Image for The Update That Changed the World released by Mojang
The Update that Changed the World is the name for Java Edition version 1.7.2, a major update released on October 25, 2013.
Mojang released the 1.7 pre-release on October 22, 2013, the 1.7.1 pre-release on October 23, and the 1.7.2 pre-release on October 25, shortly before the official release of the update.
[header=2]Notable features[/header]
Notable additions:
11 new biomes
Mesa, Mega Taiga, Roofed Forest, Birch Forest, Flower Forest, Savanna, Extreme Hills+, Deep Ocean, and snowless Taiga.
Ocean biomes are smaller and take up less of the world
Treasures can be caught by fishing
Looking at it from the perspective of 1.7.2, with 11 new, beautiful land biomes to fill the world with, it makes complete sense to take away "some" of that enourmous, featureless ocean, where squids used to break a boat into 3 sticks and 2 planks if you happend to collide, in LONG voyages to some biome on the other side of a HUGE ocean - In fact the users COMPLAINED and DEMANDED the removal of huge oceans, something that also made continents a thing of the past.
I've been searching far and wide on the web to find big maps (Amidst didn't seem to be such an authoritarian map program as today), but SOMEONE had complained in a Reddit post, that the update did in fact remove continents. Now everything hang together, and looks a bit like Finland, filled with lots of lakes (not really OCEAN is it when you cant get anywhere without seeing something else in the horizon?) There he produces these maps, that is the same seed; 1.6.4 on the left, 1.7.1 snapshot on the right and that's been the method since:
I also upload the original file to see more details. Also imagine the 9 new ocean biomes, placed in the ocean on the left, with small island chains, tropical islands, polynesia style, with lagoons, where Warm/Lukewarm could be dotted all around. I've looked for, but never found such a Tropical Paradise seed, but I saw a picture of something resembling it, but that was for PE.
So my solution now, to really experience the (rare) Warm Water biome, where the 1.13 experience seem to be at it's best, is to head out to sea, and build a house on stilts in the middle of a big Warm/Lukewarm Deep Lukewarm Area.
It make my head spinning, the one to the left is like "continental" and the one to the right like "coastal", as in Age of Empires 2. There should be Continents again, perhaps with peninsulas from other continents barely touching the other one, and there should be an Ocean biome nr.10..."The Deep". Where it might be beautiful, but also dangerous. The underwater ravines, could become underwater ravines XL in an ocean, and if possible the depth of the earth should be lowered at these zones, so like an Extreme Hills + M would fit into the sea, with ravines crossing through it, revealing veins of emerald
I don't want to write too much, but I think this is an issue, that since the 11 new biomes in 1.7.2 made ocean smaller, the 11 water biomes in 1.13 should make land less dominating. This is the REAL upgrade that Changed The World. It's such a transformation, but I've been working for weeks to try to find seeds with a spawn on coast or islands with hot water, and I haven't had much luck, because it's rare, and totally random it seems where the ocean biomes are going to be, and most of them are still the old, simple Ocean and Deep Ocean.
And Lastly
When being overwhelmed by monsters on land, the best escape route would be to jump in the water and use the speed of swimming, while the monsters standing helpless in the shore water and can be cut down from below surface, one by one. There should be an rare, but DANGEROUS monster in the ocean, and specially if THE DEEP ever become anything real, there should be horrifying Cthulhu-ish creeper mobs at sea, that are fast and DANGEROUS, so that the player in panic jumps out of the water. And a boss-mob in the ocean-areas, an middle thing between an Elder Guardian and a Wither. The Drowned are exelent, but... easy and not very frightning to swim nearby in the water.
Please come with suggestions and comments to "bump" this thread if you ever want to see a more varied map, where land biomes might be reduced in size somewhere, there's lots of boring moutain-forest-swamp areas covering large areas with predictable sizes.
Edit: I just wanted to show an example of an "survivor island" I found on google. It's the spot where the spawn-house is... In such situations, I guess one have to imagine the IDEA of being far out to see and helpless, and not just a short boatride from anything one needs.
Worthy replacements that are more entertaining: Factorio if you like redstone. Subnautica. No Man's Sky. Stranded Deep. Raft. Rising World is probably the most worthy Minecraft-clone, that is totally realistic and let you build beauty. The Forest. Mist Survival. Subsistence, Rust Survival if you are that kind of person.
