I have an idea to help keep the game from getting stale potentially without costing much in terms of development resources. The idea is to have an alternate overworld on the map, laid out in a "checkerboard" pattern in which the tiles are (for example) 16,384 blocks across and the origin (0, 0 coordinates) is centered in an overworld-1 tile. The edge between overworld-1 and overworld-2 would not be sharp, rather it would change along biome edges. A biome on the edge would be counted as being in whichever side it was closer to.
The alternate biomes of overworld-2 would be very similar to the biomes we're familiar with in overworld-1, but with subtle changes:
Trees - OW2 has an alternate set of tree types:
Oak -> Elm
Birch -> Poplar
Spruce -> Pine
Jungle -> Mangrove
Dark Oak -> Willow
Acacia -> Baobab
Each alternate tree would use the same wood and leaves as the primary, however it would be shaped differently. It could also drop saplings for its own special tree type. The way this could be done is that the leaves naturally on the tree look like their OW1 type but are different internally, yet still yield the same leaf blocks of their OW1 counterpart.
Subtle biome variations - Some biomes could generate slightly differently:
Tall Birch -> Tall Poplar - generates trees more frequently since they are a narrower tree.
Jungle -> Mangrove Swamp - tends toward a lower altitude towards the center of the biome, with flatter terrain and more water coverage like a swamp, but thick with the mangrove trees and underbrush like the Jungle. Half of the jungle temples are witch huts instead.
Desert -> Sandstone Desert - generates sandstone at the surface and sand occurs in patches. Has saguaro cacti (with arms) or perhaps little decorative cacti of which you can place up to 4 on a block.
Giant Spruce Taiga -> Giant Pine Taiga - no mossy cobblestone boulders but a complete podzol coverage over the entire floor.
Badlands -> Wasteland - stone mountain cliffs with mixed gravel and coarse dirt on the flat parts of the biome. The stone cliffs are layered with different kinds of stone: stone, andesite, granite, diorite, sandstone, red sandstone with terracotta on some layers. Fossils can generate poking partway out of the ground.
Dark Forest -> Weeping Forest - The biome is thick with willow trees which due to their shape create a canopy while allowing sunlight to enter the undergrowth frequently. Instead of huge mushrooms, the forest floor is littered with small mushrooms.
Structures - Some structures could have variations:
Woodland Mansion -> Mountain Mansion - occurs on the flat parts of mountains biome and uses spruce wood instead of dark oak. The huge structure towers over the landscape.
Stronghold - silverfish spawner placed in a separate room from the end portal frame.
Abandoned Mineshaft -> Flooded Mineshaft - filled with water and has the occasional sea pickle cluster.
Flooded Caves - the world could have all caves flooded from, say, y=30 and lower. The lava at y=11 could have a layer of magma over the top.
Dungeon - dungeons could have multiple rooms and a few hallways, perhaps more than one loot chest. The extra halls and rooms would make the structure easier to find but would make it take more time to get through, giving more time for enemies to spawn in.
Land Shipwrecks - rarely shipwrecks occur in desert or wasteland terrain, indicating the land was once submerged underwater.
Once the code has been put in to change the world in this way, variations can be gradually added later. You could play for many weeks and never see this alternate world, but if you travel far then you are likely to see it.
Rollback Post to RevisionRollBack
I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
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I'd like this. I do wish there was wood variations with the new trees, though I do see why using the same blocks would be more likely to be used instead. It's a well-fleshed out suggestion I could easily see being added and I give this support.
My opinion is similar to the initial reply here. I understand the idea you're going for, to add variation to the world the deeper you go into it to keep it fresh, and I think the base idea you maybe be implemented somehow, but rather than having checkerboard world with variations in biomes, I think it'd be better to just make new biomes. However, while I'm not opposed to new biomes, they should have a purpose, as since 1.7, I think there's a good deal of biomes already. I'd rather see existing biomes (and dimensions) given improvements more.
