Talk:Seed (level generation)/Archive 1

Mechanics
As of yet, there are a few theorys as to how these things work. I am somewhat new to wikis, so I probably shouldnt have dumped a theory in the page. Shall we post them here? 22:45, 22 February 2011 (UTC)


 * I have double checked that the same seed results in the same map. The spawn is different though, otherwise the seed is pretty much pointless. 22:46, 22 February 2011 (UTC)


 * http://en.wikipedia.org/wiki/Random_seed


 * The seed number is used by the random number generator to make a sequence of "random" numbers to generate a "random" map. So using the same seed number should always generate the same map. I think the first random number generator took the middle four digits of a six-digit number and squared it to get the next number (or something like that).-- 22:51, 22 February 2011 (UTC)


 * I've been testing out different seeds from the infamous 103, l33t, Notch, 4, 1. None of these produce the same results as what I was told I would receive. All very standard worlds with a few "landmarks" of sorts but nothing like I was told to expect. Try using a 19 digit seed and see if those produce similar results so there won't be any random digits added since you filled the field.  22:55, 22 February 2011 (UTC)


 * I thought the same thing, but when i generate the map "1" a few times, i noticed the spawn moves and theres a sand + sign landmark thats a good marker. The map is the same in theory, but i think there are minor changes including trees, sand (if it moves?), mobs etc... 22:57, 22 February 2011 (UTC)


 * Also i think to make things a lot easier, it would be good for players to goto x:0 and z:0 of the seed they generate and using that as the basis for the map design/layout/shape/biomes 23:05, 22 February 2011 (UTC)


 * Some seeds provide everytime the same map with the same spawn location (like the seed "23"). It's said in the article that the spawn location is generated from the name of the world, but it doesn't work for the seed "23". In fact, if a seed provides a map with a spawn location of x=0.5 y=... z=0.5, then it will be always the same spawn location if you generate a new map with that seed (like "23" or "Glacier") whatever is the name of the map. But if the spawn is located on other coordinates, then a new generated map with the same seed will be exactly the same, except with another spawn location. That's what I experienced in the game. -- 14:40, 24 February 2011 (UTC)

Lock?
Can someone lock this for now? Most of this is total garbage. All the stuff on specific map features and placements isn't true; these seeds are only general map averages. -- 02:10, 23 February 2011 (UTC)


 * I removed all but 5, which seems like a reasonable number of examples, but it looks like people are just going to keep adding more and more.. 03:08, 23 February 2011 (UTC)


 * Pffft. People. Anyways, I think 0-9 and probably alter the terrain average, and mixing the numbers probably mixes and/or amplifies the terrain alterations. A-Z might aswell. -- 03:55, 23 February 2011 (UTC)

Rename
I suggest renaming this page to (to avoid confusion with  because the current title isn't useful. Is "technical" a good disambiguation for it though? -- 05:59, 23 February 2011 (UTC)


 * I'd have to say due to that's what it is.  15:36, 23 February 2011 (UTC)


 * How about, to be more specific? 21:50, 23 February 2011 (UTC)


 * Seems too wordy. (world) might be alright. Also, sans CamelCase when disambiguating. -- 23:17, 23 February 2011 (UTC)


 * I think it's been fixed now, for the most part. I'ma go ahead and remove the moving notice.-- 20:31, 26 February 2011 (UTC)


 * Uh, not really.. it's still a long name. More input is needed I think. -- 10:55, 27 February 2011 (UTC)


 * Consider "Seed (Technical)" and have it redirect to "Seeds (Technical)". -- 05:22, 26 April 2011 (UTC)

After spending hours jumping map to map checking out sequences i have sorta figured out a way to judge and determine your map by terrin to a small extent, im need more people will to walk maps and undergrounds for dungeon help but it basically comes down to 0-9. And a-z each number and letter represents hills, flat land, water and trees, if you want a little explination i dont mind giving whatever knowledge i have uncovered. Kenziemathew@gmail.com^

I agree with changing it. I tried getting to this page but went to the regular seeds page. Mabye rename it "World Seeds"? 23:31, 19 May 2014 (UTC)