RPG: The Witcher 3. Kingdom Come: Deliverance, Mount & Blade Warband (Bannerlord)
Other Managment Games: City Skylines, Banished, Dawn of Man, Foundation, Prisoner Architect. Dawn of Man.
More City-Builders. Survival. Managment. Etc. Coming
While Survival Islands are great, for general gameplay large oceans are obnoxious and useless.
Now I'll admit, the oceans have been getting more useful with 1.13, but you wouldn't want to cross miles of desert or any other biome just to find a Mesa or a Savana, now would you?
Rollback Post to RevisionRollBack
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
While Survival Islands are great, for general gameplay large oceans are obnoxious and useless.
Now I'll admit, the oceans have been getting more useful with 1.13, but you wouldn't want to cross miles of desert or any other biome just to find a Mesa or a Savana, now would you?
It depends on how you look at it. The world generation is so random that I find it next to impossible to find all the biomes I want within a reasonable distance, even using Nether transport. So that already kind of exists
I definitely think a balance between the two could be struck here. It made sense to reduce oceans when they were bland and boring, but they aren't anymore. I would say making the ocean size about right in the middle between both versions would be perfect. Or better yet, a slider for ocean size. Doing that is fairly simple and makes both parties happy.
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Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
The image that you show of a 1.6.4 map is a bit misleading; here is a much wider view of a typical 1.6.4 world (note - the scale at the bottom is actually 20000 blocks; I modified the biome size to 2 so I could display a larger area than otherwise):
That's why many people complained that oceans were too large, and the 1.13 additions would not change that because you still have miles (literally) of the same thing.
For comparison, this is a map (same scale and modified biome size) of a world generated with TMCWv5, which adds many landmasses of various sizes to oceans, as well as ensures that the area within 1000 blocks of the origin is always all land (this latter is the reason why i used AMIDST to find seeds):
Here are several maps (default scale) of what you'll typically have within 3072 blocks of the origin (this is the furthest that I've ever explored in any world with most being half this or less):
Also, while there are "climate zones", as indicated by the desert and ice plains (biomes themselves are not shown since unknown biomes cause AMIDST to crash; I also removed ocean variants, represented by cold ocean and swampland, from the large-scale map above to make ocean stand out better), they only make hot/cold biomes more common and exclude the opposite extreme, and nearly any biome can generate in "normal" areas (indicated by plains), leading to greater biome variation than you'll ever see in 1.7+ worlds, which IMO is a far greater issue than oceans:
It depends on how you look at it. The world generation is so random that I find it next to impossible to find all the biomes I want within a reasonable distance, even using Nether transport. So that already kind of exists
True, you won't find every biome in a given radius. Jungles have gotten a lot more evasive since 1.6.
I definitely think a balance between the two could be struck here. It made sense to reduce oceans when they were bland and boring, but they aren't anymore. I would say making the ocean size about right in the middle between both versions would be perfect. Or better yet, a slider for ocean size. Doing that is fairly simple and makes both parties happy.
A slider for ocean size doesn't sound like a bad idea.
Rollback Post to RevisionRollBack
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
While Survival Islands are great, for general gameplay large oceans are obnoxious and useless.
Now I'll admit, the oceans have been getting more useful with 1.13, but you wouldn't want to cross miles of desert or any other biome just to find a Mesa or a Savana, now would you?
Well, you could never cross miles of desert without finding a savanna, they always appear together.
But I got your point. And I won't even quote the TheMasterCaver that try to portray it as if I want like "Small Continents" in Civilization and MISLEADING people (well, thank you the same), but I thank for the maps that show me better how Amidst worked then, as I didn't use it yet, 4 years ago, I'm not sure.That's the reason for my title including "partly" (!) removal/reduction of the 1.7.2 ocean Nerf" I wanted to make people know that earlier the world looked very different in minecraft, then they started to make it look more like it is today, but along the way they really did a massive ocean change AND that with 11 water biomes present, a PARTLY (Sorry But I won't delete my post and repost it just to Write it in caps, because that's rude)
Of course I want nothing of the kind like a COMPLETE removal/reduction of all the upgrades to biome-generation the game have gone through since then. It's beautiful with island chains, but there's too little room. for 11 ocean biomes, and the massive way they integrated ocean into land with 1.13.