16,384 blocks to find slightly different biomes? Really? The world generation in 1.7 is bad enough; imagine if worlds generated like this - 31 unique biomes (not counting river/hills/edge biomes or duplicates) in about the area of a single level 4 map (2048x2048 blocks square):
Just within a couple hundred blocks of spawn I found Plains (a sub-biome, where I spawned), Jungle, Desert, Mixed Forest (a biome with oak, jungle, spruce and birch trees), Lake (a sub-biome), Bushlands (a plains-like biome with spruce bushes similar to the ones in jungles), Birch Forest (including small Poplar Grove sub-biomes), and Winter Forest (the same as normal Forest but with snow) - that's 6 different main biomes, 9 including sub-biomes which also exist as full-size biomes, as I found later on), including opposite climate extremes, in just 400x400 blocks, the area the game generates during initial world creation (despite this, I only found about half of all the biomes that existed in TMCWv4, with TMCWv5 adding even more - in fact, I still have yet to find a couple biomes that were added in the first version of TMCW, more than 4 years ago - never mind many that I've added since):
Even vanilla prior to 1.7 was more varied even if there were only 7 "main" biomes; here you can see 5 of them (plus Forest sub-biomes in a Plains), and again, from every type of "climate" (snowy, hot/dry, warm/wet, neutral):
Note that even these relatively small areas take me about a full day (24 hours) of playtime to explore; my largest world is only about 4,800 blocks square in terms of explored area (after trimming away chunks without torches underground) and has over a third of a year of playtime.
I picked 16384 blocks because that gives a "radius" of 8192, which in my own gameplay feels like it's far away enough that I'll never stumble into it, I'd only go there if I was intentionally traveling a great distance. I have been known to wander easily as much as 3 or 4 thousand blocks from spawn. I wanted the new content to be something you aren't initially exposed to, so that after several months or years playing the game, when the terrain starts getting stale, you can stumble upon the new terrain after a long trip and have your game refreshed again for another few months or years.
Rollback Post to RevisionRollBack
I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
This idea is really smart and I wait to see it added into minecraft.
Although, 16k blocks is not a lot. I think it should be at least 30k so it will be hard to travel there.
If it will come into minecraft, I will be glad to see Overworld-3 which is like 200k blocks away from 0, 0.
It will make minecraft a lot more interesting and fun to explore.
I hope it will make its way into minecraft. This idea is NEAT.
Do you even have any idea how far 200,000 blocks is, let alone 30,000?
If you were to fully explore a 400000x400000 block area (200000 from the center) you'd generate 625 million chunks - my largest world is only 109000 chunks and takes up 525 MB of disk space - that's 2.87 TERABYTES. Want to map out your world? You'll need a map wall that is 196x196 level 4 maps - you'll have to place the bottom below sea level if you want to fit it within the height limit. I seriously doubt that any real survival player has ever explored that big of an area.
No, I do not hope this will ever make it into the game; I already gave up on official updates 5 years ago and went off to develop my own game (as much as it can be called such as it is still based on Minecraft), and even with its biome generation I've never even seen a significant portion of all the biomes because there are so many and because even 1500 blocks is a lot, the most that I've ever gone from spawn in all but one world (played on for a third of a year of real time, and my playstyle is centered around exploration, if of the underground, so I only explore around 100 chunks, or 160x160 blocks, per play session - it took me 4 months of playing for 3.85 hours per day to find every type of cave in my last world, even though the rarest generates once every 16384 chunks, or only one level 4 map).
Even with the ability to configure this I still don't see why it should be added and not just alternately generate these biomes with their counterparts (50/50 chance of any instance of a biome being one of two types).
Do you even have any idea how far 200,000 blocks is, let alone 30,000?
If you were to fully explore a 400000x400000 block area (200000 from the center) you'd generate 625 million chunks - my largest world is only 109000 chunks and takes up 525 MB of disk space - that's 2.87 TERABYTES. Want to map out your world? You'll need a map wall that is 196x196 level 4 maps - you'll have to place the bottom below sea level if you want to fit it within the height limit. I seriously doubt that any real survival player has ever explored that big of an area.
No, I do not hope this will ever make it into the game; I already gave up on official updates 5 years ago and went off to develop my own game (as much as it can be called such as it is still based on Minecraft), and even with its biome generation I've never even seen a significant portion of all the biomes because there are so many and because even 1500 blocks is a lot, the most that I've ever gone from spawn in all but one world (played on for a third of a year of real time, and my playstyle is centered around exploration, if of the underground, so I only explore around 100 chunks, or 160x160 blocks, per play session - it took me 4 months of playing for 3.85 hours per day to find every type of cave in my last world, even though the rarest generates once every 16384 chunks, or only one level 4 map).