*Facepalm* Edit war over fansite links
Seriously you guys? This is why we can't have a nice wiki. Grow up. -- 17:54, 20 March 2011 (UTC)

lava world seed?
Can somebody tell me the letters or numbers required to get a seed with the water being replaced by lava? –Preceding unsigned comment was added by (&#124;) 14:05, 28 March 2011. Please sign your posts with


 * I don't think that's possible with seeds. You could use a map editor though, if you really wanted.-- 16:03, 28 March 2011 (UTC)


 * It'd be easier if you went to the Nether. Also if you catch fire how will you stop flaming? That and are why I hate the Nether.  07:23, 30 March 2011 (UTC)

Different spawn point every time?
I'm not entirely convinced about this "different spawn point every time" thing. I tried out a seed on the forum that said that you would spawn in a dungeon, and I did, in fact, spawn in a dungeon.

Was this changed at some point? --undefined 07:39, 3 April 2011 (UTC)


 * I tested this with a friend- first using notable seeds, such as Glacier and Archimedes, then with random gibberish. Result was 100% exact spawn. I imagine most of your probs concerning random spawns are related to tiny things like an extra space on the end of seed or a capital. 05:03, 8 April 2011 (UTC)

Can we get some clarification on how a alphabetic seed is converted to numeric?
Does anyone know how the String.hashCode function actually works?

The article lists the Calculation as "97 * 31**2 + 98 * 31 + 99 = 96354" (for the seed 'abc')

The Java documentation lists the formula for calculating hash codes as:

s[0]*31^(n-1) + s[1]*31^(n-2) + ... + s[n-1]

(where s[i] is the ith character of the string, n is the length of the string, and ^ indicates exponentiation)

I'm confused, these two examples seems to differ from each other. Help? 19:45, 12 April 2011 (UTC)
 * I see no contradiction. s = the string, s[i] equals the character in the string, n = the length of the string.  The string position is zero-indexed, so the count starts at zero.  Going by the example above:
 * s = "abc"
 * n = 3
 * s[0] = 'a'. ASCII code of 'a' = 97.
 * 97 * (31 ^ (n - 1))
 * 97 * (31 ^ (2))
 * 97 * 961 = 93217
 * s[1] = 'b'. ASCII code of 'b' = 98.
 * 98 * (31 ^ (n - 2))
 * 98 * (31 ^ 1)
 * 98 * 31 = 3038
 * s[2] = 'c'. ASCII code of 'c' = 99.
 * 99 * (31 ^ (n - 3))
 * 99 * (31 ^ 0)
 * 99 * 1 = 99
 * 93217 + 3038 + 99 = 96354. 03:02, 14 April 2011 (UTC)
 * 99 * 1 = 99
 * 93217 + 3038 + 99 = 96354. 03:02, 14 April 2011 (UTC)
 * 93217 + 3038 + 99 = 96354. 03:02, 14 April 2011 (UTC)

What belongs in here
Let’s talk about why some of you think that interesting seed fit here, and why others disagree. The same with minecraft fansites dedicated to Seeds.

Below a dump so it doesn’t get lost.

[snip]


 * These are pretty good examples, but if you can edit this page, why not add them yourself? Also, please add a signature at the end, even if the user doesn't exist, so that we can call you something. -


 * The Seed " gimmeabreak " spawns you in a village but you cannot ctrl + c ctrl + v it you must type it - –The preceding undated comment was added on 00:18, 24 November 2011. Please sign your posts with

Discussion
My Opinion is as follows: Why I understand that the selection of interesting Seeds is subjective, I’d recommend to include Screenshots of some. While this is subjective, too, we have example screenies everywhere, so nobody could be opposed to that solution.

Regarding Fansites; I think they have their place here. Don’t think so? Would you kindly click on the Arrow next to “Minecraft” in the main site bar on the left? Fansite links are even there. We are all a community, everyone who doesn’t agree is free to leave.