I'll upload a 1.13 Amidst map, it happen to be the one I play now, here's a 29 layer zoom out of it, if you want to study it further;
Warm Ocean, (there's no Deep Wam Ocean) as we can se on a 1.13 Amidst map, and that's simply what I'm suggesting. Spots of pure sea, I have noticed they are very good at adding these "Polynesia style" island, but there's not a single ocean where there's just BEAUTIFUL 1.13 ocean, where such tropical islands would be perfect, but in small clusters here and there, not EVERYWHERE. I'm building always at 0,0, so I'm going to be in/on/over/under warm ocean in this whole build I've gathered materials for endless hours now. Finally I'm going to get a Trident and all the Nautilus Shells for a Conduit and be surrounded by drowned, and my only other fear is Phantoms, so I figured this to be the best way to enjoy 1.13. But I wouldn't mind at all if if there was ONE spot to be found in the game where you cannot see Land. So again, I'm not for turning minecraft 4 years back, but to add to it. Just look at the endless spots with moutain, forest, swamp etc. etc. etc. on the far away zoom, and then imagine what I want is more like the close zoom. Not a contiguius Pangaea with some spots of water where you can quickly cross to another peninsula of the same land. Also notice, with so much work put into it, Warm Ocean biomes are about as rare as Jungle. The rest of the big oceans filled with the same old Ocean and Deeo Ocean, could easily put room for some size of pure ocean among it, and it would look more natural.
It depends on how you look at it. The world generation is so random that I find it next to impossible to find all the biomes I want within a reasonable distance, even using Nether transport. So that already kind of exists
I definitely think a balance between the two could be struck here. It made sense to reduce oceans when they were bland and boring, but they aren't anymore. I would say making the ocean size about right in the middle between both versions would be perfect. Or better yet, a slider for ocean size. Doing that is fairly simple and makes both parties happy.
Yes. Just what I mean. EDIT: If you like seeds with biomes, I'm a real "All biomes seeds"-nerd for years, and have a playlist here: Hope you find anything you like if you watch any of it.
Wolftopia's ocean improvements handles the situation well, in my opinion.
I hate mods. Now me installing forge have caused Amidst to Crash again. :\ Anyway this isn't suggestions for mods, but for taking advantage of the true Update That Changed Everything. Having integrated ocean into the rest of the habitable world, should make oceans get more priority.
ATTACHMENTS
Z29 All Layers Offf, Clean Map screenshot_default_960570313
Worthy replacements that are more entertaining: Factorio if you like redstone. Subnautica. No Man's Sky. Stranded Deep. Raft. Rising World is probably the most worthy Minecraft-clone, that is totally realistic and let you build beauty. The Forest. Mist Survival. Subsistence, Rust Survival if you are that kind of person.
RPG: The Witcher 3. Kingdom Come: Deliverance, Mount & Blade Warband (Bannerlord)
Other Managment Games: City Skylines, Banished, Dawn of Man, Foundation, Prisoner Architect. Dawn of Man.
More City-Builders. Survival. Managment. Etc. Coming
But I got your point. And I won't even quote the TheMasterCaver that try to portray it as if I want like "Small Continents" in Civilization and MISLEADING people
I think you have seriously misunderstood what I said; I showed that the map of a 1.6.4 world that you give does not come even close to showing just how big oceans used to be, thus why many people hated them, then I offered my own solution to the issue - and those continents are certainly NOT "small" - as I mentioned, I modified the game to set biome size to 2 (default 4) which is the same as going from large biomes to default - the distance scale at the bottom is actually 20,000 blocks, not 5,000 - even the smallest landmasses that you see in the second (modified) map are hundreds of blocks across (there are even smaller ones not visible, down to islands a few dozen blocks across - all in all a huge variety in the sizes of landmasses, as well as ocean crossings, quite a few on the order of 20,000+ blocks, but those are the exception, not the rule, while vastly exceeding what you'll ever find in 1.7+. About the only thing that might not apply is my forced generation of land within 1,000 blocks of the origin, making it impossible to ever spawn on a "survival island" (unless it is a small island in a "lake" biome, which is only the size of a regular biome and about as deep as a river).
