How do I put this?
Nothing like a suggestion with two words and an image. Pretty sure Mojang won't see this thread and go and "ah, that's what we need!", assuming this thread is even being real. No support because good reasons.
3
How do I put this?
Nothing like a suggestion with two words and an image. Pretty sure Mojang won't see this thread and go and "ah, that's what we need!", assuming this thread is even being real. No support because good reasons.
2
Let's say that I have a diamond chest plate with 1% durability left. Will that be converted into 8 Diamonds?
Let's say I have a Damaged Anvil. Will that be converted into what can be built into a pristine one?
Let's say I have a Zombie-Pigmen farm. Do you know how much extra Gold I can get from the drops?
I'll have to say No Support here
3
*groans* Another thirst bar thread? No. Let me give you some reasons why Thirst Bars are TERRIBLE ideas.
1. It will not be cool. "Collective emotions" are a term I made up for when somebody says that something would be cool/fun/nice, when most people would say, "No. You're wrong."
2. We don't need another bar to keep up with. What's the point? It's just to negatively impact you? Force you to carry around non-stackable water bottles? You could say the same about the food bar, but it was very helpful. Thanks to the food bar, we could add sprinting because it would be balanced. We also could stack food, which we could eat to refill our bar and regenerate health naturally.
3. Water bottles are already very helpful. You can turn them into potions, which can then be turned into splash potions or tipped arrows? You want an arrow that poisons everything it hits? Tipped arrows come from lingering potions, which come from- you guessed it- water bottles. Plus, if we're underwater in some structure (I.E. ocean monuments or a player base) we could drink them to empty them, then collect the water in our air space in order to get air again. Or if you don't want to do it that way, you could brew a water breathing potion, which also comes from a water bottle!
4. Gameplay > Realism. Would you want police officers to arrest you and put you in a bedrock prison for all eternity? No. Would you want gravity to destroy the mansion you've been making for months, killing you in the process? No. Would you want animals to have genders, preventing you from breeding them if you have only males? Probably not. Would you want to remove the Nether and the End because they aren't in real life? No. So why add something that will only cripple us, only to make the game more realistic than it needs to be?
5. Like I've been saying, it will only cripple us. There's no point in adding something that won't give us any benefit at all. Would you want there to be a fast-moving zombie with 2000 health chasing you 24/7 and insta-killing you, and when you finally kill it you only die? NO.
6. You gave no details at all. How would this health bar work? How much would water bottles restore? Would any fruits or vegetables that contain water fill up your bar? What happens if it empties? We can't support an idea unless it's truly made.
7. Some biomes would become un-liveable in without outside sources. Think about a desert. Water no longer spawns on the surface, so you'd ahve to travel quite a ways away JUST to fill up a pointless bar!? No.
8. I'll let Please read THIS before making a suggestion (hint hint) explain this one.
Quote from Please read THIS before making a suggestion»
Thirst Bars
Omg yes yes yes! Finally, the suggestion of the gods' gods! I crave another bar to have to keep glancing at and manage which impedes me further in playing the game! My favorite part is having to walk around with unstackable water bottles!
Who cares if some people are still angered by the hunger bar, let's throw in another one because... Because!
10
On the surface, we have a reasonable variety of terrain i.e. a good variety of Biomes. Not enough to my tastes, sure, but still a reasonable amount, and to get more I use Biomes O Plenty mod or something like that.
But underground, we have next to no variety. Basically, after mining for a while it all seems more of the same, same old same old. Sure, each cavernous tunnel network is "unique", but that is the kind of randomness that is generated the same way everywhere. If the surface was generated like that, imagine a single surface biome with all kinds of trees spread out more or less randomly but everywhere. Sure, each part would be "unique", but after a while you'd feel the "lack" of overall change. If you picked a random 1000x1000 blocks area at the surface, and you'd feel its the same kind of environment everywhere. Well, that is exactly what is happening underground right now.
Sure, we also have ravines and abandoned mineshafts and strongholds, but those structures are only a couple hundred blocks wide, and that is basically "it" for the entire variety we get. Considering the game has also a big focus on mining, I feel that we need much more.
Biome means "habitat of a community of flora and fauna", which is close enough that what is it in the game. It derives from "biology" after all, so it makes sense that it includes terrain elevation and plants and everything.
For the underground, we don't really to focus so much biology as to more about rocks and tunnels formations, which is closer to geology, so I came up with the name "Geome" instead.