Conclusion: If nobody has good reasons against my suggestions, I will carry them out in a few days. Revertings of this edit without a good reason will be reported and the reverter will be punkished for vandalism. ‒ 21:10, 12 April 2011 (UTC)


 * I don't agree with putting interesting seeds on the page itself. Links to fansites dedicated to seeds, absolutely, but I don't think individual seeds have their place here. Just my opinion. --undefined 21:33, 12 April 2011 (UTC)


 * Whenever we allow fansites, we just have people revert warring over them. – ( at 01:23, 13 April 2011 (UTC)


 * Just put the fansite links under "External Links", and ask people nicely to not revert.--undefined 01:36, 13 April 2011 (UTC)


 * That's exactly how it was before, but people still did it up until the point where they earned themselves a block. – ( at 02:24, 13 April 2011 (UTC)


 * Okay, here's a couple more ideas:
 * Put them back and put a comment like, or
 * Put them on a subpage like --undefined 02:29, 13 April 2011 (UTC)


 * @: Of course, a listing of individual seeds is too subjective. It would be educational, however, to post a screenshot of e.g. 3666440496532277820, which proves that you can spawn inside a dungeon, … As previously said; screenshots are there to illustrate a topic and are subjective per definitionem. So we could use them for 1-2 interesting seeds.


 * I think we should keep the links like this (or similar)



Link to my seed reader?
Just wondering if you guys think it'd be ok for me to add a link on this page to my seed reader: https://github.com/thedarkfreak/Minecraft-Save-Seed-Reader/wiki

The reason I suggest it is I find it much easier to use than the MC Seed Scope listed, as the user doesn't have to find and upload their level.dat file to get it. 03:02, 14 April 2011 (UTC)


 * I have no problem with you providing a link under External links. It appears what you are offering is different than what is there. However, remember that this is not an advertising service. A single link as an assist to the community is fine, but as noted above, any revert warring will result in a loss of editing privileges. --   09:43, 14 April 2011 (UTC)


 * Understood. If someone objects to the addition, I'll remove it.  I had a link to this up before, but it was removed during the fansite update war.  The reason given was that the original link I provided was a direct link to the JAR file(I didn't have the program on GitHub then).  I thought that was a reasonable explanation, as having the direct link on this page would cause a person's browser to ask to download something without knowing much of what it is.  With this new link, they get linked to a page with a better description of the program before downloading it.  00:36, 15 April 2011 (UTC)

"no random seed that will give you (...) entirely desert world."
Uhm, is it actually correct that it's impossible to obtain a entirely desert world? I mean, unless there is some criteria which somehow prevents such worlds being generated, or biomes exceeding certain size, wouldn't it theoretically be possible, although extremely unlikely to get a world in which only desert biome is generated? –Preceding unsigned comment was added by (&#124;) 01:49, 21 April 2011. Please sign your posts with


 * Worlds are infinite, there's no biome big enough to cover an infinite space. 80% sure they have size limits. – ( at 02:11, 21 April 2011 (UTC)


 * But wouldn't it be possible to have two (or in this case, infinite amount) biomes of the same kind next to each other, thus appearing like a single big biome? 17:10, 21 April 2011 (UTC)


 * Well, given how the moisture scale works for biomes I think it's technically possible, but it would be a freak occurrence that such a seed fits inside the seed generation box. I think the comment on the page, while potentially misleading, is accurate enough to be a worthwhile piece of information to someone who doesn't know much about random seeds.  -- 17:37, 21 April 2011 (UTC)


 * I have a few questions. 1. There are some programs or mods to change the size of biomes, like desert=99 and tundra=0 means that the desert cover 99.5% or something of the map and the other biomes 0,5% of the world (excluding tundra), but does that change the map, for example, if you have plains=99 and the other are 0, does that means that the mountains are removed, or that just the grass, trees and sugercane locations have changed? 2. Also, is it possile to regenerate a floating dungeon (I made one with a zombiepigman spawner with MCedit to scare the pplz on my SMP server). 3. Also, talking about SMP, is it possible to create an seed with enfinite number/symbols/letters, cause I have tried this (685#5CDUpskirt&85gx93Yrs~? and it gives a very weird world, but is this bigger then the SSP seed lenght? 12:22, 6 July 2011 (UTC)