Here are more examples of what I was talking about when I mentioned more variation in the size of landmasses and oceans:
Note that the scale here is 3,584 blocks between gridlines or about 22,000 blocks across (to the left edge of the popup on the right, I hid oceans to make things clearer) - the spawn continent in the center is about 5,000 blocks across, while a larger landmass twice the size is to the west and smaller fragmented landmass lies in between them:
This is to the east of the spawn continent, a large mostly ocean region extending over 20,000 blocks:
To the northeast of that is a gigantic landmass in excess of 20,000 blocks across:
Also, here is a zoomed in look at part of the ocean area shown above; the scale here is 1,536 blocks between gridlines - even with all the smaller landmasses and islands filling oceans there are regions well in excess of that with no land at all. Note that the average size of a biome is the same size as a Mushroom Island, so even the smaller landmasses have multiple biomes (except for the "forest" islands, which represent single-biome islands which are generated the same away as Mushroom Islands):
In addition, here is a map of my last world overlayed onto a map of the area within 3,072 blocks of the origin (not the same seed):
This illustrates that playstyle is a HUGE factor in the "ideal" size of landmasses and oceans - all of my exploration is in the form of caving, which only covers about 100 chunks per play session - or more than 5,000 hours over 4 years at my average daily playtime to explore everything within 3,072 blocks of the origin. I've only ever found a Mushroom Island in a single world (in my first world, with vanilla 1.6 generation, where I've explored out to 3,072 blocks from the origin but only about 2/3 of the area has been filled in, over more than 3,000 hours of playing on it).
Obviously, the best solution by far would be the ability to customize the size of oceans (or rather, the amount of landmasses that the game attempts to generate, including the amount of small islands that are generated, as 1.7+ oceans are filled with lots of tiny islands, leaving no large stretches of empty ocean). Of course, seeing that Mojang never thought to add customization of the size and density of cave systems and other structures I wouldn't get my hopes up that they will actually add this anytime soon (this is already mostly in the game since Superflat has let you customize the chance/size/distance of villages and stuff since 2012 - they even added customization of ocean monuments - added in the same version as the Customized world type. Also, can you guess which version nerfed the underground? The same version that nerfed oceans, in part leading to the fact that I've never updated, and never will update, past 1.6).
Rather than any set number, I am among those who would like to see hydrographic percentage selectable at world generation.
Whether having actual zero and 100% points would be useful is debatable…
…but better to have it and not want it than want it and not have it.
If I understand the generation process, at 100% ocean the only grass would be the occasional ocean biome islands (such as currently generate) & rare glitches in caves. This would be a very challenging world, but the MC community is diverse enough there are likely those who woule enjoy trying it.
An actual zero point would remove some items from the world (eg sponges and the prismarine blocks) and require others (notably pufferfish) to be obtain as in 1.12 via fishing.
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I don't really understand any of this technical stuff above and to be honest I just don't care... BUT I still say that Oceans are more like LAKES then Oceans... if you don't want to have to boat all the way a crossed it just use the Nether honestly...
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"I don't care if you're black, white, straight, bisexual, gay, lesbian, short, tall, fat, rich or poor. If you are nice to me I will be nice to you simple as that." -Eminem
"I used to be the type of kid that always thought the sky was falling. Now I think the fact that I'm differently wired is awesome..." -Eminem
"Handouts create lazy people I'm not impressed with, you want something in life then they don't you go and get it?" -NF
"Perfect people don't exist so don't pretend to be one..." -NF
"If money is where you find happiness you will always be poor..." -NF
"I now see that circumstances of one's birth are irrelevant... it is what you do with the gift of life that determines who you are." -Mewtwo
https://minecraft.gamepedia.com/The_Update_that_Changed_the_World
Quote from some relevant update notes:
I've been searching far and wide on the web to find big maps (Amidst didn't seem to be such an authoritarian map program as today), but SOMEONE had complained in a Reddit post, that the update did in fact remove continents. Now everything hang together, and looks a bit like Finland, filled with lots of lakes (not really OCEAN is it when you cant get anywhere without seeing something else in the horizon?) There he produces these maps, that is the same seed; 1.6.4 on the left, 1.7.1 snapshot on the right and that's been the method since:
I also upload the original file to see more details. Also imagine the 9 new ocean biomes, placed in the ocean on the left, with small island chains, tropical islands, polynesia style, with lagoons, where Warm/Lukewarm could be dotted all around. I've looked for, but never found such a Tropical Paradise seed, but I saw a picture of something resembling it, but that was for PE.
So my solution now, to really experience the (rare) Warm Water biome, where the 1.13 experience seem to be at it's best, is to head out to sea, and build a house on stilts in the middle of a big Warm/Lukewarm Deep Lukewarm Area.