A Geome would be a big X-Z area filling the entire Y underground generation, basically as big as a surface biome. But Geomes would not be "lined up" at all with the surface Biomes. A Geome would present distinctive features, making it clearly different from other underground Geomes.
This suggestion is not about adding new types of main stones that would form (replace) normal underground stone, like the UndergroundBiomes/UndergroundBiomesConstructs mod currently does. While I find that such a feature would also be desirable, as it would make detecting when you cross into a new geome very easy to see, this suggestion here is more about changing the shape of caves and tunnels generation itself.
The amount of ravines/abandoned mineshafts could either be the same in all Geomes, or could vary per Geome type, I don't care much about that.
Here are the Geomes I could quickly come up with:
- Tunnels (Common):
This is the current underground world generation. Caves and networked mazes of tunnels.
Basically, the current underground would just be ONE of the types of areas underground, no more or no less common than any other type of "common" Geome.
- Tunnels M (Uncommon)
Overall like Tunnels Geome, but more "epic" in feeling. More huge caves, wide tunnels, bigger ravines. Cave networks would be less numerous overall, but each would be bigger, occupying more area. Given the amount of extra exposed stone in this Geome, ore veins would be a bit less numerous here to compensate.
- Shield (Common):
This is like the Canadian Shield/Laurentian Plateau: massive stone-filled volume with very few caves/tunnels except around the lava layer where it opens back up to near normal. Perfect for building huge underground bases without the fear of constantly digging into a new open tunnel (that you must then close off) every few minutes. Identifying such a biome is relatively easy, as the areas of "flat exposed stone" on the surface are much more numerous (but not almost everywhere!). But they would not be bigger stone flats, in fact most of these flat exposed stony areas would be much smaller than when you find them elsewhere. This "surface indicator" is needed because a player wanting to go mining doesn't want to end up in a place without tunnels, and a player wanting to find a good spot to build an underground base "without constantly hitting tunnels" also want to know where such areas are located. Other geome types have a more reasonable amount of exposed stone and open areas, and thus do not need this special surface generation exception.
Ideally, all other "big" underground structures such as ravines and mineshafts should also be rarer, with the exception of dungeons, which could be the same amount or maybe even more numerous. Dirt/Gravel veins are also less numerous. Basically, while not a "perfect" slate of smooth stone, it would be what is closest to it without having to make a custom flat world.
Give the little exposed stone, I thought about adding more ore veins. However, this is the kind of Geome where people would just branch mine, which is already the best way to mine anyway, so I feel it best if the amount of ore veins stays the same per chunk.
- Paths (Common)
Cave networks here would be relatively sparse, but VERY spread out, and would tend to eventually turn back on themselves or connect to another such network, instead of having tons of dead-ends like in the "normal" Tunnels Geome. And while each network is relatively sparse, they would tend to overlap a lot, meaning hat basically this Geome would probably connect to the underground of all nearby adjacent Geomes (if you can figure out the maze paths). Instead of tunnels that are constantly twisting around in a relatively small area, you'd have tunnels that SLOWLY turn around or even are more or less straight, sometimes over hundreds of blocks. Caves would actually be like "grapes", as in they would be replaced by pockets of multiple caves horizontally linked directly or by very short tunnels. Basically, the tunnels here would almost feel more like natural roads that are "going somewhere", with a node of several thightly knit together caves in the center of each cave network. Paths Geome would also layout it's tunnels and caves very horizontally, in 3 successive distinct "Paths" layers between the surface and the lava layers, each only about 12 blocks thick. A few giant vertical shafts here and there would connect 2 or more rarely all 3 successive layers to each other. This Geome is the one that is closest in feeling to the normal tunnels, yet still has a quite distinctive feel. Traveling the individual tunnels is much less of a maze locally, but the maze is just bigger at a far bigger scale.
- Underrivers (Technical Geome)
At Y=36, flat rivers could generate at Geome boundaries, in large tubular tunnels. Overall these rivers would be a bit smaller and much less deep than their surface counterparts, but still allow travel by boat over long distances. Some would loop on themselves, others reach dead ends, or connect to other underrivers or watery geomes.
- Underriver M (Technical Geome):
Basically the same as an Underriver, but it's a lava river, at Y=10. Note that each network, water and lava, are generated independently from each other. However, because both follow the geome boundaries, it is possible for a lava underriver to be right under a water underriver.
- Underoceans W (Common)
Underoceans tend to be one the small-size, no bigger than a typical biome (unless several adjacent Geomes happen to each generate into an Underocean, forming a bigger one there). The water level is also at Y=36, thus allowing connecting to the underrivers.
