Bro this ending made me think. Mojang should really readd the farlands to the game. But as a biome for mad explorers. And now there are no excuses for "it to be weird on a flat terrain". It can simply be a new cheesy mountain type. New mountains are even higher! I just think that instead of generating in 12 million blocks; it could be around 29. To be closer to the world border but also not completely replacing it. Kinda like a "wall" protecting the far away terrain. And this isn't really all that impossible. Until 1.17.20 in Bedrock. They existed pretty much complete along with the ghost lands, corner Far Lands, stripe lands, corner stripe lands lands, and etc. All of them were pretty buggy. But existed. This would put more incentivation on exploration. Minecraft is all about exploring and finding new stuff; yet everything can be found around 10 kilometers from you (10k blocks); so why not something that is placed thousands of kilometers away?
I really love how the Farlands and superflat world show off how the game processes the biome blending. Seeing it pushed to it's limits, and the really cool terrain possibilities within these fringe scenarios is something I never would have thought of without a video like this.
Glad to see that it doesn't try to blend old chunks. Of course, in classic AntVenom style, ya try to break it. This "break" is honestly one of the coolest things I've seen with Minecraft generation, it's honestly cool enough for me to say that I hope Mojang doesn't fix it.
@@someonerandom704 I recently developed a blending system that tries to connect two different noise generation styles. It's fairly easy to pull off as all you need are the two biome generation styles and linear interpolation to smooth out the differences inbetween. I think their technique increases the width of the blending if it's too steep which is an amazing invention and still isn't too hard to pull off either.
@@tomsterbg8130 I'm fairly sure it tries to discern a heightmap from existing terrain because the game for the last 10 years hasn't had any world generation code from Alpha, and it handled an Alpha world's terrain perfectly
This new bleending mechanic has open so many doors. You can literally make a custom map with biomes where you want them to be by cherry-pick seed with biomes at specific location or how that biome look like and force it with a different seed and repeat. The possibility are endless.
Yooo imagine like single biome worlds which you generate in rough circles so as you go out the biome changes! Sort of like what there planning with hytale
I did this with my creative world Using chunker and some very rudimentary level.dat manipulation I Wiped out my end dimension entirely Override the world seed to one I had selected so the end world look the right way Forced infinite terrain on a flat world wiping the flat world tag in the process giving me 1.18 in flat world chunks It no has terrain from like 3 different worlds
That ice spikes floating island blending is one of the coolest things I've seen from Minecraft. The blending is just astonishing at how seamless it is.
I'm going to update my 1.13 world to 1.18 and use mca selector to delete all the unexplored chunks to regen them as 1.18 chunks so people can have fresh chunks to find. I saw this kind of massive world changing update coming years ago so I set my world border to 5000 so that it could be expanded for this very type of update. of course, when the plugins all get UPDATED that is... see you in 6 months time when 1.19 is already announced
Ah- nice to see you can technically make custom scenarios when porting a 1.17 world into 1.18 Want only 1 island amongst an endless see? Or maybe set your 1.17 base in a 1.18 location and see how the world treats it? This is super cool!
@@bobuccman1424 that's why i said "set up as many as you can". Like which setups produce the wildest blends? Could even make a playlists of shorts and then have like the top ten all together
I can't wait to see how this eventually impacts my hardcore world. upgrading through all the old versions since Beta 1.9 Prerelease 2. currently nearing the end of the 1.2 snapshots. I'm sure I'll get to 1.7 soon enough and then after that, it'll be gradual upgrades. but it'll certainly be interesting to see what 1.18 does with that world.
To me it looks like linear interpolation with added width depending onthe height difference. Sounds fancy, but I made linear interpolation biome blending myself and it's as easy as getting both biomes generation style and slowly shifting from the first to the second. Still loving how they pulled it off.
I used MCA to prune chunks that had less than one minute of load time from my server, which resulted in some isolated 'patches' around areas of interest found while exploring. One of them was a woodland mansion, with a render distance's radius around it. In 1.18 the dark forest became a deep ocean and I ended up with an incredible mansion island. One of a kind!
Man this is so cool. You can generate a normal world in 1.17, fly around a bit, then convert it into a single biome ocean and load it in 1.18 and have a world that only has a single island. Could even remove chunks to give the island the shape you want.