It make my head spinning, the one to the left is like "continental" and the one to the right like "coastal", as in Age of Empires 2. There should be Continents again, perhaps with peninsulas from other continents barely touching the other one, and there should be an Ocean biome nr.10..."The Deep". Where it might be beautiful, but also dangerous. The underwater ravines, could become underwater ravines XL in an ocean, and if possible the depth of the earth should be lowered at these zones, so like an Extreme Hills + M would fit into the sea, with ravines crossing through it, revealing veins of emerald
I don't want to write too much, but I think this is an issue, that since the 11 new biomes in 1.7.2 made ocean smaller, the 11 water biomes in 1.13 should make land less dominating. This is the REAL upgrade that Changed The World. It's such a transformation, but I've been working for weeks to try to find seeds with a spawn on coast or islands with hot water, and I haven't had much luck, because it's rare, and totally random it seems where the ocean biomes are going to be, and most of them are still the old, simple Ocean and Deep Ocean.
And Lastly
When being overwhelmed by monsters on land, the best escape route would be to jump in the water and use the speed of swimming, while the monsters standing helpless in the shore water and can be cut down from below surface, one by one. There should be an rare, but DANGEROUS monster in the ocean, and specially if THE DEEP ever become anything real, there should be horrifying Cthulhu-ish creeper mobs at sea, that are fast and DANGEROUS, so that the player in panic jumps out of the water. And a boss-mob in the ocean-areas, an middle thing between an Elder Guardian and a Wither. The Drowned are exelent, but... easy and not very frightning to swim nearby in the water.
Please come with suggestions and comments to "bump" this thread if you ever want to see a more varied map, where land biomes might be reduced in size somewhere, there's lots of boring moutain-forest-swamp areas covering large areas with predictable sizes.
Edit: I just wanted to show an example of an "survivor island" I found on google. It's the spot where the spawn-house is... In such situations, I guess one have to imagine the IDEA of being far out to see and helpless, and not just a short boatride from anything one needs.
I've retired from Minecraft. Life is so much more worth enjoying without tryhing to find meaning in squares that last De Facto forever.
My Youtube: https://www.youtube.com/channel/UCVIA6UXyizjgb13v_Jyg9CQ/featured?view_as=subscriber
Worthy replacements that are more entertaining: Factorio if you like redstone. Subnautica. No Man's Sky. Stranded Deep. Raft. Rising World is probably the most worthy Minecraft-clone, that is totally realistic and let you build beauty. The Forest. Mist Survival. Subsistence, Rust Survival if you are that kind of person.
RPG: The Witcher 3. Kingdom Come: Deliverance, Mount & Blade Warband (Bannerlord)
Other Managment Games: City Skylines, Banished, Dawn of Man, Foundation, Prisoner Architect. Dawn of Man.
More City-Builders. Survival. Managment. Etc. Coming
While Survival Islands are great, for general gameplay large oceans are obnoxious and useless.
Now I'll admit, the oceans have been getting more useful with 1.13, but you wouldn't want to cross miles of desert or any other biome just to find a Mesa or a Savana, now would you?
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
It depends on how you look at it. The world generation is so random that I find it next to impossible to find all the biomes I want within a reasonable distance, even using Nether transport. So that already kind of exists
I definitely think a balance between the two could be struck here. It made sense to reduce oceans when they were bland and boring, but they aren't anymore. I would say making the ocean size about right in the middle between both versions would be perfect. Or better yet, a slider for ocean size. Doing that is fairly simple and makes both parties happy.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Wolftopia's ocean improvements handles the situation well, in my opinion.
The image that you show of a 1.6.4 map is a bit misleading; here is a much wider view of a typical 1.6.4 world (note - the scale at the bottom is actually 20000 blocks; I modified the biome size to 2 so I could display a larger area than otherwise):
That's why many people complained that oceans were too large, and the 1.13 additions would not change that because you still have miles (literally) of the same thing.
