Map exchange string:
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>>>AAANAAoABgACBAYAAAAEAAAAY29hbAMDAwoAAABjb3BwZXItb3Jl
AwMDCQAAAGNydWRlLW9pbAMDAwoAAABlbmVteS1iYXNlAwMDCAAAAGl
yb24tb3JlAwMDBQAAAHN0b25lAwMDQE7pBYCEHgCAhB4AAwBuHYBU<<
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>>>AAANAAoABgACBAYAAAAEAAAAY29hbAMDAwoAAABjb3BwZXItb3Jl
AwMDCQAAAGNydWRlLW9pbAMDAwoAAABlbmVteS1iYXNlAwMDCAAAAGl
yb24tb3JlAwMDBQAAAHN0b25lAwMDQE7pBYCEHgCAhB4AAwBuHYBU<<
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Nice idea, but looks more quick and dirty intead of natural coast design.Rseding91 wrote:That's by design, it helps against the "I started on an island" issue.
That's expected behavior, the same happened with 0.12.35 --> 0.13.0.Rahbek wrote:When doing so i noticed that strange or unnatural shapes are also generated outside of the starting area on maps that where generated pre 13.10 but explored after 13.10 compared to the same area pre 13.10
comparions pictures of pre and after 13.10 exploration
http://imgur.com/a/bJyLC
Alright, good to know - it's just kinda sad because its ugly and looks unnatural with such straight lines Maybe you could integrate a feature into map generation, that prevents bodies of water from having long straight lines as coast if possible?daniel34 wrote:That's expected behavior, the same happened with 0.12.35 --> 0.13.0.Rahbek wrote:When doing so i noticed that strange or unnatural shapes are also generated outside of the starting area on maps that where generated pre 13.10 but explored after 13.10 compared to the same area pre 13.10
comparions pictures of pre and after 13.10 exploration
http://imgur.com/a/bJyLC
The map generation works independent from the area around it, it produces a new chunk according to its algorithm. in 0.13.9 the area on both sides of the line would be water, in 0.13.10 it would be land. Because half of it was generated in 0.13.9 and the other half in 0.13.10 you see such a divide.
The problem with this is that the chunk generation must be deterministic based solely on seed and coordinates. It must not depend on any already-generated chunks, which is what you are proposing -- breaking that requirement makes the generator non-deterministic, since the seed will have different results depending on what sequence chunks are generated in.Rahbek wrote:it's just kinda sad because its ugly and looks unnatural with such straight lines Maybe you could integrate a feature into map generation, that prevents bodies of water from having long straight lines as coast if possible?
@nonstickfrypan:TruePikachu wrote: The problem with this is that the chunk generation must be deterministic based solely on seed and coordinates. It must not depend on any already-generated chunks, which is what you are proposing -- breaking that requirement makes the generator non-deterministic, since the seed will have different results depending on what sequence chunks are generated in.
I'm fairly certain this subissue would be categorized as "Won't fix."