[HN Gopher] One decade later, Minecraft world generation is inte...
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       One decade later, Minecraft world generation is interesting again
        
       Author : poser-boy
       Score  : 438 points
       Date   : 2021-12-05 05:09 UTC (17 hours ago)
        
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 (TXT) w3m dump (dither8.xyz)
        
       | lloydatkinson wrote:
       | One of the best features of the terrain generation that was
       | removed (in beta 1.8 like the article mentions) was overhangs
       | like this: http://i.imgur.com/AHDDS.jpg
       | 
       | I wonder if this new update adds similar generation again?
        
       | PicassoCTs wrote:
       | I always found they had missed a chance regarding biomes. Giant
       | trees, whos tops basically look like hillside if you walk towards
       | them unknowingly..
        
       | jl6 wrote:
       | The new terrain is great, but I have mostly exhausted my patience
       | with Minecraft survival. I hope future releases will put some
       | effort into reducing the grindyness. I know many things can be
       | automated but they tend to rely on extremely arcane game
       | mechanics rather than feeling like an intentional part of the
       | game.
       | 
       | Some elements of Factorio were inspired by Minecraft. I think
       | Minecraft could now use some inspiration from Factorio.
        
         | dane-pgp wrote:
         | I think Mojang should reconsider its objection to adding an
         | auto-crafting system into the game. There are legitimate
         | concerns that, if it was too easy, it would make one of the
         | defining aspects of the game obsolete, but I think it could be
         | balanced so that users wouldn't bother doing it for simple
         | items like pickaxes.
         | 
         | As an example, the "auto-crafter" block could be powered by
         | chorus fruit, which means the player would not have access to
         | it until after beating the Ender Dragon. That would also mean
         | that truly automating crafting would also require an automated
         | chorus fruit farm, which would give the system a minimum space
         | requirement.
        
         | tehbeard wrote:
         | Have you considered modded to get a little more Factorio in
         | your minecraft?
         | 
         | I'm playing the "Create: Above & Beyond" pack.
         | 
         | There is grind, the pack gives you a goal (build rocket, go to
         | moon), but how you get there is up to you and the automation
         | isn't quite so arcane as vanilla, and doesn't rely on "magic
         | blocks" (Where you plonk down a single block and it magically
         | does all the things) instead relying on you making a
         | machine/factory line from multiple blocks.
        
           | moffkalast wrote:
           | The problem with those packs, especially ones like tekkit is
           | that they just mash in a thousand different mods of barebones
           | compatibility, some adding the same kind of ore or item
           | slightly differently and you end up with a billion items,
           | some of which are duplicates, no idea where to start from or
           | what to use with what, and all in all a general unbalanced
           | clusterfuck.
           | 
           | Create mod by itself is fine as it is imo, no extra stuff
           | required.
        
             | tehbeard wrote:
             | I specifically called out Above & Beyond because it isn't a
             | "kitchen sink" pack thrown together over a weekend with a
             | dozen different game crashing interactions between mods, or
             | 4 ways to create dupe item cycle. Or a hell inducing
             | grindfest like the Gregtech focused packs are.
             | 
             | It's a pack with one goal (build rocket, goto moon), that
             | puts you in the SANDBOX that is the core of minecraft and
             | says, "here are the tools, here's a bit of guidance on what
             | you should automate to progress, but figure it out from
             | tools at hand and have fun in your own way".
             | 
             | The mods are from different authors, but all the recipes
             | have been tweaked and tuned to integrate with each other
             | and provide a cohesive progression curve. Even the textures
             | have been tweaked to make the pack visually cohesive.
        
             | shhsshs wrote:
             | > no idea where to start from or what to use with what
             | 
             | A lot of recent packs give you a quest book to guide your
             | progress and push you into the different mods slowly. You
             | get maybe 70-80% through one mod's tech tree and then
             | you're pushed to start on another section before you can
             | progress into that last 20%. The Project Ozone series does
             | a REALLY good job of making sure the different mods balance
             | each other and interact in a way that feels good.
             | 
             | > you end up with a billion items
             | 
             | Yeah that gets bad. Most packs have some sort of inventory
             | organization system (basically a computer you can stick all
             | your items into with no organization and then search them
             | up later) to help alleviate that.
        
             | Dylan16807 wrote:
             | The trailer for Create Above and Beyond made it look pretty
             | integrated. They added a lot on top and did a lot of mod
             | editing.
        
           | curiousgal wrote:
           | I honestly never understood the appeal of vanilla Minecraft.
           | I only bought the game because of the mods! Mods like AE2 or
           | Thermal Expansion is where the fun is at!
        
           | willis936 wrote:
           | I've pushed java far past its breaking point in previous
           | modded minecraft worlds (30 second GC every 30 seconds, some
           | AE2 leak when millions of items are stored).
           | 
           | I like many aspects of bedrock edition, most related to
           | performance. I want a gregtech-like experience in bedrock so
           | badly that I'd go as far as making it myself. I just wish the
           | command interface wasn't so janky. When I've done test blocks
           | and interactions in the past I've run into limitations that
           | would prevent my vision. This was maybe 18 months ago, so I
           | don't think much has changed yet.
        
             | madeofpalk wrote:
             | Bedrock does have a Javascript-based behaviour pack system.
             | No idea about it's capabilities.
        
               | willis936 wrote:
               | That's what I'm referring to. Behavior packs are json
               | files + assets. It's a real trip to try to have your own
               | variables for things like items inserted, energy level,
               | etc. In java you could edit tile entity metadata with
               | your own java code.
               | 
               | In bedrock minecraft commands must be used to update
               | these states. This is where my understanding started to
               | fall apart.
        
         | itronitron wrote:
         | MC 1.19 has a new 'Allay' mob planned that will pick up and
         | move items for the player. I can see people using this to
         | create some interesting automated systems.
        
         | cmrdporcupine wrote:
         | My kids don't play survival at all really and although I have
         | kept trying for years I can't find an actual enjoyable game in
         | there at all really. Like you say, too much grinding, and then
         | it just starts to feel completely pointless and arbitrary.
        
       | baby wrote:
       | One thing I always hoped, but that never happened: get people's
       | creations into the game. Randomly get vetted buildings as biomes.
       | People have created insane things and it's a shame they couldn't
       | have been integrated directly into the game. Even a few would
       | have been cool. I guess one thing is that structures without life
       | feels empty, so you'd have to generate random monsters or NPCs
       | for each of them.
        
         | madeofpalk wrote:
         | They _kind of_ have this, within the limits and goals of
         | Minecraft.
         | 
         | They've spoken recently about one of their intentions for
         | Survival is for the world to be a blank slate for players own
         | creations. Adding more and richer structures detracts from
         | that. There's also the part where it's still a game that needs
         | balancing, and just importing arbitrary structures and
         | resources detracts from Survival.
         | 
         | There is the marketplace which has community
         | servers/worlds/levels that showcase what other people have
         | built. I think that's the right level for this.
         | 
         | Otherwise, stuff like this is perfect for the data pack
         | ecosystem they created.
        
         | globular-toast wrote:
         | Isn't that what servers are for? I joined a server once many
         | years ago and found all kinds of truly amazing things that
         | people had built. My favourite was a vast hollowed out
         | mountain. The only way in was through a door right at the top
         | of the mountain which caused you to descend into this
         | beautifully lit cavern. Exploring this server was like
         | exploring an art gallery.
        
         | tehbeard wrote:
         | This might be more feasible-ish in a community effort?
         | 
         | I'm not entirely sure how the jigsaw system (the subsystem the
         | game uses for building villages and bastions from a large
         | palette of pre-builts using a set of rules and connectors)
         | integrates with the custom world generator options, but that
         | would seem the best bet for it in a vanilla game.
         | 
         | The problem with an "official" player creations is both vetting
         | them and the social backlash because you didn't pick little
         | Timmy's shack. As well as the disjointedness of theme that
         | could occur with a player's playstyle.
         | 
         | I play a modpack. Create: Above & Beyond, they've added a bunch
         | of new random structures to the game, but they're all within a
         | similar theme of quasi-medieval for the surface structures, and
         | a few of the underground ones stray a bit more modern.
        
         | WithinReason wrote:
         | I think you could completely automate this by training a neural
         | network on local neighborhoods to generate a voxel probability
         | distribution for the center voxel, so a randomly initialized
         | world would converge to a world that has pieces that resemble
         | the worlds that the network was trained on. So in 1D you would
         | take a sequence of voxels ABCDE, and the network would learn to
         | predict C from A,B,D,E.
         | 
         | Similar idea without neural networks:
         | 
         | https://github.com/mxgmn/WaveFunctionCollapse
         | 
         | I'm surprised no one applied this idea to Minecraft yet.
         | There's even a 3D version:
         | 
         | https://i.imgur.com/IEOsbIy.png
        
       | jokoon wrote:
       | They should really enable a sharded server networking protocol to
       | allow some MMO elements. Each server would handle a limited area
       | and players would automatically connect to a server when they go
       | to a certain distance.
       | 
       | I'm sure players would pay to access it if it worked.
        