Underocean is one huge water formation in a big cave. Compared to normal ocean, the water level is not too deep. A few very thick stone pillars here and there seem to "support" the entire cave. There are also a few small to medium "islands" in there. The ceiling is relatively low, though, about 8 blocks above the water surface.
Both above and below the ocean proper, the stone is filled with the normal amount of tunnels/ravines/mineshafts like in the Tunnels Geome.
Normal small mushrooms tend to grow along the few shores. Navigation by boat is easy as that area is relatively open and wide.
There is also another light-providing block here a bit everywhere, allowing this Geome to really give a spectacular view:
Cavines:
Looks like vapory yellow vines. Emits light at Light Level 5. Grows down like vines. Spawn at the ceiling and all the way down to the ground or water surface, and can grow only in interior areas: if natural skylight level 1 so much as touches Cavines, they are immediately destroyed (not even a drop). They are also extremely fragile, just passing through them destroys them. When in a boat, hitting them slows down the player but just a tiny bit. They can be harvested only with Silk Touch.
- Underoceans M (Uncommon)
Basically like Underocean, but here the underground ocean is at Y=10 and is made of lava. There are no cavines here either, but maybe a Fire Elemental mob would be something hot to meet here.
The caves above would tend to have a lot of vertical shafts and ravines. Tunnels would tend to be very sloped.
- Pillary Underlakes (Uncommon)
Also at Y=36, and a bit similar to underoceans, but here we have multiple connected caves instead of one huge pillar-supported cavern. The caves are connected by either direct contact or by short "river" tunnels.
Also, about half of the caves are much, much higher than an underocean cave, and the number of pillars here is very high. Each pillar however is kind of a thin "wall" or merged pillars, or more often only a solitary thin "pillar". Navigation these lakes is pretty difficult given that each lake probably has a score of such pillars in it, meaning you constantly need to change direction. there are no "islands", but many of the lakes have some parts of their sides with more or less flat "beaches", sometimes gravel, sometimes dirt, sometimes sand, sometimes even clay.
Under the underlakes, there are the normal tunnels. Above though, a good part of the entire area is the continuation of the lakes with the tall caverns. Here, the pillars continue going up, and they sometimes have protrusions tat connect (or disconnect) them, forming a near-maze of columns/stalagtites /stalagmites that often reaches all the way to Y=56.
Contrary to underoceans, there are no cavines here. The entire mazey area is very dark.
Spiders seem to like living here a lot, and there are many spider webs around, ready to trap unwary travelers. the pillars have many tiny protrusions, so it is not uncommon for monsters to spawn on these tiny ridges and jump down or shoot at unsuspecting players.
- Pillary Underlakes M (Rare)
Like Pillary underlakes, however here the "lakes" are of lava, at Y=10. Like in Underoceans M, the above tunnels would tend to be greatly sloped.
- Shroom Forest (Uncommon)
This entire area is a network of tightly connected caves, forming a maze of caves with next to no tunnels, but many of these caves follow each other like beads on a string, often each successive cave is a bit lower than the one before it, and there is water flowing down from each cave to the next. Or the caves are so tightly close to each other that they form bigger caves separated by thin walls or by stalagmites and/or stalagtites or thin pillars. The ceiling is usually around 12 blocks higher at the center.
The main feature is the mushrooms. Lots of them, and lots of giant mushrooms. Any given "network" of caves, is of one of three types : brown shrooms only, red shrooms only, and mixed. The ground has a lot of dirt, and many of the caves are centered around a central pond of still water.
The interconnected caves of a network of Shroom Forests Geome tend to slope down gently around a central open shaft, always clockwise, so locally traveling is more or less vertical, but with a gentle sloping, but the entire forest takes up almost all the height of the underground. It tapers out near the top and bottom, though, thus connections with the surface and the lava layers are few and far between.
- Shroom Forest M (Rare)
A much more epic version of Shroom Forest. Really big caves. 2x2 Mushrooms going over 20 blocks tall and they have vines too. The mushroom are very compact in places, making a kind of vertical maze. Vines grow down from the mushrooms and many of the caves have lava ponds in the middle of them. There is also both lots of water and lava, and thus cobblestone where they meet each other.
- Shroom Forest F (Rare)
Much lower ceilings here than in Shroom Forest, meaning almost no giant mushrooms here. You tend to have wide but very low-ceilinged caves, for an overall feeling of vertical claustrophobia. There is no slope, either. Many of the caves are like underground water ponds connected to each other, with the mushrooms only non the very thin shores on the sides.