10:07 I've tried that before with Minecraft pocket edition. I think it was 0.12.1. i basically made a flat world, quit the world and changed it to infinite and i got similar results. What a weird experience
1:28 ....dude. that nostalgia. there was another video that opened just like that on this channel a couple years ago. same forward effect, same music. brought tears to my eyes. thank you.
Thanks for covering this. This feature seems to be Black magic almost from what you show. I started playing in 1.2.5 and just getting a world through the 1.7 AND 1.8 barriers was rough. Not as old as your world in your example but old enough it faced numerous hurdles. The first caused harsh borders from the terrain and biome changes in 1.7. Preventing snow atop mountains that didn't have it before required Biome Painter so I changed extreme hills to plains. I avoided the borders by using MLG, Minecraft Land Generator, which basically runs a server, opens it, generates terrain, and closes it, all normal Minecraft server stuff, but then it moves spawn between restarts in order to accomplish generating terrain up to the amount you specify. I did this to generate a 20,000 x 20,000 block square around original spawn, and used a Nether highway to get to 1.7+ terrain in that world while bypassing the borders. Worked well, but took a few nights to generate (would have taken one but sometimes it just... bugged and failed to restart the process) and bloated my world size from ~1 GB at the time to 10 GB or more. The next update of 1.8 had less terrain issues outright, but somehow had worse issues for me. Most seemed to stem from the new water temples, which were dropping themselves wherever deep ocean would be... which was an issue since a mere two versions prior, in 1.6, there was no deep ocean. And, even though my terrain was "generated" due to the above process, if you weren't in it for something like a few minutes (which almost none of it would have been loaded that long), Minecraft considered it not important and went ahead and generated said temple. End result was water temples dropping themselves in forests, deserts, extreme hills, you get the idea. So I'd have to go into MCEdit, delete the temple, drop my backed up regions in, and hoped it wouldn't re-generate. To make it worse, even if a water temple didn't generate, very rarely in terrain I didn't have loaded over that few minute mark, the chunks would just be replaced with new 1.7+ types, causing the borders I wanted to avoid. I've said countless times how much of a performance and technical nightmare 1.7 and 1.8 were for me and thus they are among my least liked versions, but I understand I had somewhat of a low use case scenario. Still, I'm so glad Mojang put the effort in to ease the issues in using "old" worlds into 1.18 like this. Sorry this comment is long but if it took that long to explain, imagine the hours of work I put into my world to deal with those two version changes alone. Anyway, that's why I was so interested in this feature. And from what your video shows, it makes me wish this existed back then! Said world is in 1.10 right now and will never go beyond 1.12 at the newest for other reasons. I started a new world in 1.16 which is much smaller in terrain explored and yes I plan to take it to 1.18 with no "work-arounds" as this feature seems to largely "just work" based on your video. Thanks for covering it as I was waiting on feedback to help make up my mind on it, and thank you Mojang for doing it!
Honestly, I really like some of the jank in the terrain generation. I think chunk blending does help things feel a lot more cohesive, so that's really nice. The Ice Spikes islands is a great showcase of this. It's both jank as heck, and cool as heck.
i just took my old seed and made a new world with it, so far it's really good, i spawned in a hilled meadow near some horses that seems to have at least 2 of every animal in it. sadly the village i spawned near in the past is gone, but i'm confident that i wont have to go too far to find it in 1.18
The chunk blending feature has been an amazing. I have used a combination of world edit, a program similar to Amulet, all to combine a ton of old survival worlds, then leverage chunk blending to combine them into one gigantic survival world. I have been playing this particular world for awhile, so adding these new worlds has been a lot of fun. I have been connecting all these worlds through a nether highway. I actually play on my old worlds now with this ability. This video makes me wanna mess around more with chunk blending
For some reason this makes me feel a lot of joy. Seriously, we've been waiting for this amazing new generation system for so long. And I'm not talking about just the one year it was being developed in.
This blending stuff is amazing, but I wish they put some setting for it. I copy my current bases chunks into a new seed with amazing bay cliff. My base just touch every cliff of the bay, perfect location, but blending is a bit 'too smooth' so the amazing cliffs are lost. Still an awesome background...