         | jon-wood wrote:
         | This is how the big multiplayer servers available via Bedrock
         | edition work, not so much for distance, but for different game
         | modes. Unfortunately players pay by buying predatory micro-
         | transaction items, which I find near unacceptable in a game so
         | squarely targeted at children.
        
         | lom wrote:
         | I remember seeing a project like that (maybe even here, on HN),
         | but unfortunately I can't find it
        
           | Malp wrote:
           | WorldQL: https://news.ycombinator.com/item?id=28401224
        
           | c-fe wrote:
           | Maybe this one? https://news.ycombinator.com/item?id=28401224
        
         | lloydatkinson wrote:
         | That was notch's original idea for portals in multiplayer I
         | recall reading. A portal would take you to another server.
        
       | [deleted]
        
       | arshingleton wrote:
       | looks pixelated to me
        
       | hypertele-Xii wrote:
       | Minecraft world gen has never been interesting, and still isn't.
       | All of the comparison screenshots look exactly alike: Some trees,
       | some cliffs, some water. And a mixture of dirt, grass, sand and
       | snow. To call such bland a landscape "interesting" is an
       | admission of complete lack of imagination.
       | 
       | And now we're having a massive celebration because... Microsoft
       | added _caves?_ What a joke. Caves are among the oldest of
       | inventions in human history.
       | 
       | Where's the _factory_ biome with weird machinery and pipes
       | running around? Where 's the _dead_ biome thick with fog and
       | populated with graves and zombies? Where 's the airship biome
       | that floats high above in the sky and takes building effort to
       | get to?
       | 
       | There's so much creative potential, totally unrealized, for
       | decades. Minecraft never went anywhere. It will die the moment a
       | more imaginative clone pops on the market. It might by Hytale, or
       | something else.
        
       | pleb_nz wrote:
       | This has me pumped. Time to try it out again.
        
       | haolez wrote:
       | Something similar happened to No Man's Sky. After a specific
       | update, all planets became very similar regarding their topology.
       | It became boring :(
        
       | jccalhoun wrote:
       | Even though I'm a videogame player, I hadn't played Minecraft
       | until it was recently added to the XBox Game Pass on windows. I
       | can see why it is so attractive to kids. I didn't know a lot
       | about it so the first time I came across a village was really
       | surprising. Then I got lost and spent tons of time trying to find
       | my way back to my base. Minecraft is a pretty amazing game. I'm
       | only a decade late to finding it out!
        
       | bagels wrote:
       | Does anyone know if the new generator is used on unexplored parts
       | of previous save games?
        
         | zeta0134 wrote:
         | Yes! This update goes so far as to blend chunks around the
         | seams, and will fill out the new cave generation at the bottom
         | of your existing world, replacing the bedrock with deepslate.
         | I'm itching to dive in again once the holidays settle down
        
         | nottorp wrote:
         | Also, you can use mcaselector to delete the parts of your old
         | saved games where you haven't built anything and let them regen
         | with the 1.18 algo. I just did that with a save and the new
         | terrain smoothly blended in with the old.
        
         | shawnz wrote:
         | Yes, and not just unexplored areas, but even underneath
         | previously explored areas in the new space created between Y=0
         | and Y=-64.
        
       | fermentation wrote:
       | Super excited to try this out, I haven't played much since the
       | alpha ended. Does anyone know how well the RTX support is? I
       | could never tell if that was meant to be a tech demo or an actual
       | feature.
        
         | willis936 wrote:
         | I've used it with a 3070. I love it. Getting it running
         | requires a little reading and experimenting rather than a
         | toggle in a menu, but when it's running it's wonderful. I stop
         | and stare at many things. Sunset on a village is great, the
         | soft glow around my house is great, true black and light
         | occlusion in caves is great.
         | 
         | Mob spawn light rules are unchanged and don't match up with the
         | RT front end, but that rarely matters.
        
         | lom wrote:
         | RTX support isn't a thing in the java edition, which is showed
         | off in the article here. But you can get minecraft for windows
         | for free if you already have a java key that's older than 2018.
        
       | jonwinstanley wrote:
       | Presumably this is just for the PC version? Or do console
       | versions ever get the terrain updates?
        
         | gambiting wrote:
         | All versions get this update(well, apart from ones which are
         | unsupported already - Vita, 3DS, WiiU)
        
         | ykl wrote:
         | It's for both Java and Bedrock, so it should be on all
         | currently supported PC, mobile, and console versions. In
         | general Mojang keeps PC and mobile/console at feature parity
         | with each other and releases updates at the same time across
         | all supported versions now, which is nice.
        
           | jonwinstanley wrote:
           | Really nice. Didn't expect that to be the case.
        
             | gambiting wrote:
             | Minecraft has supported cross platform multiplayer for a
             | while now, so it would be really weird if they broke
             | compatibility with PC like this.
        
               | lhoff wrote:
               | Mimd you, there are two versions of Mimecraft. Java and
               | Bedrock. Both support PC but only Bedrock supports other
               | plattforms. Cross Plattform multiplayer therefore only
               | works with bedrock. Java isn't compatible with bedrock
               | servers and the other way around.
        
               | kuschku wrote:
               | Although there are mods for the Java edition to allow
               | Bedrock clients to connect to Java servers.
        
               | nottorp wrote:
               | > Both support PC but only Bedrock supports other
               | plattforms.
               | 
               | You mean Bedrock supports consoles.
               | 
               | Java supports Mac and Linux, so it's also multiplatform.
               | Just different platforms.
        
               | garmaine wrote:
               | A bit confusing, but I think he was drawing a PC/mobile
               | distinction, and it probably would have been better to
               | say "desktop" instead of PC.
        
               | lhoff wrote:
               | Yes,
               | 
               | i used PC because in the parent comment PC was used as
               | well.
               | 
               | Desktop is also not ideal because it runs on Laptops as
               | well.
        
               | MayeulC wrote:
               | > Both support PC but only Bedrock supports other
               | plattforms.
               | 
               | Both support windows, but only Java supports other open
               | platforms (where you can install external software, like
               | Linux and Mac PCs, or others OSes/HW architectures).
               | 
               | Bedrock is only published on closed platforms (games
               | consoles, mostly, and app stores) and windows.
               | 
               | Java is the only edition that supports mods.
               | 
               | The android version of bedrock is also unofficially
               | playable on Linux.
        
         | [deleted]
        
       | smoldesu wrote:
       | It's kinda remarkable how much the new update overhauled world
       | generation. If you've been standing on the sidelines, waiting for
       | "the big one" to draw you back in, I was greatly surprised at how
       | much fun I had exploring some surprisingly realistic and cool
       | vistas. Canyons don't feel sheer, savannas have remarkable
       | valleys and hills, and the cave generation feels... well, "next-
       | gen" for a lack of a better phrase. I have admittedly been pretty
       | unimpressed with Microsoft's handling of the game up until this
       | point, but I've been pleasantly surprised by how fresh it feels
       | now.
       | 
       | Bravo, nu-Mojang.
        
       | CodeGlitch wrote:
       | I'm new to Minecraft. Does anyone know if I will need to start a
       | new world to benefit from the 1.18 terrain improvements, or will
       | it work it's way into an existing save game?
        
         | CodeGlitch wrote:
         | Ok from pcgamer:
         | 
         | > Always remember to back up your old save files before loading
         | them into the newest version of the game. With the new changes
         | to world generation, Mojang say that new chunks generated in
         | worlds you bring forward to 1.18 should better blend with the
         | existing terrain in your save file. So long to big flat chunk
         | borders in old worlds!
        
         | tehbeard wrote:
         | It should work with an existing world, but as always, make
         | backups!
         | 
         | As for integration.
         | 
         | This time round instead of the "harsh" borders we've gotten
         | before (where new and old chunks meet, often resulting in sheer
         | cliffs due to height differences) the borders will be blended
         | and smoothed.
         | 
         | Your old chunks will also be upgraded, the bedrock that was at
         | Y0-5 will turn into the deepslate block, and you get the full 0
         | to -64 Y generated underneath.
         | 
         | Ethoslab, a youtuber with a very old world save, is on 1.18
         | now, and they've got one of the new lush caves in the new
         | negative Y generation under their base.
        
           | CodeGlitch wrote:
           | Great reply thanks
        
         | [deleted]
        
         | Tepix wrote:
         | Usually you will have to go to areas you haven't been to
         | previously to get to see the new world generation. If you have
         | done a ton of exploration it may be a long walk from your spawn
         | point.
        
       | seanwilson wrote:
       | For random world generation like this, how do you make changes to
       | the generator (like adding taller mountains) without breaking
       | saved games and world seeds that people have written down?
       | 
       | Guessing you could let the saved game or the player pick which
       | world generation algorithm to use and you need to keep the code
       | for the old and new generator around? It's probably less of a big
       | deal for e.g. rouge-like games are over for good in a few hours,
       | but not for games like Minecraft.
        