- Crystal Caves (Rare)
These caves (and some tunnels but mostly caves) tend to line up parallel and perpendicular to each other, in an almost gridlike pattern. you tend to find 3-way and 4-way intersections extremely often. There are TONS of dead-ends, though.
A new block, Crystal, illuminates parts of the tunnels and cave, but not everywhere. It is also a dangerous block to mine. In the tunnels, it only comes in 1 block "insets" into the exposed stone (never fully inside the stone, but not jutting out of it either). In the caves, it appears as entire "vertical trees" of blocks, maybe 12 blocks total, that comes up of the ground or down from the ceiling.
A few of the caves are much bigger and contain a huge "starlike" structure of crystal in their middle, floating in the center. the structure is 5x5x5 in the middle with 14 pointy protrusions, for each side and each corner. It is said that there is often treasure in the middle of these big star-shaped crystals, in the form of 3x3 veins of gold ore.
Crystal: This is "natural crystal", not "Ender Crystal". Full block, transparent, pale white color. Light Level 6. Kind of hard block, requires iron pickaxe or better to break at full speed. Requires Silk Touch to harvest correctly, otherwise it not only breaks, but will actually make an explosion 1 tick later. The damage is not big, but enough to cause a chain reaction, exploding adjacent Crystal blocks too. This explosion has the special property of destroying any adjacent ore block.
- Porous Caves (Rare)
Tons and tons of tiny caves, going in many directions in 3D, many caves NOT directly connected to each other, but with thin walls in between them.
LOTS of gravel here, too. Lots of "floating bits of stone not connected to anything". Occasionnally, some of the caves are really huge, filled with tons of floating bits of stone and stuff, some parts even big enough to contain their own tiny caves.
There are also "thin pockets" of pure uncolored glass here, where some of the thin walls between caves would be.
The overall feeling is being in a world of bubbles, and of bubbles within bubbles.
- Termite Tunnels (Rare)
Claustrophobic players, beware the Termite tunnels. Imagine a classical tunnel network, but with thin tunnels, just big enough to pass through and often needing a bit of mining to allow passage. Similarly, actual caves have very low ceiling, often hey are only 1 high ! On top of that, Silverfish Egg blocks abound here. Apparently, the only redeeming feature is that Emerald Ore exists here, even if the surface Biome is not Extreme Hills.
- Tall Caves (Uncommon)
The tunnels and caves here tend to be on the tall side. Not super-tall, like ravines. Just about 2 to 3 times their normal height. Maybe 75% of the normal width, making passages them a bit on the thin side, but not too much. Caves also are more like elongated ovals than circles. There is a major "stretching along some direction of travel" for tunnels (basically, anything moving radially away from the center of the tunnel network), for most connections, which thus determines which side of the caves is the elongated one, to give the feeling of "thin but longer and higher" tunnels and caves along most of the paths. Occasionally there will be a giant mushroom, but this will be rare. Overall the tunnel networks are a bit more sparse, but there is an abundance of vertical shafts. Tunnel sloping tend to be accentuated too, with less distance before the next slope, and higher grade slopes.
Tall Caves Geomes also have some Cavines (described above) in them.
- Flat Caves (Uncommon)
The very opposite of Tall Caves. Slightly lower ceiling for both saves and tunnels, but much wider. Again caves shaped more like ovals than circles, but here it is "oval along the "width" of the path. Again, some preferred "direction of travel" but this time things are compressed instead of elongated in that direction,m again with most connections radially away from the center of the network, to give the impression of "lower tunnels and caves that are much wider and shorter". Tunnel sloping is much reduced too.
- Spiral Caves (Rare):
The tunnels and caves form a network of spirals around central solid vertical shafts of stone, with their center filled lava. The network of tunnels around each shaft can be clockwise or counter-clockwise, sometimes both at once. The connections and prefential direction of tunnels is definitely along those spirals. What makes the spiral caves unique that they have a lot of of veins of Lapis Lazuli all the way to relatively near the surface, and that most tunnel connections into/out of bigger cavers is through the ceiling and roof of those caverns. Very dense cave network all the way from surface to lava, but not much in terms of connections to nearby other networks. Bats seem to like it here and are much more common than normal.