Makes me happy you still make videos, your the first minecraft youtuber I started watching in 2011 your elemental creepers mod. Thanks for the fantastic childhood and into my college ish years.❤
Great video as always😀. You can really see they put the time into the chunk loading and blending process to make this .18 transition as smooth as possible!
I love how antvenom puts the black bars on the top and bottom of his videos. It allows me to go full screen on my phone without cutting part of the video off.
the chunk blending is really so insane!In this video,Antvenom has created so many wonders of the Minecraft terrain generation.Think of what we can do now.with all this new stuff
I absolutely love your videos. Every single one of them hooks me from the first second and pulls me in like a fish. It's like a rollercoaster ride from the screen of your laptop. Thank you, Ant Venom, for inspiring me.
There were so many times my worlds got destroyed by modpack changes, version updates, version downgrades, accidents and glitches, there were so many times I rebuilt each one of my builds... Bring it on, buddy.
Thanks for sharing this!!! I've started using the blending of 1.18 to create worlds where there are biome "rings". I'll enter the world selecting the world as a single biome. Then I exit, change the biome, come back in, and fly around in a circle around the previous biome. Then, I repeat the process over and over again, creating this epic world of biome rings! It's so cool!!!
The thing with the woodland mansion actually happened to my cousins world, in bedrock edition. the village next to spawn was absolutely butchered, with sloppy houses, floating wood, and the nearby stronghold only had corridors that would drop down randomly, and the underwater entrances were drooping down
That "hidden valley" vit between the ice spikes looked spectacular! Despite the Crimson Forest not working, the atmosphere looked awesome! But oh boy, blending the Farlands made me speechless!
Great video as always Ant, I would like to see what effects, if any this has in the nether/end? I'm not very familiar with the past updates changes to generation of the dimensions so that could make for an interesting and tangently related video
That thing you did with assigning a single biome to a floating-islands preset makes me wonder what that looks like when you do it with a Swamp biome instead of Ice Spikes
Farlands should be a world border type option, besides the standard wall. _without needing a mod_ 10:48 These massive plateaued mountains they formed into would be even better though.
your blending of the Far Lands gave me an idea - imagine a new boss you'd have to fight - perhaps the lost adventurer who came before you, now mad from insanity, you are not tasked with ending his misery - he claimed he found the far lands, but everyone thought he was crazy, he found them but when you get there, you couldnt believe they were real, the center point of your far lands world would be where his base is, full of traps - random thought off the top of my head lol
They were neat, unless you had an old survival world like me. I hadnt explored much of my world and when I opened it in 1.16, it completely ruined the ocean around my little island. Im kinda glad theyre mostly gone now.
a really cool artifact occurs if you create a floating island world in 1.17 then select recreate world then you get what looks like amplified floating islands, even though that world type doesn't exist in either version!
The thumbnail gives me cubeworld vibes. Man I miss that games glory days. After watching the whole video, a lot of the chunk blending reminds me of world rendering for cube world
Honestly you're the Vsauce of the Minecraft community. I've been playing for 10 years and I still learn so much from your vids! The technical aspect of Minecraft is one of my favorite things about the game, so I'm glad to see someone explaining - and breaking - the internal works.
I updated a recent 1.17 map, a large island that was explored but never used for anything but testing chunk blending. Upon updating to 1.18, my island was littered by massive mountains. Lesson be learned, backup your saves :)
@@rohankishibe6433 It was completely explored. When I spawned in, I was in a literal pit surrounded by chunks of mountain. It was pretty insane, but I only used the map to test chunk blending.
The area under my world did not have new caves, (loaded chunks) but outside that, even areas previously explored had the new cave systems and they look great. I will never have enough time to explore.
I remember going into my old world save data and looking at the chunks which I didn't explore/build. When I loaded it into 1.18 there was a circle type of section which I loaded a mountain and inside of it was a desert which I ended up turning into a arena since it was really cool already.
Hi, so I decided to do what you did and blended a part of my world to different world types. What I found out is that when I did a badlands cave generation blended with my world it appeared to actually work as a biome, and it generated very cool. When I tried to blend single biome nether wastes and warped forest, it appeared to just not work at all and just generate just grass even though the biome said it was what i set it. So what I'm saying is cave blending generation MIGHT work but I haven't gone through it thoroughly yet. All I can say is that when I blended my world with a badlands caves generation, it was especially cool underwater.