         | mysterydip wrote:
         | maps only generate as far as players have seen. So an old world
         | would have old features until you explore new areas. To expand:
         | Any generated chunk is considered "user modified" and saved
         | whole, since a player could put houses or change blocks there.
         | New areas are generated by the algorithm once reached. This
         | works for new versions of the game as well as mods that
         | add/change biomes.
        
           | seanwilson wrote:
           | How do you deal with e.g. a chunk saved from the old
           | generator with a low mountain transitioning into a chunk
           | generated by the new generator with a huge mountain? It
           | blends between them somehow so all the old chunks are
           | surrounded by old/new blended chunks until all of those are
           | surrounded by new chunks from then on?
        
             | [deleted]
        
             | Matrix89 wrote:
             | Yup, starting with 1.18 the started blending old chunks
             | with the new ones. Earlier there was a hard transition,
             | personally I prefered the hard cut, there was something to
             | it, something mysterious about it, but I get why they wated
             | it removed
        
             | [deleted]
        
       | MildlySerious wrote:
       | Man. I really do want to like it, but this update is the first
       | one that gives me the Microsoft-finally-took-over vibes.
       | Traversal and with that exploration just became so much harder.
       | The landscape is now riddled with holes that you either build
       | scraggly bridges over, or lead to massive detours. The sides of
       | bodies of water are much higher and steeper on average, making it
       | impossible to see the landscape you're passing, and getting up
       | there to take a look is tedious.
       | 
       | So you're basically stuck near spawn unless you want to spend
       | much more time getting around.
       | 
       | A lot of surface iron was replaced with copper, which is useless,
       | meaning progress is now slower than ever, and grinding becomes
       | even more of a necessity. Generally, many of the items that now
       | clutter the inventory are mostly useless, and the inventory needs
       | constant attention.
       | 
       | Minecraft is a fantastic game that I have spent well over a
       | thousand hours on over the last decade, with many more to come
       | very likely. That being said, with the account transition to
       | Microsoft/Xbox and this update that gives me personally the
       | "Microsoft knows whats best for its users" vibes that I still
       | distinctly remember from WLM and Skype, I am definitely less
       | optimistic about the game's future than I was a few years ago. I
       | do hope my caution proves to be unwarranted.
        
         | [deleted]
        
         | ninth_ant wrote:
         | I'm no Microsoft apologist, but I believe you've misunderstood
         | the intention and the effect of the changes.
         | 
         | Previously, the time-optimal strategy to acquire iron and
         | diamonds was to dig a hole deep into the earth and then bore
         | straight paths. This was exceptionally grindy (fans would say
         | zen, detractors would say tedious), but effective.
         | 
         | With 1.18, the optimal strategy is now to enter a cave and find
         | the resources there. The holes in the ground that you dislike
         | are entry points to that system, where many resources are
         | available -- though at the risk of encounters with monsters.
         | 
         | So the transition is _from_ a static grind to the new system
         | based on cave exploration and risk. It 's more dynamic and
         | engaging, directly the opposite of your claim here. You mention
         | iron, claiming that progress is slower, but in actuality it's
         | significantly easier to acquire useful amounts of iron now.
         | Jump into any random cave and it's all over the place. Sure,
         | there's a lot of relatively useless copper too, but no one is
         | forcing you to mine it. Just skip what you don't need and you
         | don't need to manage it in your inventory.
         | 
         | Likewise, the new topology with increased heights means that
         | rivers are significantly more important for exploring. You
         | point out that it makes it more difficult to go from one peak
         | to the next, which is accurate (though in my opinion you
         | overstate the difficulty), but regardless it is quite easy to
         | make long journeys if you follow the rivers and low terrain.
         | 
         | So yeah it's harder to go directly in a straight line than it
         | was in before, but now you're paying attention to the terrain
         | in the world and adapting your gameplay as a result. It just
         | requires different navigation techniques. Like it or not,
         | you're absolutely not stuck at spawn.
        
           | honkdaddy wrote:
           | Is the strategy you're talking about (digging straight down
           | upon spawn, as I've seen people do) just applicable to
           | speedrunning, or does your average player learn to do that
           | eventually as well?
        
             | peeters wrote:
             | Digging straight down is a speedrun strategy of last resort
             | for modern versions. The typical progression to enter the
             | Nether is to start by getting 7 iron (3 for an iron pick, 3
             | for a bucket, 1 for a flint and steel). You want to get
             | that, grab some food, and be in the nether at around 3
             | minutes.
             | 
             | Doing that by digging down is not really feasible. There
             | are two main routes.
             | 
             | In the village route, you spawn next do a village with a
             | blacksmith. You get some iron or an iron pick from the
             | blacksmith, kill the iron golem for the remaining iron,
             | grab some wheat and then find a nearby lava pool or
             | completable ruined portal. There are variations where you
             | can trade with a villager for a bucket, but by then most
             | speedrunners would have already reset.
             | 
             | The second and more typical modern route is using ocean.
             | You locate a shipwreck which gives you iron and food. Then
             | you find a ravine that has magma blocks (indicating there's
             | lava underneath) and use that to build your portal. To my
             | knowledge this isn't viable in 1.18's world gen though.
             | 
             | When speedrunners do go underground in the overworld,
             | they'll usually try to find a cave first to find exposed
             | iron and lava. Digging down is the last choice.
        
             | joconde wrote:
             | After doing the basics (stone tools, safe base, light and
             | food), I'd always do that as soon as possible. Diamond
             | stuff is very useful for later parts of the game, and
             | you'll need a lot of redstone to build interesting
             | circuits.
             | 
             | It's its own form of exploration, at least in the versions
             | with fun cave generation: you always end up in some cave
             | complex that you can then explore. But I'm happy to see
             | that it's less needed now, because interesting caves are
             | more commonly accessible from aboveground.
        
             | Levitz wrote:
             | At some point every player goes "Where, oh where in the
             | world is the goddamned iron I need?", they google it, find
             | ores spawn differently at certain heights and go from
             | there.
        
             | officeplant wrote:
             | I've been playing since the release of beta and once it was
             | understood in what layers diamond spawned more frequently
             | it became very common. I've seen some people refuse to do
             | it just because it kinda kills the wandering exploration
             | vibes.
        
             | sudosysgen wrote:
             | It's also what I figured out when I was a kid.
        
             | lemoncookiechip wrote:
             | It's called strip/branch mining (https://minecraft.fandom.c
             | om/wiki/Tutorials/Mining#Branch_Mi...) by players.
             | 
             | Everyone (including children) learns this method over time,
             | be it by checking tutorials online, reading a wiki, or just
             | naturally due to how simple and efficient it is.
             | 
             | You just had to mine straight down to y 8/13 (this changed
             | in the new patch), make a long corridor and then just
             | branch out of that corridor in lines.
        
           | MildlySerious wrote:
           | _> I believe you 've misunderstood the intention and the
           | effect of the change._
           | 
           | No, and I don't think I have made any comment on the
           | intention. I understand what they were going for. My point is
           | specifically what you are saying: It massively changes the
           | game play. If I wanted different game play I would play a
           | different game. Every update so far, including the ones since
           | MS takeover have felt like natural progression of the game to
           | me. I enjoyed those updates and have lots of good things to
           | say about them and the way they expanded the game.
           | 
           | This update feels to me like it should have been a different
           | game, or a mod. That's the contrast I was trying to highlight
           | with my comment.
           | 
           | It's worth noting I'm not claiming anything as a fact. I was
           | stating my personal opinion and concern for the direction the
           | game is headed in, relative to my own expectations, after a
           | decade of playing Minecraft. I explained why I think that
           | way, because we're on HN.
           | 
           |  _> The holes in the ground that you dislike are entry points
           | to that system_
           | 
           | Those existed before, just that covering them and getting the
           | materials for it if you're not a fan of big craters and
           | abysses in the ground wasn't a project of its own before.
           | 
           |  _> So the transition is from a static grind to the new
           | system based on cave exploration and risk._
           | 
           | Cave exploration and mob bashing is still grinding. This will
           | get old fast if you just want to get to it and build your
           | base or whatever self assigned goal you have.
           | 
           |  _> It 's more dynamic and engaging, directly the opposite of
           | your claim here._
           | 
           | That is entirely subjective.
           | 
           |  _> You point out that it makes it more difficult to go from
           | one peak to the next, which is accurate (though in my opinion
           | you overstate the difficulty)_
           | 
           | That wasn't my claim, no. I said it is now more difficult to
           | see directly from the water, because the landscape is raised
           | so much relatively the water. Overcoming that is just
           | tedious, not difficult, because you have to get out of the
           | boat every so often to get a view of the landscape.
           | 
           | For me it is comparable to amplified maps no longer being
           | opt-in, basically. It's fun for a change, but not the game
           | experience I am looking for most of the time. Now I no longer
           | get to pick unless I stick with old versions, which of course
           | sucks for online play.
        