- Wind Tunnels (Rare):
Tunnels here tend to be much straighter, rarely looping back on themselves, rather forking in Y side tunnels back and forth a lot. These tunnels also VERY often form "chokepoints" that are only 1x1 block openings, and tend to connect the surface, go down, then straight, then back up, back to another surface area a few hundred blocks away. From the side it form a kind of big U shape, always oriented east-west. In fact, of several U shapes, as there is also vertically several layers of such tunnels.
There is much verticality here, with some largish caves spanning scores tens of blocks, often connecting several levels together, but there is also separation in the form of tons of "thin plates" of stone ground that tend to fill these caves a lot (though not everywhere), forming a kind of "multiple floors" structure, a bit like the fins of a heat sink that was put on its side. With many small holes in it. In a few case, these "fins" are vertical, along the overal direction of the wind (east-west)
What makes the entire area unique is that when within such a tunnel complex, you always hear the wind flowing. In a few spots, the sound is become quite loud, but most places is it just a background hum.
- Floating Caves (Rare):
A gigantic cave filled with big blobs of floating stone (which are big enough to contain caves and tunnels), which tend to be more or less flat topped, and with a more or less conical underside, kind of like floating islands. Tons of archway "bridges" connecting them. The blobs of stone are numerous and big enough that in many spots you can almost touch the next floating island, yet there are still quite open areas. Nevetherless, finding a place where you could just jump down all the way to the bottom without hitting one of those floating islands first is quite rare.
Vines and Cavines growing down in tons of places, further enchancing vertical movement capability and offering the lighting necessary for such astounding views.
- Pilllared Caves (Common):
Usually with a bit bigger and wider tunnels and caves than normal Tunnels Geome, much of these would be filled with Staglamites, Stalagites, Pillars, or any combination of these. Instead of a total randomness, it would be more like each of these features appears often within some sub-area, with potential overlap. So some places you'd see nothing specific, other places only stalamites, only stalagtites, or only thin pillars, and other places some combo of two or all three. Pillared caves also tend to have a lot more water source blocks in them.
- Needle Caves (Sub-Genome) (Uncommon):
Wether in caves or tunnels, they are taller than normal and 2/3 of their height is mostly 1x1 thin pillars, sometimes the pllars are bit wider and/or longer but that is just because 2 pillars are adjacent. Top of pillars makes for is a relatively flat area. This goes down several blocks everywhere to a very uneven bottom. So basically every tunnel or cave in here is a "two-layers" thing: you can walk along the bottom, constantly having to jump up or down or even do something to cross a 2+-high blocks spot. Or you can walk along the "top" of the pillars near the ceiling, constantly needing to jump from pillar to pillar, or place slabs or something. While there is more exposed stone, there is also tons of dark corners and places for mobs to hide in too.
Very difficult and annoying to cross, Needle Caves are relatively smaller in size than nrmal Geomes because they appear only as a sub-Geome (kinda like Plains biomes often have these small forested areas near their middle ? Those are a type of sub-biome).
- Honeycomb Caves (Sub-Genome) (Uncommon):
Caves tend to be hexagonal shaped, like the hexes in hex paper. Tunnels would tend to be relatively straight with clear points where they turn about 120 degrees, kinda like the lines between the hexes on hex paper. Some of the caves are "small", with the tunnels passing between the caves, while other caves are "big", basically as if they extended straight past the width of the tunnels, right up to the next cave. The overall layout is relatively flat, but not totally flat. The bigger caves can be 2 or 3 "floors" high, with a big central hexagonal pillar with sloped cobble stairs twisting around it, with a "cobblestone bridge" linking to any exit at the upper level. Most dead-ends are the tunnels finishing in a small hexagonal cave, not just the tunnel ending in a mere dead end. Creepers abound here.
And those are just taken from the top of my head. Basically, using completely different world generation to define very different looking underground mining areas.
2
*Drops an item on the ground*
*Walks away*
Problem Solved.
3884
[url=http://www.minecraftforum.net/topic/1707097-cubic-chunks-infinite-height-elimination-of-x-ray-and-more-60-supporters/page__st__0][img]http://img833.imageshack.us/img833/443/hov.png[/img][/url]
7
Since the "overly vague idea" report has been actively removed due to a incomplete measure of what actually IS overly
vague, I decided to attempt to crack this nut so that we may have this ruling back since vague ideas generally attract
the most attention. Leaving other ideas to sink to the bottom, unnoticed.