For comparison, this is a map (same scale and modified biome size) of a world generated with TMCWv5, which adds many landmasses of various sizes to oceans, as well as ensures that the area within 1000 blocks of the origin is always all land (this latter is the reason why i used AMIDST to find seeds):
Here are several maps (default scale) of what you'll typically have within 3072 blocks of the origin (this is the furthest that I've ever explored in any world with most being half this or less):
Also, while there are "climate zones", as indicated by the desert and ice plains (biomes themselves are not shown since unknown biomes cause AMIDST to crash; I also removed ocean variants, represented by cold ocean and swampland, from the large-scale map above to make ocean stand out better), they only make hot/cold biomes more common and exclude the opposite extreme, and nearly any biome can generate in "normal" areas (indicated by plains), leading to greater biome variation than you'll ever see in 1.7+ worlds, which IMO is a far greater issue than oceans:
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
True, you won't find every biome in a given radius. Jungles have gotten a lot more evasive since 1.6.
A slider for ocean size doesn't sound like a bad idea.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Well, you could never cross miles of desert without finding a savanna, they always appear together.
But I got your point. And I won't even quote the TheMasterCaver that try to portray it as if I want like "Small Continents" in Civilization and MISLEADING people (well, thank you the same), but I thank for the maps that show me better how Amidst worked then, as I didn't use it yet, 4 years ago, I'm not sure.That's the reason for my title including "partly" (!) removal/reduction of the 1.7.2 ocean Nerf" I wanted to make people know that earlier the world looked very different in minecraft, then they started to make it look more like it is today, but along the way they really did a massive ocean change AND that with 11 water biomes present, a PARTLY (Sorry But I won't delete my post and repost it just to Write it in caps, because that's rude)
Of course I want nothing of the kind like a COMPLETE removal/reduction of all the upgrades to biome-generation the game have gone through since then. It's beautiful with island chains, but there's too little room. for 11 ocean biomes, and the massive way they integrated ocean into land with 1.13.
I'll upload a 1.13 Amidst map, it happen to be the one I play now, here's a 29 layer zoom out of it, if you want to study it further;
Warm Ocean, (there's no Deep Wam Ocean) as we can se on a 1.13 Amidst map, and that's simply what I'm suggesting. Spots of pure sea, I have noticed they are very good at adding these "Polynesia style" island, but there's not a single ocean where there's just BEAUTIFUL 1.13 ocean, where such tropical islands would be perfect, but in small clusters here and there, not EVERYWHERE. I'm building always at 0,0, so I'm going to be in/on/over/under warm ocean in this whole build I've gathered materials for endless hours now. Finally I'm going to get a Trident and all the Nautilus Shells for a Conduit and be surrounded by drowned, and my only other fear is Phantoms, so I figured this to be the best way to enjoy 1.13. But I wouldn't mind at all if if there was ONE spot to be found in the game where you cannot see Land. So again, I'm not for turning minecraft 4 years back, but to add to it. Just look at the endless spots with moutain, forest, swamp etc. etc. etc. on the far away zoom, and then imagine what I want is more like the close zoom. Not a contiguius Pangaea with some spots of water where you can quickly cross to another peninsula of the same land. Also notice, with so much work put into it, Warm Ocean biomes are about as rare as Jungle. The rest of the big oceans filled with the same old Ocean and Deeo Ocean, could easily put room for some size of pure ocean among it, and it would look more natural.
Someone must see sense in this!
Yes. Just what I mean. EDIT: If you like seeds with biomes, I'm a real "All biomes seeds"-nerd for years, and have a playlist here: Hope you find anything you like if you watch any of it.
I hate mods. Now me installing forge have caused Amidst to Crash again. :\ Anyway this isn't suggestions for mods, but for taking advantage of the true Update That Changed Everything. Having integrated ocean into the rest of the habitable world, should make oceans get more priority.
I've retired from Minecraft. Life is so much more worth enjoying without tryhing to find meaning in squares that last De Facto forever.
My Youtube: https://www.youtube.com/channel/UCVIA6UXyizjgb13v_Jyg9CQ/featured?view_as=subscriber
Worthy replacements that are more entertaining: Factorio if you like redstone. Subnautica. No Man's Sky. Stranded Deep. Raft. Rising World is probably the most worthy Minecraft-clone, that is totally realistic and let you build beauty. The Forest. Mist Survival. Subsistence, Rust Survival if you are that kind of person.
RPG: The Witcher 3. Kingdom Come: Deliverance, Mount & Blade Warband (Bannerlord)
Other Managment Games: City Skylines, Banished, Dawn of Man, Foundation, Prisoner Architect. Dawn of Man.
