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    posted a message on Question the Answer Above You

    Which word is an informal synonym of "combustion"?


    It's not old enough.

    Posted in: Forum Games
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    posted a message on Seasons in Minecraft

    fishg, the damage from heat/cold wouldn't be too much, no more than half a heart every 30 seconds and only in hard mode. And there are many ways to avoid the damage than turning down difficulty: wearing armor or clothes, going down to the caves, placing light sources next to you, building a roofed base (to decrease sky light exposure) or sleeping if it's nighttime.


    Secondly, the logistics? Really the world would have to reset every day? In which way? My seasons don't change at all the blocks placed in the world, only their color overlay (something that already is in vanilla Minecraft). In the current game all rendering is updated every frame to match the correct shade of sunlight/darkness and the foliage color. Try filling a large area of grass near the world height limit. It is actually a bluer colour than sea-level grass and it is displayed instantly...

    There are also some mods that ley you dinamically change the biome disposition in the world at will (Biome Wands or Biome Paint tools for example). These mods also update all foliage color instantly when their items are used, even the biome blending, with minor performance impact. And remember that seasons don't change biome disposition in any way. I think most shaders are more computationally expensive than dynamic seasons.


    Thirdly, do we really need seasons? Of course not, but do you need Minecraft at all? Does Minecraft really needed any feature added after its original release? Nobody was asking for the Suspicious Stew, the Loom or the Cartography Table before 1.14, so can't they be good additions?

    Lots of people already wanted seasons in Minecraft for a very long time (Have been planned by Notch back in the alpha days!) because they would be a great improvement to the game's aesthetics and aesthetics is actually very important in a game. Resource packs and shaders are used by millions and are entirely aesthetic.

    Also, seasons can lead to extreme variety in Minecraft's life: seasonal crops, seasonal animals that spawn, breed more or may hibernate in a specific time. Bone meal may have different effects when applied on the ground depending on the season.


    Fourthly, a buider in creative mode would be able to set the current season with the /time set command because season calculations would be competely driven by the current time in the Minecraft world:

    Posted in: Suggestions
  • 0

    posted a message on Seasons in Minecraft

    Bumping this topic BUT BECAUSE I added new content and images. I hope it's justified.

    Posted in: Suggestions
  • 0

    posted a message on [1.12.2] Longest surface ravine I've ever seen

    Sines and cosines aren't needed, just think about the pythagorean theorem

    Posted in: Seeds
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    posted a message on How common/rare are ALL BIOMES in minecraft? THE ULTIMATE ANSWER (0.4 Update!)

    Someone thought I wouldn't update this after September?






    Meh.

    Posted in: Seeds
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    posted a message on How common/rare are ALL BIOMES in minecraft? THE ULTIMATE ANSWER (0.4 Update!)

    The Rarity of Minecraft Biomes is already known, and you were close about the Rarity of some Biomes.



    Rarity of Minecraft Biomes
    0 ocean 13.7%
    1 plains 10.0%
    2 desert 4.84%
    3 extremeHills 7.50%
    4 forest 9.54%
    5 taiga 4.59%
    6 swampland 4.22%
    7 river 4.30%

    11 frozenRiver 0.0806%
    12 icePlains 1.40%
    13 iceMountains 0.451%
    14 mushroomIsland 0.0209%
    15 mushroomIslandShore 0.0137%
    16 beach 2.92%
    17 desertHills 1.33%
    18 forestHills 2.59%
    19 taigaHills 1.00%
    21 jungle 1.26%
    22 jungleHills 0.429%
    23 jungleEdge 0.118%
    24 deepOcean 11.2%
    25 stoneBeach 0.433%
    26 coldBeach 0.118%
    27 birchForest 3.12%
    28 birchForestHills 0.890%
    29 roofedForest 3.09%
    30 coldTaiga 0.428%
    31 coldTaigaHills 0.0984%
    32 megaTaiga 0.675%
    33 megaTaigaHills 0.303%
    34 extremeHillsPlus 1.74%
    35 savanna 3.00%
    36 savannaPlateau 0.751%
    37 mesa 0.464%
    38 mesaPlateau F 0.238%
    39 mesaPlateau 0.105%
    129 Sunflower Plains 0.635%
    130 Desert M 0.203%
    131 Extreme Hills M 0.325%
    132 Flower Forest 0.491%
    133 Taiga M 0.190%
    134 Swampland M 0.134%
    140 Ice Plains Spikes 0.0625%
    149 Jungle M 0.0612%
    151 Jungle Edge M 0.000781%
    155 Birch Forest M 0.144%
    156 Birch Forest Hills M 0.106%
    157 Roofed Forest M 0.142%
    158 Cold Taiga M 0.0181%
    160 Mega Spruce Taiga 0.0356%
    161 Redwood Taiga Hills 0.0354%
    162 Extreme Hills+ M 0.210%
    163 Savanna M 0.129%
    164 Savanna Plateau M 0.0885%
    165 Mesa (Bryce) 0.0258%
    166 Mesa Plateau F M 0.0131%
    167 Mesa Plateau M 0.00559%