So without further delay
THE OVERLY VAGUE RULING:
1. If a suggestion contains a certain aspect such as a mob, block or item but has no actual information regarding to
said aspect such as health, damage, use (either pure athstetic or in-game use), durability, or how the aspect occurs via
spawning or crafting recipe.
2. The poster provides a grab for community suggestions to make his/her idea for them. For example "I don't know what
this would be/do, what do you guys think it should be/do.
3. The poster overly boasts about, or praises their idea. This makes a suggestion vague because it takes up room
that could be used to further expand the idea and also draws unneeded negative attention causing it to float on
the forums.
4. The moderator's observation. Obviously, the moderator should be able to make some calls pertaining to vagueness
and invalidity.
5. A overwhelming number of posters/critics state that an idea is too vague. This could be more or less like voting.
Having more than 4 posters/critics stating an idea is vague in one page should be enough to warrant a overly vague lock.
Lock warranted: A topic includes any of the 3 rule, most likely 2 plus moderator's observation
Overly vague lock by default: A topic has had 10 or more posters/critics state it is overly vague and the writer refuses to
update the main topic.
I am sure there are many other valid suggestions for a overly vague lock so let me know what I forgot and it will go in.
217
1
OK, here goes. If people ask for more clarification I'll go into this deeper.
First off I only know, for sure, about seeds for PCs (and Macs of course).
1. If you don't enter a seed (or enter zero) Minecraft will use your current computer clock tick count to create a random 64 bit signed integer to use as a seed for it's random number generator that is used to make all the decisions in the creation of a Minecraft world.
2. If you enter a text string into the seed input box Minecraft will use the Java hashcode() function to calculate a 32 bit signed integer, which will then passed on to the world generator to create your world. See my post #410 in the Seeds FAQ thread.
3. If you try to do #1 above and accidentally enter an invisible space character in front or behind your number Minecraft will assume that you entered a text string and will handle your input as in #2 above.
4. 64 bit signed integers range from -9,223,372,036,854,775,808 to 9,223,372,036,854,775,807 for a total of 18,446,744,073,709,551,616 possible seeds. (Note: the commas are only there for clarity. If you try to enter them that way into Minecraft rule #2 above takes over.)
5. A 32 bit signed integer has a range of -2,147,483,648 thru 2,147,483,647 decimal which is a total of 4,294,967,296 (2^32) total numbers. (Don't forget zero is a valid number.)
There are several ways to get your computer to create the world that has zero as it's seed.
99.99% of all 64 bit signed integers have more than 15 decimal digits. ie they are greater than +/- 999,999,999,999,999.
That means there are two VERY large ranges of numbers that most people won't use to create worlds. Would anyone care to post what they are?
1
What? What is this? This makes zero sense.
P.S. welcome to the forum.
1
Good thing I don't have an iOS.
1
This would be neat because I don't like to go into the settings constantly. And for all of you saying that shaders lag, maybe they did, but they don't for me. And that says a lot because many things cause my game to lag. Support.
1
This would be neat to see, not to mention not having to type in commands to get barriers (this is using the "pick block" action, only on creative mode). But I do think it should only be in customized worlds and not on default worlds. Instant Support.
1
Downloading? Nope. I prefer the original menu and I hope it doesn't change...
LITTLE SUPPORT
1
Umm... You forgot the creeper in there. After /summon you have to have "Creeper" and then the coordinates. Otherwise it will say "'{Equipment:[{id:276},{id:311},{id:311},{id:311}]}' is not a valid number". Just a simple mistake not trying to make a big deal out of it just saying. But seriously the armor is invisible.
1
Strange one sugarcane island? First seed is the one to use. 1031 732 are the coordinates.
What is this??? A random ocean?????????? 2143, 2216 are the coordinates.
1
OK, maybe these aren't too terribly rare. I just found another seed that also had a one tree island- but in the savannah. The seed is
The Rarest Seed Ever
I am checking for more. It also has a HUGE mushroom island biome. It is at 500, 500. The one tree island is at 764, 1452. What is amazing is that I found ANOTHER one about 20 blocks away.
1
1
Main noise scale X:64.494
Main noise scale Z:225.223
Depth noise scale Z:204.857
Depth base size:6.051
Height scale:477.125
Upper limit scale:426.385
Biome depth weight:1.743
Main noise scale Y:192.594
Depth noise scale X:259.834
Depth noise exponent:0.601
Coordinate scale:842.152
Height stretch:13.071
Lower limit scale:746.227
Biome depth offset:0.259
P.S. I have no idea on what any of these mean.
Here are some screenshots on the results: