Minecraft

Minecraft Dev Tracker




12 Nov


11 Nov

Comment

Originally posted by craft6886

=== Thoughts ===

  • Can anyone elaborate on “biome blending?” I thought that was already a graphical setting since 1.13 having to do with the amount of smoothness that biome color transitions would have. Is this something new?

  • Hooray for the return of Large Biomes and Amplified! I was really hoping they’d bring those back, especially so we can find super expansive Dripstone/Lush caves. I also really wanna see a huge mountain biome, would that be like the Himalayas?

  • Thank god for 1.18’s removal of those shitty little ponds all over the damn place, especially in plains and deserts.

  • Kinda sad about no ambient sounds/tracks for the new cave biomes, I was really hoping for that since we got those in 1.13 for the ocean and 1.16 for Nether biomes. Hopefully we’ll get them in the Wild Update…

RIP me, gotta go to work. Can’t wait to test Large Biomes and Amplified when I get home.

Biome blending is referring to when opening up an old world and new chunks blending with old chunks. In previous snapshots, the new chunks would only blend the terrain itself and you would see a hard line between old chunk biomes and new chunk biomes. Now, the biomes from the old chunks actually smoothly blend into the new chunks, meaning no more hard biome lines are visible near blended areas.

Comment

Originally posted by kingbdogz

A variety of factors, but the most important being that anything we keep in requires more support and maintenance of said feature, meaning more time taken away from the base game/world type itself. These world types are very much legacy ideas which are no doubt cool concepts, but nothing that we regularly support, tweak or improve since they've been added to the game. Furthermore, this is nothing the community cannot do with data packs themselves.

As an example, Floating Islands is just the End generation with a different biome/surface decorator. It's a very simple datapack.

Having less world types means we get to focus on supporting what is most important to the playerbase - the normal vanilla world type.

Cave world type is also just the Nether generation with different biomes as well.

Ideally supporting these world types would mean designing them in more interesting ways other than just copy and pastes of existing generations, but that is not something that feels worth the time with much more pressing things to improve.

Comment

Originally posted by Destroy_Hungayry

That's a bad addition

Game development is always a series of compromises - it's either supporting these likely rarely used world types and taking away development time from other more important things, or to stop supporting them and give us more time for those things that matter.

Comment

Originally posted by dhogwarts

Why would you remove something from the game and say “data packs can do that?” Why not just leave it? Sorry if this comes off as rude, I just don’t understand the reasoning

A variety of factors, but the most important being that anything we keep in requires more support and maintenance of said feature, meaning more time taken away from the base game/world type itself. These world types are very much legacy ideas which are no doubt cool concepts, but nothing that we regularly support, tweak or improve since they've been added to the game. Furthermore, this is nothing the community cannot do with data packs themselves.

As an example, Floating Islands is just the End generation with a different biome/surface decorator. It's a very simple datapack.

Having less world types means we get to focus on supporting what is most important to the playerbase - the normal vanilla world type.

Comment

Originally posted by DaulPirac

Does this mean we can already update old worlds?

No. There is still a chance that there is some nasty undiscovered bug which will mess something up. Wait for the release.

Comment

Originally posted by decitronal

From kingbdogz on twitter:

We removed Cave worlds and Floating Islands because we were never quite supporting them to begin with, and these are world types that can be easily done through data packs in the community. We are now much more officially supporting Large Biomes and Amplified.

Yep :) Hope that helps clarify.