    Source: Layer Summary


    Enjoy!




    How were these values measured? I think it's impossibe for river to be over 4% if beach is less than 3%. Beach is way thicker, and there are lots of islands (with mainly Beach in them) in the ocean as well as small ocean biomes within land near the shore (surrounded with Beach or its variants) that do nothing but increase the %.

    Posted in: Seeds
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    posted a message on How common/rare are ALL BIOMES in minecraft? THE ULTIMATE ANSWER (0.4 Update!)

    Anyone knows how to upload images in posts? (big, not small at the end)


    pd: forest is a really ugly biome there's too much of it

    Posted in: Seeds
  • 1

    posted a message on Biome Coverages Project - Some Interesting/Rare Seeds I've Found

    Main thread here.


    This is the thread where I post those seeds that are special, pretty or rare for whatever reason (Only biomes). Currently, I have generated 12000 worlds, so you can choose almost any biome combination you want near the origin of your world.

    You are allowed to leave suggestions about what biomes or biome combinations I should upload more (for example, mushroom islands near jungles)

    There would be too many images to load and show at once, so I decided to leave links to my Imgur albums.


    Special thanks to ScotsMiser and BigAlanM.


    (Sep. 12, 2018) 0.3 SEEDS (43): https://imgur.com/a/J5WqHLj#

    (Jan. 20, 2019) 0.4 SEEDS (19): https://imgur.com/a/eO5CzcO

    Posted in: Seeds
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    posted a message on Request: Seed with (large) Mega Spruce Taiga/Hills at or very near spawn (within ~100 blocks)

    6563569073444216397 has Giant Spruce Taiga Hills at 0, 0.

    -5073912141602811382 and -7936844653749732108 have Giant Spruce Taiga.

    Posted in: Seeds
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    posted a message on How common/rare are ALL BIOMES in minecraft? THE ULTIMATE ANSWER (0.4 Update!)
    Quote from ScotsMiser»

    quote=GammaMicroscopii
    Thoughts?


    Small sample size [as yet?] as indicated, and someone well versed in the world gen code needs to confirm that checking the "biome [that] appears at the exact center of the map" does not introduce a bias, but probably a good first cut at the problem.

    (I don't see anything that immediately contradicts the BVI [By Visual Estimation] results from the even smaller sample at which I have looked. )


    It's impossible for any point in the world to produce a bias, because, unlike the pre-1.7 terrain type, the world is homogeneous. If I sent you a picture of a seed, you won't be able to tell where in the world is more likely for me to have taken that picture. Because this, and because the world generation code allows worlds to generate infinitely, we can say that the exact center of a seed is exactly like travelling really, really far in any other seed. It's the same principle of the 'you can find any posible combination of numbers, infinitely repeated, in the decimals of Pi, because they are infinite'

    (sorry for my terrible English, it's not my main language)

    Posted in: Seeds
  • 2

    posted a message on How common/rare are ALL BIOMES in minecraft? THE ULTIMATE ANSWER (0.4 Update!)

    UPDATE 0.4 (Jan. 20, 2019)

    Click here for some seeds I have found while making this!

    I am manually generating (via Amidst 1.13), thousands and thousands of default random worlds, while counting in an Excel file the amount of times each biome appears at the exact center (0, 0) of the map. The end. That's the project. This doesn't necessarily measures how likely is to find a certain biome, as it depends on various other factors (for example, you will never find Desert Hills in the middle of a tundra), but does the % of the Overworld each biome covers, and that is a faithful indicator.


    Without further delay, here are the results.

    Biomes are sorted by overworld coverage, in decreasing order.


    Currently generated worlds: 12000


    How to read:

    {NumberID}. {Biome Name} - {# of worlds} ({world coverage}%) (1.12 name, if different)


    4. Forest - 1122 (9.35%)

    1. Plains - 1086 (9.05%)

    0. Ocean - 803 (6.69%)

    3. Mountains - 788 (6.57%) (Extreme Hills)

    24. Deep Ocean - 635 (5.29%)

    6. Swamp - 515 (4.29%) (Swampland)

    18. Wooded Hills - 503 (4.19%) (ForestHills)

    16. Beach - 501 (4.18%)

    2. Desert - 486 (4.05%)

    5. Taiga - 460 (3.83%)

    45. Lukewarm Ocean - 376 (3.13%)

    7. River - 349 (2.91%)

    29. Dark Forest - 347 (2.89%) (Roofed Forest)

    46. Cold Ocean - 347 (2.89%)

    27. Birch Forest - 333 (2.78%)

    34. Wooded Mountains - 313 (2.61%) (Extreme Hills+)

    35. Savanna - 311 (2.59%)

    48. Deep Lukewarm Ocean - 255 (2.13%)

    49. Deep Cold Ocean - 252 (2.1%)

    17. Desert Hills - 194 (1.62%) (DesertHills)

    19. Taiga Hills - 185 (1.54%) (TaigaHills)

    28. Birch Forest Hills - 160 (1.33%)

    21. Jungle - 145 (1.21%)

    12. Snowy Tundra - 135 (1.13%) (Ice Plains)

    36. Savanna Plateau - 127 (1.06%)

    44. Warm Ocean - 125 (1.04%)

    32. Giant Tree Taiga - 105 (0.88%) (Mega Taiga)

    129. Sunflower Plains - 82 (0.68%)

    25. Stone Shore - 79 (0.66%) (Stone Beach)

    22. Jungle Hills - 73 (0.61%) (JungleHills)

    50. Deep Frozen Ocean - 68 (0.57%)

    10. Frozen Ocean - 66 (0.55%) (FrozenOcean)

    13. Snowy Mountains - 64 (0.53%) (Ice Mountains)

    132. Flower Forest - 64 (0.53%)

    131. Gravelly Mountains - 51 (0.43%) (Extreme Hills M)

    37. Badlands - 50 (0.42%) (Mesa)

    33. Giant Tree Taiga Hills - 43 (0.36%) (Mega Taiga Hills)

    30. Snowy Taiga - 41 (0.34%) (Cold Taiga)

    162. Gravelly Mountains+ - 41 (0.34%) (Extreme Hills+ M)

    38. Wooded Badlands Plateau - 37 (0.31%) (Mesa Plateau F)

    23. Jungle Edge - 29 (0.24%) (JungleEdge)

    157. Dark Forest Hills - 23 (0.19%) (Roofed Forest M)

    133. Taiga Mountains - 22 (0.18%) (Taiga M)

    39. Badlands Plateau - 21 (0.18%) (Mesa Plateau)

    130. Desert Lakes - 20 (0.17%) (Desert M)

    163. Shattered Savanna - 20 (0.17%) (Savanna M)

    134. Swamp Hills - 19 (0.16%) (Swampland M)

    156. Tall Birch Hills - 18 (0.15%) (Birch Forest Hills M)

    31. Snowy Taiga Hills - 16 (0.13%) (Cold Taiga Hills)

    140. Ice Spikes - 13 (0.11%) (Ice Plains Spikes)

    164. Shattered Savanna Plateau - 12 (0.1%) (Savanna Plateau M)

    155. Tall Birch Forest - 11 (0.09%) (Birch Forest M)

    26. Snowy Beach - 9 (0.08%) (Cold Beach)

    160. Giant Spruce Taiga - 8 (0.07%) (Mega Spruce Taiga)

    15. Mushroom Field Shore - 7 (0.06%) (MushroomIslandShore)

    14. Mushroom Fields - 6 (0.05%) (MushroomIsland)

    149. Modified Jungle - 5 (0.04%) (Jungle M)

    161. Giant Spruce Taiga Hills - 5 (0.04%) (Redwood Taiga Hills M)

    165. Eroded Badlands - 5 (0.04%) (Mesa (Bryce))

    11. Frozen River - 4 (0.03%) (FrozenRiver)

    158. Snowy Taiga Mountains - 4 (0.03%) (Cold Taiga M)

    166. Modified Wooded Badlands Plateau - 4 (0.03%) (Mesa Plateau F M)

    167. Modified Badlands Plateau - 2 (0.02%) (Mesa Plateau M)

    8. Nether - 0 (0%) (Hell)

    9. The End - 0 (0%)

    20. Mountain Edge - 0 (0%) (Extreme Hills Edge)

    40. Small End Islands - 0 (0%)

    41. End Midlands - 0 (0%)

    42. End Highlands - 0 (0%)

    43. End Barrens - 0 (0%)

    47. Deep Warm Ocean - 0 (0%)

    127. The Void - 0 (0%)

    151. Modified Jungle Edge - 0 (0%) (JungleEdge M)


    Totals (biome groupings):


