See, that’s why it’s more fun to just plug in random words like “Nightfall” to get a certain flavor of map.

I started a map with the seed “Tierney”. You start on a very small island with one tree. If you dig straight down, you do eventually come to an abandoned mine. The wild thing about this map is that After I got established, and set off to find land, I had to travel 4000 blocks to find a large body of land. Took a couple in game days.

Maybe it’s just me but a very large percentage of worlds I generate are barren island worlds. I’ve yet to see a good mountainous map.

Yeah, oceans are enormous now. Somebody generated this map of their world, which shows off how biomes are organized now, and at 20k x 20k blocks it makes that ocean area in the lower-left around 13,000 blocks wide. And that’s just what’s visible on this map.

Hopefully he will one day progress to a point where the world is made in a more realistic way. Continents, islands, mountain ranges, desert regions and the like instead of a very random mish-mash of them all.

I wonder if that’s actually desireable. Is it better to have unpredictable terrain where you can see all sorts of weird things around every corner and over ever hill, or would you like the world maps to look like real geography? I know some players would prefer different things, but in general I think it’s more important for minecraft that the geography is “interesting” over “natural”.

Yeah, I don’t have any desire for Minecraft to be more realistic. For one, if any given generated world is too large, it would become very tedious to get to somewhere else if you spawn, say, out in the middle of the ocean on a tiny island. It’s already a pain on some seeds in that regard to get to a spot of land worth building on.

This is true, it would be a problem without some kind of decent long distance transportation system. However the scale of the world can be somewhat smaller so it would not be that far to the mountain range, ocean, etc… It just would be an endless parade of continents which are not all that big, but are also themed.

Huh, that actually LOOKS randomly generated at that high zoom-out level.

While I don’t mind the current implementation, I wonder how difficult something like what Toady’s done - I think his continents make sense? - would be. I’m guessing pretty difficult. :P

The Dwarf Fortress generator has the advantage of generating the whole world at once - that allows you to do the neat non-local things like run rivers based on rainfall patterns, erosion, and the like.

Doing that while just generating parts of the world at a time would require coming up with a local model for those things, and while I won’t say it’s impossible, I think it would be quite difficult.

I’ve been thinking that one way to do it would be to generate the broad shapes of the entire world from start, and use procedural generation to fill in the gaps. That’d allow the world to have realistic continents and biome patterns, while still not having to generate all of it at once. But then of course the world is not infinite any more.

It would need a rehaul of the water system again… which I doubt Notch ever wants to do again.

Erosion can be implemented with a cell simulation like minecraft.
you only need to simulate some random cube, and if is water run a probability for it to “eat” dirt. Or something like that. Is not hard. Maybe the question if you want rivers to carve large canyons.

All good points. I thought for a while that a fixed size map would do just fine, but then I found players on my server just going off for literal miles. I suspect generating a world big enough to satisfy those with random innate wanderlust (myself included) would take too long to be worthwhile, especially since the current method is just fine for most purposes.

Perhaps more/better integration of biodomes is all that is needed. You could have swamps near large bodies of water, higher mountains (slowly changing to ice) near hills, etc. If a river is formed, it could form a spring on sufficient elevation change, or try to flow downhill …

Still sounds like a good deal of effort. Probably won’t happen.

Unfortunately not possible without installing the Pauly Shore mod.

Exactly, I want the old terrain generator back. The current generator is too predictable. All biomes of the same type look the same, it becomes boring very quickly for anyone who likes exploring.

The biggest difference is the density of the forests.

So far, i like the seed pyrhic

Just a little ways away from the starting position(i think if the sun’s rising on your right, keep going straight) you’ll find some pretty good ones. So far it’s a pretty nice blend, but it’s lacking a deep mine system. However, i did find something due north(the sun sets in the north right?) of the big mountain range that looked promising…

Coming very soon to android and by the end of the year for iOS. It looks really good actually. I will be buying this no question.

Hope it scales well on the Transformer. But that’s a definite buy for me too. Should keep me amused both my the phone and tablet.

Wendelius

FPS controls on a touchscreen… so very painful.

Well more power to the people who can stomach it I guess. More money for Notch.