More City-Builders. Survival. Managment. Etc. Coming
I think you have seriously misunderstood what I said; I showed that the map of a 1.6.4 world that you give does not come even close to showing just how big oceans used to be, thus why many people hated them, then I offered my own solution to the issue - and those continents are certainly NOT "small" - as I mentioned, I modified the game to set biome size to 2 (default 4) which is the same as going from large biomes to default - the distance scale at the bottom is actually 20,000 blocks, not 5,000 - even the smallest landmasses that you see in the second (modified) map are hundreds of blocks across (there are even smaller ones not visible, down to islands a few dozen blocks across - all in all a huge variety in the sizes of landmasses, as well as ocean crossings, quite a few on the order of 20,000+ blocks, but those are the exception, not the rule, while vastly exceeding what you'll ever find in 1.7+. About the only thing that might not apply is my forced generation of land within 1,000 blocks of the origin, making it impossible to ever spawn on a "survival island" (unless it is a small island in a "lake" biome, which is only the size of a regular biome and about as deep as a river).
Here are more examples of what I was talking about when I mentioned more variation in the size of landmasses and oceans:
This is to the east of the spawn continent, a large mostly ocean region extending over 20,000 blocks:
To the northeast of that is a gigantic landmass in excess of 20,000 blocks across:
Also, here is a zoomed in look at part of the ocean area shown above; the scale here is 1,536 blocks between gridlines - even with all the smaller landmasses and islands filling oceans there are regions well in excess of that with no land at all. Note that the average size of a biome is the same size as a Mushroom Island, so even the smaller landmasses have multiple biomes (except for the "forest" islands, which represent single-biome islands which are generated the same away as Mushroom Islands):
In addition, here is a map of my last world overlayed onto a map of the area within 3,072 blocks of the origin (not the same seed):
This illustrates that playstyle is a HUGE factor in the "ideal" size of landmasses and oceans - all of my exploration is in the form of caving, which only covers about 100 chunks per play session - or more than 5,000 hours over 4 years at my average daily playtime to explore everything within 3,072 blocks of the origin. I've only ever found a Mushroom Island in a single world (in my first world, with vanilla 1.6 generation, where I've explored out to 3,072 blocks from the origin but only about 2/3 of the area has been filled in, over more than 3,000 hours of playing on it).
Obviously, the best solution by far would be the ability to customize the size of oceans (or rather, the amount of landmasses that the game attempts to generate, including the amount of small islands that are generated, as 1.7+ oceans are filled with lots of tiny islands, leaving no large stretches of empty ocean). Of course, seeing that Mojang never thought to add customization of the size and density of cave systems and other structures I wouldn't get my hopes up that they will actually add this anytime soon (this is already mostly in the game since Superflat has let you customize the chance/size/distance of villages and stuff since 2012 - they even added customization of ocean monuments - added in the same version as the Customized world type. Also, can you guess which version nerfed the underground? The same version that nerfed oceans, in part leading to the fact that I've never updated, and never will update, past 1.6).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Rather than any set number, I am among those who would like to see hydrographic percentage selectable at world generation.
Whether having actual zero and 100% points would be useful is debatable…
…but better to have it and not want it than want it and not have it.
If I understand the generation process, at 100% ocean the only grass would be the occasional ocean biome islands (such as currently generate) & rare glitches in caves. This would be a very challenging world, but the MC community is diverse enough there are likely those who woule enjoy trying it.
An actual zero point would remove some items from the world (eg sponges and the prismarine blocks) and require others (notably pufferfish) to be obtain as in 1.12 via fishing.
I don't really understand any of this technical stuff above and to be honest I just don't care... BUT I still say that Oceans are more like LAKES then Oceans... if you don't want to have to boat all the way a crossed it just use the Nether honestly...
"I don't care if you're black, white, straight, bisexual, gay, lesbian, short, tall, fat, rich or poor. If you are nice to me I will be nice to you simple as that." -Eminem
"I used to be the type of kid that always thought the sky was falling. Now I think the fact that I'm differently wired is awesome..." -Eminem
"Handouts create lazy people I'm not impressed with, you want something in life then they don't you go and get it?" -NF
"Perfect people don't exist so don't pretend to be one..." -NF
"If money is where you find happiness you will always be poor..." -NF
"I now see that circumstances of one's birth are irrelevant... it is what you do with the gift of life that determines who you are." -Mewtwo