           | orbital-decay wrote:
           | _> Previously, the time-optimal strategy to acquire iron and
           | diamonds was to dig a hole deep into the earth and then bore
           | straight paths. This was exceptionally grindy (fans would say
           | zen, detractors would say tedious), but effective._
           | 
           | I'm not a big Minecraft player, but I'm pretty sure the time-
           | optimal strategy for getting diamonds consistently was to set
           | up a deliberate mine topology which is mathematically
           | efficient, not just dig forward in straight lines. AFAIK
           | diamond mining was the only thing that couldn't be automated;
           | for iron the time-optimal way is to construct an iron farm,
           | i.e. engineering, not grinding.
        
             | Dylan16807 wrote:
             | Unless you're really working to hit ore in a limited space,
             | you pretty much just want to make a bunch of long parallel
             | tunnels at the right height.
        
               | orbital-decay wrote:
               | If I recall correctly (I've played it years ago),
               | efficient mining methods make use of 1x1 branches and
               | optimized spacing between branches, which exposes more
               | potential ore spots in less time than a simple 2x1
               | tunnel. Someone solved the optimization problem and
               | calculated the optimal branch spacing to minimize the
               | time spent on removing the blocks per one block of ore.
        
               | Tumblewood wrote:
               | Feather mining (the style that uses the 1x1 branches) is
               | more efficient per block mined, but it requires a lot
               | more attention compared to a straight 2x1 hole because of
               | all the turning you need to do. So 2x1 is what most
               | people do. People who have enough resources to make
               | beacons usually speed-mine instead, though. That's
               | because with a beacon giving you Haste II and an
               | Efficiency V pickaxe, you can mine stone blocks
               | instantly, allowing you to clear out 2-tall spaces
               | rapidly. This destroys more blocks per ore but is much
               | faster than anything else in terms of time. That said, in
               | the 1.18 update, diamond ore can only be found at levels
               | where deepslate generates instead of stone. Deepslate
               | cannot be instant-mined, so caving is once again the most
               | efficient way to find ores. I consider this more fun than
               | the old style of mining, so I'm glad they made this
               | change.
        
           | II2II wrote:
           | One of the great things about Minecraft is game play can be
           | tailored to a player's particular tastes. In this instance:
           | if you want to dig straight down and build a branch mine to
           | get diamonds and iron, you can; if you want to take the more
           | risky route of exploring caves, you can. Personally, I fall
           | into the former category since my main interests lay in
           | exploration and building. Dropping down to the bottom of the
           | world is a quick way to get the resources required to craft
           | an enchantment table and suit up in armor, leaving more time
           | to explore the surface for things like jungles, mesas, sunken
           | ships, and anything else that will provide the resources for
           | my latest build.
           | 
           | Does 1.18 change things? I'm trying to keep an open mind,
           | trying to convince myself that the new ore distribution adds
           | nuance to my opening moves. When that conviction fails, I
           | look for other things that hold promise. Something that I've
           | toyed around with doing in the past is creating a Zork-esque
           | underground empire, but have always held back on those plans
           | since the old cave networks were bland and cramped. Yet the
           | new underground biomes make such a project more appealing.
        
         | c7DJTLrn wrote:
         | I haven't tried but I believe I can't play Minecraft anymore
         | because all players have been forced to convert their Mojang
         | accounts, which is something I simply don't want to do. Funny
         | how a company can just take away something you purchased and
         | you have no recourse.
        
           | ezfe wrote:
           | The game files continue to work, even without an account
           | actually. You can simply keep the old launcher and/or run the
           | game directly.
           | 
           | While I agree with you in principal, the truth is that if you
           | don't update the launcher it doesn't break - and if you do
           | update the launcher it also doesn't break, it just requires
           | you to complete an account migration.
        
           | shawnz wrote:
           | Why does it matter who administers the account you use to log
           | in to the game?
        
           | Tepix wrote:
           | Nope. You can still play with a Mojang account. I do.
        
             | nathanaldensr wrote:
             | You can, but you have to use the old launcher, which is
             | buried on the Minecraft site _and_ avoid the dark pattern
             | prompts to upgrade.
        
               | Shared404 wrote:
               | And eventually it will be forced they say.
               | 
               | Edit: They == Mojang/Microsoft
        
         | [deleted]
        
         | jacobmartin wrote:
         | It's extremely easy and quick to go >>1k blocks away from spawn
         | looking for good territory if you want to, and I've done so now
         | in three separate worlds. And I didn't have a bunch of
         | resources when I did that either. Iron is easier to find than
         | ever now that it spawns on the surface in mountain biomes. I
         | got over a stack just taking the surface iron on a mountain.
         | Sure, there were also copper veins, but there was plenty of
         | iron. This was the first thing I did after punching down a tree
         | and getting a stone pickaxe btw.
         | 
         | I do agree with you on inventory clutter, but that has been a
         | problem for as long as I have played the game (since about
         | 2010? I don't remember which version). I am disappointed that
         | they have delayed the introduction of the bundle.
        
         | nathanaldensr wrote:
         | You are mostly correct. My kids and I played Minecraft 1.18
         | survival even in beta. The new ore distribution rules,
         | especially for iron, greatly increase the grindiness of the
         | beginning of the game. We were compelled to immediately dig
         | down to Y=16, where iron is most common (except for extremely
         | tall mountains that are rare biomes).
         | 
         | https://minecraft.fandom.com/wiki/Ore?file=1-18-ore-distribu...
         | 
         | We did not find the world "riddled with holes," though, and
         | gaps in Minecraft have always been easy to traverse by simply
         | placing blocks.
         | 
         | 1.18 ore distribution sucks. Going caving virtually requires
         | full armor due to mobs, but now to get full armor you need to
         | go caving (or get extremely lucky).
        
           | spiderice wrote:
           | My friends and I converted an existing world to 1.8 (hard
           | difficulty). Even with full iron armor I got wrecked the
           | first time I dug down to the cave beneath our base. Was not
           | expecting the sheer number of mobs.
        
       | egberts1 wrote:
       | Why did that headline come across to me starting out as
       | "'MICROSOFT' world generation ...".
       | 
       | Oh wait, they both are "one and the same."
       | 
       | https://news.microsoft.com/announcement/microsoft-purchases-...
        
       | gswdh wrote:
       | I love gaming as much as the next person - I spent most of my
       | teens playing Half Life and the like.
       | 
       | I have a genuine question as I'm very naive to Minecraft. I see a
       | lot of time / thought / energy dedicated to making things in
       | Minecraft and can't help but feel it's a bit of a waste of time.
       | I think I feel this way because I don't know much about Minecraft
       | or the community. Other than for pleasure (which is a plenty good
       | enough reason on its own) is there any value generated here?
       | People can obviously do what they like with their time but I
       | would much rather spend my precious hours working on something to
       | add to the real world.
        
         | zimmund wrote:
         | It depends a lot on who's playing. For me it's entertainment,
         | and yes... it may be a time waste? but sometimes I need it. Why
         | should we work every single hour we are awake?
         | 
         | I've found positive outcomes from playing the game as well,
         | beyond gaming: for example it helped me realize that you can
         | have a lot of things (in game: build materials) but it doesn't
         | mean anything if you don't use them (in game: build
         | something!). It also helped me reconnect with old friends (we
         | play together in our server, hop into a voice channel sometimes
         | and we also share unrelated stuff outside the game). I know it
         | helped some people get through the pandemic.
         | 
         | It's also a good motivation for kids (and grown-ups!) to learn
         | basic server administration, plugin development, community
         | moderation, and some people also like to fiddle with textures
         | as well.
         | 
         | The game is a creativity source, very much like Lego bricks.
         | The things you do in-game may not have much value, but I'd say
         | it yields great results in the players :)
        
         | newah1 wrote:
         | Are you trying to make a statement in the form of a question?
         | It is a video game, take of it what you will.
        
         | qeng-ho wrote:
         | Why do people go for pottery classes, watch tv, ride bicycles,
         | run, read books, or otherwise do anything other than work? I
         | don't mean to be antagonistic but I find your question to be
         | flawed in the first place; why do we have to always "generate
         | value"?
         | 
         | Also, what is "the real world"? At this point, considering how
         | massively popular Minecraft is, Minecraft __is__ an extension
         | of the real world at this point. It's very unlikely that we
         | will ever lose Minecraft to history. Commit the worldsave to a
         | repo and that world is as good as the real world.
        
       | brarsanmol wrote:
       | I've been playing Minecraft on-and-off for the better part of the
       | decade now (since I was 9 or 10 wow!), I've been amazed at some
       | of the recent changes that Mojang has made with improving game
       | engine performance and now this new caving update.
       | 
       | I hope they once again push for a revival of modding multiplayer
       | servers, although that is most likely a pipe dream because of the
       | Bukkit DMCA issues in 2013-2014 :(.
        
       | CyborgCabbage wrote:
       | Here's a video by one of the developers talking about some
       | technical aspects of the new terrain:
       | https://youtu.be/TycBrFKEteU
        
       | teekert wrote:
       | It was a pleasant surprise this morning when my son and I
       | discovered the vast cave systems below Y=0 in our existing world!
       | Very well done, really cool, we're having a blast!
        
       | globular-toast wrote:
       | > I have stopped in recent years since I find it dangerously
       | addictive
       | 
       | I forgot this, but that's actually why I stopped playing it. I
       | was in uni around 2007-08 and realised it was using a serious
       | amount of my time and energy. I just quit cold turkey back then.
       | I've barely played any video games since this point, in fact.
       | 
       | What I loved about Minecraft initially was the exploration. I got
       | into it during the beta (I think) when there was no mini-map or
       | any "lifelines" you expect from a normal game. One thing that was
       | possible was to go down into cave system, run out of torches,
       | fall somewhere and just be trapped in the dark. The game was so
       | simple there was a very real fear of losing your save file
       | because you got trapped in a cave forever.
       | 
       | Are there any other games that have real stakes in them like the
       | early Minecraft versions?
        
         | simonh wrote:
         | A fair few games have an Iron Man mode where they only save on
         | exit, so you can't revert.
        
         | Dylan16807 wrote:
         | Surely you could always punch your way out? And an unlit cave
         | was never pitch black as far as I'm aware.
        
           | globular-toast wrote:
           | Maybe, but I think there was still a risk you'd end up under
           | water? I don't think it ever actually happened to me as I was
           | genuinely scared of getting stuck so I was always prepared
           | and careful.
        
         | kuschku wrote:
         | That's what the hardcore mode in Minecraft is for: if you die,
         | the save is deleted.
        
         | Hinrik wrote:
         | >I was in uni around 2007-08 and realised it was using a
         | serious amount of my time and energy.
         | 
         | The first public version of Minecraft came out in May 2009.
        
           | globular-toast wrote:
           | Wow, that's strange, I could have sworn it was earlier. It
           | must have been 2010-2011 when I stopped playing it then.
        
       | rland wrote:
       | It's been a while since I've played Minecraft, so I can't speak
       | to the newer terrain. But I always thought they could
       | significantly improve the world gen.
       | 
       | Perlin noise is cool, but why not try to fully simulate plate
       | tectonics, weather patterns, drainage? It would go a long way if
       | deserts were in the rainshadow of mountain ranges, islands
       | corresponded to real volcanic activity, etc.
       | 
       | I guess there is a limit to what you can do with the chunk-by-
       | chunk approach, but I think a certain type of minecraft player
       | stays basically put within a couple dozen chunks. Having worlds
       | "load" on exploration would be a worthwhile tradeoff.
       | 
       | I get that this is a hard, but it is interesting, and it's a
       | problem that would captivate an intelligent developer. They have
       | like a million dollars, why not?
        
         | vidarh wrote:
         | You can do something like this by layering. E.g. generate a
         | high level coarse map that sets some features like average
         | elevation, and calculates climate from that and derives biome
         | from that, as an input into the lower level worldgen
        
           | sk0g wrote:
           | Reminds me of the AutoBiomes paper! Waiting for something to
           | be integrated into EG a terrain creation tool (no!-MC games),
           | should produce pretty interesting results.
           | 
           | https://cgvr.cs.uni-bremen.de/papers/cgi20/AutoBiomes.pdf
        
           | madeofpalk wrote:
           | I believe this is exactly how minecraft's new "3D" worldgen
           | works. It calculates a high-level terrain map, then a
           | temperature map, and then biomes are placed on top of them
           | that fit the characteristics.
        
         | eesmith wrote:
         | The article suggests that "more realistic" is correlated with
         | "boring".
         | 
         | "Real" is an interesting concept. Any such simulation couldn't
         | really be based on Earth geophysics. Who wants to spend months
         | crossing the steppes? Real magma isn't something you find by
         | accident. Real tunnels can collapse. And so on. So these
         | intelligent developers will need to create a new system of
         | geophysics.
         | 
         | I've read that Dwarf Fortress uses a process more like what you
         | describe.
        
           | poser-boy wrote:
           | > The article suggests that "more realistic" is correlated
           | with "boring".
           | 
           | I wouldn't say so. With the increased mountain height I'd
           | argue the terrain is more realistic than ever, and not
           | boring.
        
             | eesmith wrote:
             | I'm referring to this part of the article:
             | 
             | > In the b1.8 update [September 2011], the terrain
             | generator was subject to a rewrite aimed to make the code
             | simpler, and make the terrain more realistic. ... at the
             | time it caused quite a controversy, a thread on the
             | Minecraft Forums decried the new terrain as "boring".
             | 
             | What does "realistic" mean to you? Are you looking at it
             | like a geologist? If we follow rland's idea to completion,
             | Minecraft players should look for kimberlite pipes to find
             | diamonds, etc.
             | 
             | I'm certain some people would love virtual prospecting like
             | this. But I strongly doubt the game would be as popular.
        
           | arketyp wrote:
           | I think a SimClimate could become a hit. Maybe the dynamics
           | could be gamified for kids, but I bet there are lots of
           | adults who'd also want to just "spend months crossing the
           | steppes" following the seasons pretty much.
        
             | pbronez wrote:
             | Hmm are there any Climate Change strategy games?
             | 
             | There are games for nuclear war and pandemics that are fun
             | and educational about the globe-spanning dynamics of those
             | catastrophes. There are also games like Universal
             | Paperclips that provide an intuition for the exponential
             | dynamics of complex systems.
             | 
             | Seems like there should be a way to fuse these concepts
             | around climate change.
        
               | acdanger wrote:
               | Civilization VI tacked on climate mechanics with one of
               | its addons.
               | 
               | https://civilization.fandom.com/wiki/Climate_(Civ6)
        
         | kuschku wrote:
         | Doesn't the ultra-realistic mod terrafirmcraft already do
         | exactly that?
        
         | RugnirViking wrote:
         | It is stunningly difficult to do something like this within
         | procedural generation. Remember a given xyz coordinate has to
         | generate given only the coordinate number itself and a seed.
         | You couldn't do stuff like plate tectonics within an "infinite"
         | world because that would require generating every block which
         | is akin to generating every digit of pi
        
           | willis936 wrote:
           | You could set up domain boundaries where everything in that
           | domain is relatively isolated from other domains. When
           | nearing an ungenerated domain, do the procedural +
           | evolutionary generation and handle the borders blending.
           | Domains could be tectonic plates. This would cause hitches on
           | exploration, but they would be relatively infrequent and
           | overall few since domains would be so large.
        
           | adam_arthur wrote:
           | Hmm, I'm not sure that's true.
           | 
           | If you generate a noise function that dictates where the
           | "plates" are, then the location of the "plates" is already
           | predetermined from the construction of the function. Then the
           | output of that function could be used to alter the
           | mountain/terrain functions.
           | 
           | Thus, no need to pregenerate everything. You pregenerate all
           | of the functions in advance, but not all of the outputs.
        
           | ThalesX wrote:
           | I also find it stunningly difficult, however, when I look at
           | Sebastian Lague's channel [0] (no affiliation, just one of
           | the best channels I follow), I feel like this could be a not
           | so stunningly difficult project for him.
           | 
           | [0] https://www.youtube.com/channel/UCmtyQOKKmrMVaKuRXz02jbQ
        
         | pests wrote:
         | What do you mean having then load on exploration? That's the
         | current state - a chuck isn't generated until you need to load
         | it. This means when you take an old save to a new version any
         | already-loaded chucks you're stuck with but any new exploration
         | causes new world gen on the new version.
        
           | herghost wrote:
           | Oh wow. I did not realise this was the case. Thank you!
        
             | pests wrote:
             | I think this actually might be a slight negative tbh -
             | since everything is split into chunks and generated on
             | demand, you lose the ability to do larger passes over
             | multiple chucks at gen time. No real way to do tectonics or
             | weather patterns as you don't necessarily know what's in
             | your chunk neighborhood.
        
               | namrog84 wrote:
               | You can by generating Metadata for an area larger than a
               | chunk itself.
               | 
               | Also frequently when using things like peeling noise is
               | to use different scale and resolution of the noise
               | itself. While on smallest scale there might be 1 noise
               | value per minecraft block. You can can also use a
               | different scale in that 1 noise value is used per 10x10
               | minecraft chunk (16x16 blocks?)
               | 
               | Also not sure how familiar you are with noise generation
               | like perrin but things have slopes to them and isn't just
               | completely random per point. So even without seeing
               | generated data. You can infer a little bit about the next
               | value depending on the intensity and resolution.
               | 
               | Lastly, you can just not use noise at all and just place
               | things at given coordinates and make the game incorporate
               | them into the proc gen at chunk time. E.g. you want a
               | city always at 1000,1000 coordinate far away from 0 0.
               | When you get near you can apply smoothing filters in and
               | around the 1000 1000 position thru various math and
               | layering systems so no matter the proc gen at that point.
               | City can be there and it not look completely out of
               | place.
        
               | sudosysgen wrote:
               | There is a biome system that solves this issue. You can
               | compute biome borders and use them for tectonics or w/e
               | else.
        
               | alvarlagerlof wrote:
               | You could do much larger chunks on gen.
        
           | rland wrote:
           | Yes, I think (maybe) the reason they use perlin noise is
           | because it's fast. I'm saying have an actual loading screen
           | when you go to a new area and spend some CPU cycles doing
           | advanced plate tectonics or whatever.
        
         | danielvaughn wrote:
         | Other people are pointing out that real == boring, but I
         | disagree. Perhaps we wouldn't want a literal real world, but
         | hyper interactive terrain like you suggest could be used to
         | explore new and interesting gameplay ideas.
        
       | ykl wrote:
       | The new worldgen is incredible, both above and below the surface.
       | Hats off to everyone at Mojang that worked on this!
       | 
       | One of my favorite game memories of all time was the first time I
       | played Minecraft during the alpha days and immediately got lost
       | in the world. For me, going into a 1.18 world and finding a giant
       | mountain chain and then finding a cave on the peak of the
       | mountain that falls all the way into a giant underground ocean at
       | the bottom of the world in a huge cavern complete with
       | underground vegetation... it brought me right back to that sense
       | of exploration and wonder that I remember from the very first
       | time I played Minecraft.
       | 
       | Also, I found this datapack (sort of like a mod but doesn't
       | require patching the game since the game natively supports
       | loading datapack files) called Terralith [1] that extends the
       | 1.18 worldgen with even more cool stuff. Wandering around the new
       | 1.18-style mountains is incredible, and then stumbling across
       | something the resembles Yellowstone National Park added by
       | Terralith is even more incredible. It's worth a try if you like
       | just wandering around in Minecraft marveling at the scenery.
       | 
       | [1] https://www.planetminecraft.com/data-pack/terralith-
       | overworl...
        
         | matthberg wrote:
         | I also recently (today in fact) encountered the Terralith
         | datapack, it's rather impressive and I'm tempted to try it out.
         | From what I know it doesn't add any new blocks, instead it just
         | reuses existing vanilla ones.
         | 
         | There's a trailer they made for a recent update that shows off
         | some of the terrain results:
         | 
         | https://youtu.be/zmIvURR_-eg
        
         | teekert wrote:
         | I added the Terralith datapack to a new world on my server, but
         | am I not getting it? Everybody gets the same world right? Yo
         | have to download other seeds? I don't see massive changes, any
         | coordinates that are particularly interesting in the default
         | world?
         | 
         | Edit, I think I found something nice (a cave) at -281, -15,
         | 436, that's not something 1.18 generates by default I guess?
        
         | toastedwedge wrote:
         | Thank you for mentioning this. I've been out of the
         | "MCraftsphere" for a long time now, so jumping from ~1.6.4 to
         | 1.18, alongside the plethora of mods (data packs now?) is
         | absolutely mind blowing. I had no idea the depth to which it
         | has been taken, but it looks like I now have an afternoon
         | project.
        
         | tehbeard wrote:
         | The one thing that always stuns me is how in the hell did they
         | (both Mojang and terrain pack creators) figure this out from
         | math?
         | 
         | Like, it's perlin noise and a bunch of algorithms and it makes
         | mountains and caves and overhangs that are all decorated and
         | such and a river bleeding into a ravine that leads into a giant
         | cave network.
        
           | lmilcin wrote:
           | It is not that difficult if you apply yourself.
           | 
           | Just yesterday I watched this fantastic explanation of how to
           | generate realistically looking ocean surface:
           | https://www.youtube.com/watch?v=kGEqaX4Y4bQ
           | 
           | The fantastic part about this video is just how little of
           | actual physics you need to know to create convincing, complex
           | waves. You can skip entire fluid dynamics and condense it to
           | "water molecules move in circles when subjected to a wave".
           | 
           | Forget about Perlin noise, it is useful to getting
           | _something_ but it is IMO dead end if you are for realistic
           | looking world. There isn 't a way to fix it because,
           | fundamentally, it is completely disconnected from how land
           | features are created in real life. To get asymptotically to
           | realism you have to start taking into account more and more
           | of physics and passage of time and Perlin noise just
           | completely ignores this.
           | 
           | To get realistic representation you need to build a little
           | model that knows a little bit about how the features are
           | created.
           | 
           | You can even go Dwarf Fortress direction and model processes
           | that create various features of the world over time.
        
           | morsch wrote:
           | Don't underestimate the role of the human observer focusing
           | and exploring the most interesting parts.
        
             | radicalbyte wrote:
             | Didn't we all do that as kids with the Mandelbrot set
             | viewers? Just explore it to find some cool visualizations..
             | then zoom in and repeat %)
        
         | Causality1 wrote:
         | I wonder how many if those alpha worlds are preserved. I
         | started when the alpha was free and the beta was pay, and the
         | scope of those alpha worlds was just incredible. There wasn't
         | much in the way of nature in the alpha so all those worlds were
         | more art project than construction.
        
           | ykl wrote:
           | With the current launcher, you can actually pick which
           | version/update to play, including old versions. For Java
           | Edition, it lists versions all the way back to alpha as
           | options.
        
             | rightbyte wrote:
             | This is so user-unhostile I wanna cry. Most companies just
             | want the power to force antifeutures on the users nowadays.
        
               | RugnirViking wrote:
               | The Microsoft acquisition of Minecraft is inexplicably
               | one of the few big tech acquisitions that hasn't
               | completely destroyed the product. It's impressive
        
               | fnord123 wrote:
               | Eh, aside from making java and bedrock incompatible,
               | requiring Xbox live accounts to play, deleting customer
               | accounts in the transition to Xbox live, making realms
               | which are different somehow from java and bedrock (many
               | parents had a devil if a time figuring out how to setup a
               | server for kids playing on all the platforms during
               | lockdown)... Aside from this they didn't ruin it.
        
               | wolrah wrote:
               | > Eh, aside from making java and bedrock incompatible
               | 
               | The "Minecraft Pocket Edition" (MCPE) code that became
               | Bedrock predates Microsoft's involvement by over three
               | years. Bedrock is actually Microsoft's effort to unify
               | versions, eliminating the separate legacy console
               | editions and providing cross-play with PC, mobile, and
               | other console users.
               | 
               | Java remains separate because the consoles will never run
               | Java and the modding community that exists around the
               | Java version just can't be replicated on the Bedrock
               | codebase. If it weren't for mods I guarantee Java edition
               | would be dead.
        
               | CrazyStat wrote:
               | Java and Bedrock were already incompatible before
               | Microsoft for involved, that wasn't their doing.
               | 
               | Realms are obviously different because the two versions
               | are incompatible.
        
               | goblin89 wrote:
               | IMO the worst among the things Microsoft is doing to
               | Minecraft is introducing an in-game currency (to an
               | already paid game!).
               | 
               | They target Bedrock for this, and I strongly suspect once
               | it starts bringing in extra money they will essentially
               | kill further Java edition development.
        
               | eropple wrote:
               | IMO, the Java edition doesn't really _need_ additional
               | development, though. It 's absolutely nice to have, but
               | the reason (for me) to play the Java version is the
               | community.
        
               | goblin89 wrote:
               | The problem in this scenario will be feature disparity.
               | If they want, they can add cool stuff to Bedrock, and
               | make vanilla Java version feel old and obsolete just the
               | way 1.12 (which probably has the most mods) looks now
               | when compared with fresh 1.18.
               | 
               | Then, by making Bedrock available to people who paid for
               | Java, they would give a hassle-free way for players and
               | modders to try it, and many will probably stick to the
               | latest version.
               | 
               | I do hope, if this scenario comes about, the community
               | will keep the Java version alive by maintaining feature
               | parity, but there're fundamental issues where some
               | features might not be easily backported on Java due to
               | performance limitations, plus community fragmentation as
               | different modders try to backport same new features in
               | different mutually incompatible ways.
        
               | xboxnolifes wrote:
               | > Then, by making Bedrock available to people who paid
               | for Java, they would give a hassle-free way for players
               | and modders to try it
               | 
               | It would be hassle free for vanilla players, but
               | certainly not for modders. There are years of community
               | support built around the Java version that would need to
               | be moved to bedrock to make moving the modding scene
               | hassle free.
        
               | bombcar wrote:
               | Correct - many modpacks are still on 1.7 or 1.12 anyway.
        
               | CursedUrn wrote:
               | Also they added microtransactions on many platforms. I
               | did expect them to ruin it more by now though.
        
               | aceazzameen wrote:
               | Yeah, I'm a parent that was new to Minecraft during
               | lockdown. It didn't take me long to figure out Bedrock
               | and Java are incompatible, but I did have to explain it
               | to other parents with kids that wanted to play with my
               | kids (my kids play on Bedrock to be most compatible).
               | 
               | My biggest issue is the amount of friction when creating
               | a new Microsoft account for a child. I have to walk
               | through other parents in creating a MS account for
               | themselves (if they don't have one), then how to make a
               | child account with a username, then finding and ticking a
               | bunch of checkboxes to allow online play, then launching
               | Minecraft and signing in with the new child account. It's
               | way too many steps with email verifications. It's >30
               | minutes. In just my circle there's several parents who
               | gave up and sadly their kid can't play with their group
               | of friends. People outside of tech don't have patience
               | for that crap. This is all outside the fact that each
               | console has their own form of friction in allowing kids
               | to play online.
               | 
               | C'mon Microsoft, you can improve the new user process.
               | Just make an optional in-game wizard asking parents a
               | bunch of questions so kids can play ASAP. And if the
               | issue is that it wouldn't fit in with the one-size-fits-
               | all MS accounts used for everything else, then flag the
               | "wizard-built" accounts as incomplete so parents can go
               | through making a 360 account another day. Damn metrics.
        
