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One decade later, Minecraft world generation is interesting again

485 points| poser-boy | 4 years ago |dither8.xyz | reply

209 comments

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[+] ykl|4 years ago|reply
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|4 years ago|reply
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

[+] tehbeard|4 years ago|reply
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.

[+] Causality1|4 years ago|reply
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.
[+] MildlySerious|4 years ago|reply
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.

[+] ninth_ant|4 years ago|reply
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.

[+] nathanaldensr|4 years ago|reply
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).

[+] boogies|4 years ago|reply
It seems weirldly like the Minecraft devs tried Minetest and kinda randomly picked a couple of features to copy. The article describes how the new worldgen’s verticality and caves are reminiscent of Minetest, but inventory clutter is also very much like the default Minetest Game (which also has pretty useless copper, albeit as one of too many tiers of tool material, going into the same recipes as stone, iron, gold, diamond, etc.).

I much prefer the Minetest game NodeCore, which is playable with 8 inventory slots (the small HUD bar is all you get, because the game shuns all modal UI except a hints system for figuring out crafting and other gameplay mechanics without using a guide to see whole recipes, which are considered spoilers) and makes the fancy terrain more navigable by letting you scale cliffs and even climb overhangs without placing or mining anything.

[+] jacobmartin|4 years ago|reply
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.

[+] c7DJTLrn|4 years ago|reply
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.
[+] littlestymaar|4 years ago|reply
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.

[+] sorenjan|4 years ago|reply
> 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?

[+] axefrog|4 years ago|reply
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?
[+] astrobe_|4 years ago|reply
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

[+] skitter|4 years ago|reply
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.
[+] dEnigma|4 years ago|reply
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/

[+] poser-boy|4 years ago|reply
Veloren is great. I'm pretty sure it's worldgen uses Simplex noise, rather than the Perlin noise like MC does.
[+] shynrou|4 years ago|reply
Looks like a really cool open source project, will definitely check it out.
[+] rland|4 years ago|reply
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?

[+] pests|4 years ago|reply
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.
[+] RugnirViking|4 years ago|reply
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
[+] eesmith|4 years ago|reply
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.

[+] danielvaughn|4 years ago|reply
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.
[+] vidarh|4 years ago|reply
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
[+] kuschku|4 years ago|reply
Doesn't the ultra-realistic mod terrafirmcraft already do exactly that?
[+] baby|4 years ago|reply
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|4 years ago|reply
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.

[+] WithinReason|4 years ago|reply
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

[+] globular-toast|4 years ago|reply
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|4 years ago|reply
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.

[+] ralusek|4 years ago|reply
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

[+] jl6|4 years ago|reply
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.

[+] dan-robertson|4 years ago|reply
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|4 years ago|reply
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.
[+] brarsanmol|4 years ago|reply
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 :(.

[+] teekert|4 years ago|reply
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|4 years ago|reply
> 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?

[+] jokoon|4 years ago|reply
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.

[+] smoldesu|4 years ago|reply
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.

[+] haolez|4 years ago|reply
Something similar happened to No Man's Sky. After a specific update, all planets became very similar regarding their topology. It became boring :(
[+] lloydatkinson|4 years ago|reply
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?

[+] fermentation|4 years ago|reply
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.
[+] seanwilson|4 years ago|reply
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.

[+] jccalhoun|4 years ago|reply
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!
[+] stefs|4 years ago|reply
you're not a decade late, now is a good time as any.
[+] PicassoCTs|4 years ago|reply
I always found they had missed a chance regarding biomes. Giant trees, whos tops basically look like hillside if you walk towards them unknowingly..