Even with the ability to configure this I still don't see why it should be added and not just alternately generate these biomes with their counterparts (50/50 chance of any instance of a biome being one of two types).
Nobody said that u need to explore the whole 40k by 40k area.
I have an idea to help keep the game from getting stale potentially without costing much in terms of development resources. The idea is to have an alternate overworld on the map, laid out in a "checkerboard" pattern in which the tiles are (for example) 16,384 blocks across and the origin (0, 0 coordinates) is centered in an overworld-1 tile. The edge between overworld-1 and overworld-2 would not be sharp, rather it would change along biome edges. A biome on the edge would be counted as being in whichever side it was closer to.
The alternate biomes of overworld-2 would be very similar to the biomes we're familiar with in overworld-1, but with subtle changes:
Trees - OW2 has an alternate set of tree types:
Oak -> Elm
Birch -> Poplar
Spruce -> Pine
Jungle -> Mangrove
Dark Oak -> Willow
Acacia -> Baobab
Each alternate tree would use the same wood and leaves as the primary, however it would be shaped differently. It could also drop saplings for its own special tree type. The way this could be done is that the leaves naturally on the tree look like their OW1 type but are different internally, yet still yield the same leaf blocks of their OW1 counterpart.
Subtle biome variations - Some biomes could generate slightly differently:
Tall Birch -> Tall Poplar - generates trees more frequently since they are a narrower tree.
Jungle -> Mangrove Swamp - tends toward a lower altitude towards the center of the biome, with flatter terrain and more water coverage like a swamp, but thick with the mangrove trees and underbrush like the Jungle. Half of the jungle temples are witch huts instead.
Desert -> Sandstone Desert - generates sandstone at the surface and sand occurs in patches. Has saguaro cacti (with arms) or perhaps little decorative cacti of which you can place up to 4 on a block.
Giant Spruce Taiga -> Giant Pine Taiga - no mossy cobblestone boulders but a complete podzol coverage over the entire floor.
Badlands -> Wasteland - stone mountain cliffs with mixed gravel and coarse dirt on the flat parts of the biome. The stone cliffs are layered with different kinds of stone: stone, andesite, granite, diorite, sandstone, red sandstone with terracotta on some layers. Fossils can generate poking partway out of the ground.
Dark Forest -> Weeping Forest - The biome is thick with willow trees which due to their shape create a canopy while allowing sunlight to enter the undergrowth frequently. Instead of huge mushrooms, the forest floor is littered with small mushrooms.
Structures - Some structures could have variations:
Woodland Mansion -> Mountain Mansion - occurs on the flat parts of mountains biome and uses spruce wood instead of dark oak. The huge structure towers over the landscape.
Stronghold - silverfish spawner placed in a separate room from the end portal frame.
Abandoned Mineshaft -> Flooded Mineshaft - filled with water and has the occasional sea pickle cluster.
Flooded Caves - the world could have all caves flooded from, say, y=30 and lower. The lava at y=11 could have a layer of magma over the top.
Dungeon - dungeons could have multiple rooms and a few hallways, perhaps more than one loot chest. The extra halls and rooms would make the structure easier to find but would make it take more time to get through, giving more time for enemies to spawn in.
Land Shipwrecks - rarely shipwrecks occur in desert or wasteland terrain, indicating the land was once submerged underwater.
Once the code has been put in to change the world in this way, variations can be gradually added later. You could play for many weeks and never see this alternate world, but if you travel far then you are likely to see it.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).I think these features should be added as separate biomes/structures to the regular overworld.
Sure, but it'd be neat if they clustered together in some way, only occurring far away from spawn.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).I'd like this. I do wish there was wood variations with the new trees, though I do see why using the same blocks would be more likely to be used instead. It's a well-fleshed out suggestion I could easily see being added and I give this support.
I'm a Whovian squid who likes drawing.
I'm also quite nerdy with an interest in game developing and the concept of a fourth spatial dimension.
All hail chickens.
My opinion is similar to the initial reply here. I understand the idea you're going for, to add variation to the world the deeper you go into it to keep it fresh, and I think the base idea you maybe be implemented somehow, but rather than having checkerboard world with variations in biomes, I think it'd be better to just make new biomes. However, while I'm not opposed to new biomes, they should have a purpose, as since 1.7, I think there's a good deal of biomes already. I'd rather see existing biomes (and dimensions) given improvements more.
16,384 blocks to find slightly different biomes? Really? The world generation in 1.7 is bad enough; imagine if worlds generated like this - 31 unique biomes (not counting river/hills/edge biomes or duplicates) in about the area of a single level 4 map (2048x2048 blocks square):
Just within a couple hundred blocks of spawn I found Plains (a sub-biome, where I spawned), Jungle, Desert, Mixed Forest (a biome with oak, jungle, spruce and birch trees), Lake (a sub-biome), Bushlands (a plains-like biome with spruce bushes similar to the ones in jungles), Birch Forest (including small Poplar Grove sub-biomes), and Winter Forest (the same as normal Forest but with snow) - that's 6 different main biomes, 9 including sub-biomes which also exist as full-size biomes, as I found later on), including opposite climate extremes, in just 400x400 blocks, the area the game generates during initial world creation (despite this, I only found about half of all the biomes that existed in TMCWv4, with TMCWv5 adding even more - in fact, I still have yet to find a couple biomes that were added in the first version of TMCW, more than 4 years ago - never mind many that I've added since):
Even vanilla prior to 1.7 was more varied even if there were only 7 "main" biomes; here you can see 5 of them (plus Forest sub-biomes in a Plains), and again, from every type of "climate" (snowy, hot/dry, warm/wet, neutral):
Note that even these relatively small areas take me about a full day (24 hours) of playtime to explore; my largest world is only about 4,800 blocks square in terms of explored area (after trimming away chunks without torches underground) and has over a third of a year of playtime.
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?
I picked 16384 blocks because that gives a "radius" of 8192, which in my own gameplay feels like it's far away enough that I'll never stumble into it, I'd only go there if I was intentionally traveling a great distance. I have been known to wander easily as much as 3 or 4 thousand blocks from spawn. I wanted the new content to be something you aren't initially exposed to, so that after several months or years playing the game, when the terrain starts getting stale, you can stumble upon the new terrain after a long trip and have your game refreshed again for another few months or years.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).This idea is really smart and I wait to see it added into minecraft.
Although, 16k blocks is not a lot. I think it should be at least 30k so it will be hard to travel there.
If it will come into minecraft, I will be glad to see Overworld-3 which is like 200k blocks away from 0, 0.
It will make minecraft a lot more interesting and fun to explore.
I hope it will make its way into minecraft. This idea is NEAT.
Do you even have any idea how far 200,000 blocks is, let alone 30,000?
If you were to fully explore a 400000x400000 block area (200000 from the center) you'd generate 625 million chunks - my largest world is only 109000 chunks and takes up 525 MB of disk space - that's 2.87 TERABYTES. Want to map out your world? You'll need a map wall that is 196x196 level 4 maps - you'll have to place the bottom below sea level if you want to fit it within the height limit. I seriously doubt that any real survival player has ever explored that big of an area.
No, I do not hope this will ever make it into the game; I already gave up on official updates 5 years ago and went off to develop my own game (as much as it can be called such as it is still based on Minecraft), and even with its biome generation I've never even seen a significant portion of all the biomes because there are so many and because even 1500 blocks is a lot, the most that I've ever gone from spawn in all but one world (played on for a third of a year of real time, and my playstyle is centered around exploration, if of the underground, so I only explore around 100 chunks, or 160x160 blocks, per play session - it took me 4 months of playing for 3.85 hours per day to find every type of cave in my last world, even though the rarest generates once every 16384 chunks, or only one level 4 map).
Even with the ability to configure this I still don't see why it should be added and not just alternately generate these biomes with their counterparts (50/50 chance of any instance of a biome being one of two types).
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?
Nobody said that u need to explore the whole 40k by 40k area.
u can just continue travelling forward