               | mimimi31 wrote:
               | Also mass locking Microsoft accounts that were created
               | without providing a phone number[1].
               | 
               | For some reason they locked my completely unused
               | Microsoft account, that was created for the sole purpose
               | of migrating my Minecraft account to, due to "unusual
               | behavior" (or "activity that violates our Microsoft
               | Services Agreement" if you go by the error message
               | instead of the corresponding knowledge base article).
               | 
               | The reasonable thing to do in such a case if of course to
               | require users to "[verify] [they] are the account owner"
               | by receiving an SMS verification code on an arbitrary
               | phone number (they explicitly mention the possibility of
               | "asking a trusted friend or family member" for this).
               | 
               | [1] https://github.com/MultiMC/Launcher/issues/4093
        
               | DonHopkins wrote:
               | One way Microsoft improved the product was to remove all
               | mentions of Markus "It's OK To Be White" Persson's name
               | from the game.
               | 
               | https://en.wikipedia.org/wiki/Markus_Persson#Controversy
               | 
               | >Controversy
               | 
               | >Persson has received criticism for political and social
               | opinions he has expressed on Twitter, such as referring
               | to feminism as a "social disease" and claiming that most
               | feminists are "overtly sexist against men."[50][51] In
               | June 2017, Persson faced criticism for referring to video
               | game developer Zoe Quinn as a "cunt".[50] Later in June
               | 2017, he tweeted in support of a heterosexual pride day,
               | calling opponents to the idea "cunts" and stating that
               | they "deserve to be shot".[51] After facing backlash, he
               | deleted the tweets and rescinded his statements, writing
               | "So yeah, it's about pride of daring to express, not
               | about pride of being who you are. I get it now."[52] In
               | November 2017, Persson was criticized for posting a tweet
               | which reads "It's ok to be white."[53] In follow-up
               | tweets, he said he believed privilege is a "made up
               | metric".[54]
               | 
               | >A March 2019 Minecraft update removed all mentions of
               | Persson from the game's menu, though his name is still in
               | the credits.[55] Microsoft did not explain this action,
               | but its timing led multiple news outlets to conclude it
               | was related to the controversies associated with
               | him.[55][56] Persson was not invited to the game's tenth
               | anniversary event later that year, with Microsoft saying
               | that his views "do not reflect those of Microsoft or
               | Mojang".[8][57] Microsoft then dissociated from Persson
               | due to his controversial comments on his Twitter
               | account.[8]
               | 
               | "It's okay to be white":
               | 
               | https://en.wikipedia.org/wiki/It%27s_okay_to_be_white
               | 
               | Minecraft Creator Tells Women on Twitter 'Act Like a
               | Cunt, Get Called a Cunt':
               | 
               | https://observer.com/2017/06/minecraft-gamergate-markus-
               | pers...
               | 
               | Minecraft's Creator Excluded From the Game's 10th
               | Anniversary Due to Racist, Sexist, Transphobic Comments
               | 
               | https://www.themarysue.com/notch-minecraft-bad-comments-
               | and-...
               | 
               | Minecraft Creator Sparks Cries of Homophobia
               | 
               | https://fortune.com/2017/07/02/minecraft-markus-persson-
               | homo...
               | 
               | 'Minecraft' Creator Excluded From Anniversary Due to
               | 'Comments and Opinions' (EXCLUSIVE)
               | 
               | https://variety.com/2019/gaming/news/minecraft-creator-
               | exclu...
               | 
               | The Creator of Minecraft Tweeted Some Dumb Stuff About
               | Race
               | 
               | https://www.gq.com/story/notch-whiteness-tweets
               | 
               | Microsoft removes references to game creator Notch in
               | latest Minecraft update
               | 
               | https://www.techspot.com/news/79403-microsoft-removes-
               | refere...
               | 
               | Some References to 'Minecraft' Creator Notch Removed From
               | Game
               | 
               | https://variety.com/2019/gaming/news/notch-removed-
               | minecraft...
               | 
               | Minecraft creator Notch won't be included in the game's
               | 10 year anniversary event
               | 
               | https://www.vg247.com/minecraft-creator-notch-absent-
               | from-an...
        
               | bavxo wrote:
               | Is the argument that liberals write better code or...?
               | I'm completely lost in this sea of links.
        
               | DonHopkins wrote:
               | Who said "liberal" or "better code"? It's about White
               | Supremacy and Racism and Sexism and Homophobia and
               | Transphobia.
               | 
               | Those articles simply quoted his own words, and Wikipedia
               | doesn't declare whether he's liberal or conservative, or
               | a good or bad coder.
               | 
               | You're the one who's revealing their assumption that
               | White Supremacists and Racists and Sexists and Homophobes
               | and Transphobes are usually right wing, not liberal.
               | 
               | Unfortunately you're correct and totally justified in
               | that assumption, of course, but that's beside the point,
               | and not what the article said.
               | 
               | Nobody said anything about liberals or conservatives, or
               | writing worse or better code, either.
               | 
               | And if he was "just joking", then Popehat's Rule of Goats
               | applies:
               | 
               | https://www.urbandictionary.com/define.php?term=Popehat%2
               | 7s%...
               | 
               | >Popehat's Law of Goats
               | 
               | >He who fucks goats, either as part of a performance or
               | to troll those he deems has overly delicate sensibilities
               | is simply, a goatfucker.
               | 
               | >He claimed he was just pretending to be racist to
               | trigger the social justice warriors, but even if he is
               | telling the truth, Popehat's Law of Goats still applies.
        
               | bavxo wrote:
               | Since you said "Microsoft improved the product" and this
               | is a software product, I don't see any other possibility
               | than talking about writing better code.
        
               | DonHopkins wrote:
               | A product is a whole lot more than code. Sounds like
               | you've never shipped one.
               | 
               | So back to the point: What did you think of the words
               | that Markus said?
               | 
               | Do you agree with Markus Persson that Zoe Quinn is a
               | "cunt", and think that Markus was right to tell her so
               | publicly and personally on Twitter?
               | 
               | Do you think it's a good business decision for Microsoft
               | to associate themselves with those words?
        
               | bavxo wrote:
               | >Do you agree with Markus Persson that Zoe Quinn is a
               | "cunt", and think that Markus was right to tell her so
               | publicly and personally on Twitter?
               | 
               | I don't know either person but I think they both should
               | have a right to say whatever they want.
               | 
               | >Do you think it's a good business decision for Microsoft
               | to associate themselves with those words?
               | 
               | I think people will care for two days and then forget
               | about it. It's irrelevant. Some people will boycott the
               | product if they stay associated but then some will like
               | what happened and will buy if they let the guy stay as a
               | way of supporting him. Overall it will make zero
               | difference.
        
               | [deleted]
        
               | rightbyte wrote:
               | Ye well MS can't wish the old offline installers out of
               | existence I guess.
        
               | Wowfunhappy wrote:
               | ...is there an offline installer for Java Minecraft? I
               | think it always downloads most of the real game at first
               | run.
        
               | null4bl3 wrote:
               | They soon plan to only allow logging in with Microsoft
               | accounts no?
        
           | trotFunky wrote:
           | Minecraft is one of the biggest games of my teenage years,
           | starting in Alpha, and I always was a bit paranoid, making
           | backups and copies of things. As the sibling comment points
           | out, you can go back in versions from the game launcher
           | itself and I recently did a nostalgia trip loading up those
           | worlds again, seeing how the game has evolved, how my playing
           | style evolved... By loading them into a few intermediate
           | versions, you can even get them to load in the latest one ! I
           | really appreciate to be able to do that. (Even if I still
           | have a couple of copies of the older versions I could play
           | with !)
        
       | littlestymaar wrote:
       | If you like voxel world generation, I strongly advise you to
       | check out Veloren[1], it has a much much deeper worldgen that
       | what Minecraft offers.
       | 
       | [1]: https://veloren.net/ the game is still under development but
       | it has been playable for more than a year now.
        
         | moffkalast wrote:
         | Or more like open terrain generator for spigot, it's so much
         | better than stock minecraft it's laughable.
         | 
         | https://i.imgur.com/YtDraMh.jpg
        
         | skitter wrote:
         | I wouldn't say that it has deeper worldgen, but because it
         | replaces voxel terrain with a lower lod after a certain
         | distance, the world has a feeling of massive scale. You can see
         | a far away mountain range on the horizon and actually journey
         | there, then glide down it to an even further sea. Afaik the new
         | site2 system also shows lod levels for generated structures.
        
           | phit_ wrote:
           | there's some mods that add lod to minecraft with some
           | stunning results
           | 
           | https://www.curseforge.com/minecraft/mc-mods/lod-level-of-
           | de...
           | 
           | https://github.com/PorkStudios/FarPlaneTwo
        
           | littlestymaar wrote:
           | The world feels massive because it is actually: a medium-
           | sized hill in Veloren is taller than the entire horizontal
           | dimension in Minecraft.
           | 
           | I'm personally not fond of the (pretty crude) lod view,
           | especially because of the moire in it.
        
             | littlestymaar wrote:
             | Edit: vertical obviously.
        
         | shynrou wrote:
         | Looks like a really cool open source project, will definitely
         | check it out.
        
         | dEnigma wrote:
         | This seems like a recreation of Cubeworld, which unfortunately
         | seems pretty much dead now (but the developer disappeared for
         | years at a time in the past too, so who knows). Too bad they
         | changed a lot of the systems that made the game great for the
         | Steam release.
         | 
         | https://picroma.com/
        
         | sorenjan wrote:
         | > Veloren is a multiplayer voxel RPG written in Rust.
         | 
         | This is such a meme by now, I have to assume it's an inside
         | joke. Even games mention that they're "written in Rust" in the
         | first sentence in their official presentation, what other
         | programming language communities does this? Why would anyone
         | except other Rust programmers care?
        
           | Shish2k wrote:
           | In a winamp discussion thread a couple of days ago somebody
           | linked to https://www.strawberrymusicplayer.org/ , and I had
           | the same reaction to their "It's written in C++ using the Qt
           | toolkit and GStreamer. Strawberry is compatible with both Qt
           | version 5 and 6."
           | 
           | It's definitely weird for end-user software to promote itself
           | based on internal implementation details, but it's by no
           | means a rust-exclusive phenomenon.
        
             | SahAssar wrote:
             | That line is the last line of their "About" section, and
             | for open source software it is relevant since OSS projects
             | often want people to contribute.
        
               | littlestymaar wrote:
               | Veloren is a community-developped game that's still far
               | from done, at this point they are looking for
               | contributors much more than players at this point, so
               | that makes sense.
        
               | Shared404 wrote:
               | Much like Veloren?
        
           | kgwxd wrote:
           | Every sentence on the page is focused on developers, the
           | community developing it, and technical details of the game.
           | It seems relevant.
        
           | mtsr wrote:
           | In the case of Veloren it's rather relevant since it's a
           | community project and this way they actively recruit new
           | contributors among people (interested in) using rust for
           | gamedev.
        
           | officeplant wrote:
           | I'm not a programmer, but anytime I see something other than
           | Java mention it usually bodes well for performance.
        
           | xahrepap wrote:
           | "Minecraft Java Edition" springs to mind :P
           | 
           | Otherwise I mostly only see this when it's "for developers by
           | developers"
        
         | axefrog wrote:
         | The Veloren developers seem to have forgotten to provide a page
         | of information _anywhere_ giving a non-negligible overview of
         | what the game is about. The main website has little more than a
         | paragraph listing some other games as inspiration, followed by
         | some Minecraft-like screenshots. It also has a manual which is
         | clearly focused on developers and contributors, as it provides
         | next to no information for a new person who just wants to know
         | a bit more about the game without having to actually download
         | it. How is it similar to Dwarf Fortress? How is it similar to
         | Minecraft? How is it different? What do you do in it? Why is it
         | so much work just to find an overview of the game and what it
         | has to offer?
        
           | ShamelessC wrote:
           | Submit a pull request.
        
             | jnovek wrote:
             | With what? A manual?
             | 
             | Parent is checking out a game because it was mentioned on
             | HN and finds that the game's web page doesn't have a manual
             | and your response is essentially: "Play the game sight-
             | unseen, learn everything about it, write a manual and
             | contribute it back to the project"? That's not very
             | realistic.
             | 
             | I could see creating an issue in the tracker, perhaps.
        
               | ShamelessC wrote:
               | Apologies; I said "submit a pull request" when indeed I
               | just meant "make a contribution". Creating an issue is a
               | reasonable action. Criticizing a volunteer-supported
               | project on hacker news will possibly net you some upvotes
               | but writing this entire complaint in an issue tracker is
               | far more productive in my opinion.
        
           | littlestymaar wrote:
           | It's still under heavy development, AFAIK there is a long
           | time vision but they are still far from there so it wouldn't
           | make sense to discuss about it in the front page.
           | 
           | And at this point they are clearly looking for contributors
           | much more than for players, that's why all the documentation
           | you'll find is targeting the former.
           | 
           | Documentation and marketing material require a lit of work,
           | and doing so continuously against a fast-moving target is a
           | enormous effort.
        
         | poser-boy wrote:
         | Veloren is great. I'm pretty sure it's worldgen uses Simplex
         | noise, rather than the Perlin noise like MC does.
        
           | tormeh wrote:
           | It uses simulation, like Dwarf Fortress. Of course randomness
           | is involved, but there's a real attempt at realism in the
           | geology, etc.
        
         | astrobe_ wrote:
         | See also Minetest, which has several native map/terrain
         | generators [1]. In addition, one can define other generators as
         | mods using Lua [2]. Mods can define new biomes [4], place
         | buildings [5], roads [3], etc.
         | 
         | If you add all that, though, you might there might be some
         | glitches (roads passing through buildings..) but that's part of
         | the fun.
         | 
         | [1] https://wiki.minetest.net/Map_generator
         | 
         | [2] https://forum.minetest.net/viewtopic.php?f=9&t=27374
         | 
         | [3] https://forum.minetest.net/viewtopic.php?f=11&t=18529
         | 
         | [4] https://forum.minetest.net/viewtopic.php?f=11&t=17096
         | 
         | [5] https://forum.minetest.net/viewtopic.php?f=9&t=13589
        
       | aliimran wrote:
       | kenjken
        
       | Kye wrote:
       | I made a video exploring underwater caves in the new worldgen:
       | https://www.youtube.com/watch?v=OusWYZ3yWW0
       | 
       | They seem to go on forever.
        
       | ralusek wrote:
       | Other things to note. One big one is that the world height limit
       | has increased from 256 blocks to 320, which allows for much more
       | verticality.
       | 
       | I think the whole field of world generation is awesome. Perlin
       | noise, and the concepts of "smooth noise" that have come from it,
       | and the clever ways people have found to layer noise and use it
       | to map biomes and heights, and spawn locations, etc. And then,
       | even more impressively, with games like No Man's Sky, you have
       | this concept applied to spherical geometry. I just think it's all
       | so cool.
       | 
       | Incidentally, his (Sean Murray, creator of No Man's Sky) is the
       | best talk I've ever seen on the topic:
       | 
       | https://www.youtube.com/watch?v=C9RyEiEzMiU
        
       | dan-robertson wrote:
       | My understanding of the height limit (originally 128 and later
       | 256) was that the lighting algorithm was O(height limit), and so
       | it was hard to increase it arbitrarily. And then most of the
       | shape of the terrain is dictated by the height limit--you
       | couldn't really have big mountains full of false summits, and
       | indeed the terrain generation didn't really have many low-
       | frequency features that spanned large areas (but maybe they are
       | boring because they are slow to traverse). For comparison, the
       | highest peak in the European part of the Netherlands is around
       | 320m whereas the Minecraft limit wouldn't let you above 192m
       | above sea level. Denmark has a highest peak of 170m so it would
       | fit but the game wouldn't generate such a thing as you'd only
       | have 22m above the top to build. I wonder if one way around
       | raising the height limit would be to offset the base height of
       | chunks relative to each other, but that might lead to strange
       | behaviour in other parts of the game. Maybe Microsoft have
       | figured out a better fix to allow increasing the limit.
        
         | kibwen wrote:
         | The extremely low height limit is also influenced by gameplay:
         | many voxel games let you run up slopes that vary by only a
         | single vertical step, but Minecraft forces you to jump to
         | climb, which is much slower. Nobody wants to jump 16,000 times
         | just to get over a mountain range. On the other hand, while I
         | actually really like the traversal and movement in Minecraft
         | and I wouldn't want to change it, the current height and
         | generation limits really are just too low to create anything
         | truly majestic. The new update has increased the limits by 128
         | (64 blocks each above and below the prior limit, for new
         | extreme Y coords of 320 and -64), which is a welcome change,
         | but IMO they could have gone a bit higher.
        
           | infogulch wrote:
           | Actually +64 above/+64 below is only the new default. Custom
           | worlds will be able to increase the world height limits to
           | +2032/-2032. That leaves a lot of room for activities. I
           | think custom terrain gen data packs like the one mentioned
           | above still have to be adjusted to actually use the full
           | height.
           | 
           | I'm excited for mappers that can now build 1-1 scale
           | recreations of real and fantasy locations like everest
           | (~4000m from the base), minas tirith (300m), barad-dur
           | (1400m), courisant senate building (600m), etc.
        
       | [deleted]
        
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