    Oceans - 2927 (24.39%)

    By depth
    Shallow oceans - 1717
    Deep oceans - 1210
    By temperature
    Frozen oceans - 134
    Cold oceans - 599
    Regular oceans - 1438
    Lukewarm oceans - 631
    Warm Ocean - 125

    Semi-aquatic biomes (rivers and beaches) - 949 (7.91%)

    Land biomes - 8124 (67.7%)

    By temperature
    Snowy - 273
    Cold & Normal - 6562 (they generate together)
    Dry/Warm - 1289
    By 'biome families' (aka the main biome and its variants)
    Plains - 1168
    Desert - 700
    Mountains - 1193
    Forest - 1689
    Taiga - 667
    Swamp - 534
    Snowy Tundra - 212
    Mushroom Fields - 6 (excluding the shore, as it is both a beach and a river and therefore a semi-aquatic)
    Jungle - 252
    Birch Forest - 522
    Dark Forest - 370
    Snowy Taiga - 61
    Giant Tree Taiga - 161
    Savanna - 470
    Badlands - 119
    By 'role' (aka whether the biome is a main biome, Hills, Mutated etc)
    Main - 5988
    Hills - 1678 (including Savanna Plateau and Wooded Mountains, as they generate as other Hills)
    Edge - 29 (only Jungle Edge)
    Mutated - 353
    Mutated Hills - 76 (biomes that are both Hills and Mutated)
    Mutated Edge - 0 (only Modified Jungle Edge)

    WARNING: 12000 worlds is still not a big enough sample. This is quite imprecise and is still almost unable to stablish any rank of biome rarities, specially of the rarer ones. However, this is slowly becoming better over time, but is the best that I have for now. I am updating this post to include more world samples.


    "Más vale tarde que nunca"


    Thoughts?


    How should I deal with 1.14 in the near future? (Introduces bamboo jungles and will mess up this)

    Posted in: Seeds
  • 1

    posted a message on I FOUND A SEED THAT LOOKS LIKE THE REAL WORLD!

    Definitely not the rarest, but that ocean is FREIKIN HUUUUUGE

    Posted in: Seeds
  • 0

    posted a message on Modified Jungle Edge (JungleEdge M) at ONLY 13 BLOCKS from 0,0

    A dev once said that in previous versions, there was a very technical bug in the code that slightly affected biome placement, and with the 1.13 worldgen rewrite, they couldn't keep that bug, because all the worldgen is now calculated differently. So they decided to use this (bug-free) implementation, with slightly different biome placement. I may saw this in a bug report, because this change was reported as a bug, but I don't remember very well.

    Posted in: Seeds
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    posted a message on MASSIVE Coral Reef

    That warm ocean biome is over 4000 blocks long and 500 wide in some parts, and the entire ocean is ridiculously huge. It contains 6 mushroom islands, 6 badlands biomes, 9 iceberg zones, 12 coral reefs and it extends 17000 blocks east-west and 15000 blocks north-south.

    Posted in: Seeds
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    posted a message on Modified Jungle Edge (JungleEdge M) at ONLY 13 BLOCKS from 0,0

    No, the separation between the jungle edge and the non-edge jungle is immutable... MJEs cannot overwrite normal jungle nor modified jungle, only jungle edge. This is what I have observed after comparing how MJE biomes change between 1.12 and 1.13. I have observed also that there are two types of jungle edges: the 'mutatable' jungle edge and the 'non-mutatable' jungle edge. The non-mutatable jungle edge is the common border of jungle edge that separate the jungle from most biomes, and has a very thin but fixed width, and cannot get mutated no matter how; while the mutatable jungle edge is the widened border that generates, penetrating the jungle, only opposite to swamps, and this is what is actually getting mutated when we spot a MJE biome. Apart from the mutatable jungle edge, swamps also generate the typical layer of normal non-mutatable jungle edge, this is the reason why we always see a thin normal jungle edge bordering the MJE biomes.

    Posted in: Seeds
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