus chest can actually spawn on an iceberg, but that might take a few tries to actually get a seed where you're close enough to an iceberg for the chest to spawn. In theory, you could survive without the bonus chest in a Deep Ocean biome if you could gather enough gravel/sand by finding a shallow enough area you could dive down to so you could start excavating a shipwreck if you could find one, but that's a big if considering it only takes one drowned spwawning with a trident killing you when you're looking for a shipwreck to begin with.
Rollback Post to RevisionRollBack
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
1.13 snapshot 18w16a introduces the "Buffet" mode of customizing world generation, in which the player selects a terrain generator type (over world or the end, currently) and then chooses a biome (currently one at a time from a list including various overworld, end, and nether biomes). The generated world then will used the terrain gen for the selected type (example floating islands with void beneath for the End type) and the world will be single biome as selected. The sky and day/night will be as in normal overworld play.
It's still a bit buggy. For example, in a Mutated Roofed Forest biome world with End generation I spawned in a location where I fell and took void damage before I could see my surroundings and use the controls to fly up.
It seems fun to play with, but I don't know how survivable certain biomes or terrain types would be.
Nether as selected biome seems to generate with terrain composed of stone. IDK. Maybe the netherrack and related blocks are dimension specific and not part of biome? Or, it's just WIP feature.
Stronghold Transformation
Dungeons to Monster Shelters
Discuss Woodland Mansion Transformations
Ocean biomes are survivable due to the existence of islands, shipwrecks and trees spawning on some of the islands. Deep ocean biomes are very hostile to attempt surviving in one due to the lack of islands. Deep Frozen Ocean biomes are almost as bad as non-frozen Deep Ocean biomes except the bonus chest can actually spawn on an iceberg, but that might take a few tries to actually get a seed where you're close enough to an iceberg for the chest to spawn. In theory, you could survive without the bonus chest in a Deep Ocean biome if you could gather enough gravel/sand by finding a shallow enough area you could dive down to so you could start excavating a shipwreck if you could find one, but that's a big if considering it only takes one drowned spwawning with a trident killing you when you're looking for a shipwreck to begin with.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?