 * That depends entirely on the mod in question, not the MC level generator. If you want to know, you'll have to either download mods and try for yourself, or ask in the appropriate forum threads.
 * I don't think floating dungeons are ever generated by the level generator; I have yet to either hear anything about one, or to see one myself.
 * No.
 * 「」· 16:37, 6 July 2011 (UTC)

Trivia Correction
Skyrim creates a VERY large Tundra Biome, but it is isn't infinite. –Preceding unsigned comment was added by (&#124;) 03:34, 29 May 2011. Please sign your posts with

Relevant info?
While working through some code for random seeds, I noticed something about the datatypes, that suggests that if you're using strings or phrases for the seeds in worlds, then you'll only be able to access a fraction of the available possibilities for seeds. The reason is, if a string is found in the World Seed entry field, then the Java hashCode function is used on the string to obtain a unique hash from it. However, this function returns a 32-bit integer(datatype int). The Random number generator's seed is a 64-bit integer(datatype long), and is stored as such in the save file. The other 32 bits seem to get filled with 1s when the int is upscaled to long. Those bits don't change depending on what string is entered.

However, if a numeric seed is entered, or Minecraft is allowed to generate a seed on its own, all 64 bits can be filled with information. Jeb's blog post on the seed generator says that Minecraft uses the current system time to generate a random seed. The most likely function used is System.currentTimeMillis, which returns a long value, the current system time in milliseconds. This also uses all 64 bits, instead of being restricted to 32.

Using pure numbers, or Minecraft's generation, allows for exponentially more possible worlds. Using a string, you're restricted to 2^32, or about 4 billion possible worlds(4,294,967,296 possibilities, to be exact). Now square that number, and that's how many possible worlds that the full 64 bits allows for. (2^64 possibilities, or about 18 quintillion possible worlds(18,446,744,073,709,551,616 possibilities, to be exact))

So, I was wondering if information considering this should be added to the article, stating that you won't be able to access as many potential worlds using seeds as you would otherwise. Sorry for the infodump :P -- 05:16, 26 April 2011 (UTC)


 * Sounds relevant enough to me. Feel free to add it, and in the future remember that it's alright to add this kind of thing right away after you've explained it(if it needs explaining). If it turns out to be unneeded it can always be reverted. -~ 05:38, 26 April 2011 (UTC)

Just a quick note on the above: although the Java data type used allows 2^64 possible values, Java's Class Random only uses 48 bits from the seed, so in fact there are only 2^48 possible worlds, not 2^64 as stated above. That's 281,474,976,710,656 if anyone's really interested.-- 08:27, 25 May 2011 (UTC)


 * Ah, I didn't know that. Thanks! --  05:00, 28 May 2011 (UTC)

Experimenting with Seed logic
I did a few experiments with worldseeds, writing a java program to try to find the worldseed match based on known outcomes from using it. Example: Slimes only spawn in 10% of all chunks. So, if you know enough chunks that spawn slimes, the theory is that you could can possibly narrow down the seed. Here's what I found out, using a world with 17 known slime chunks.

- It was pretty easy to find my string seeded world, because there are "only" 4.3 billion or so positive and the same amount of negative numbers. It didn't take long to write the program in Java or to run it against the array of chunks. String.Hashcode = successful.

- I tried another world creation, noting the system time, and looked to see if it could find my worldseed. While running Random against long integers to represent the range given by System.currentTimeMillis, I gave it a range of 10m each way, and let it run. It couldn't find it. That's because it does not use System.currentTimeMillis, as previously believed. I found that Java's Random is using nanotime (and some additional uniqueness added to it). What that means is, instead of searching inside a 20 minute range of 1000 random possibilities for each second, it's actually needing to be searching 1 billion randoms for each second. (Obviously, I didn't find the seed! I'd have to run the program for days, I think)

- To confirm, I looked at the world generation code using MCP, and confirmed that it used hashCode for manually entered seeds, and Random for blank seeds. The slime spawning algorithm was used to match the seeds with the array.

End result: It's quite possible to solve what seed a world is using, if you have enough data to feed it that is dependent on that seed, AND if the world was created with a string as the seed. If it was auto-generated, or numeric beyond a certain range worth searching in... not bloody likely! - –The preceding undated comment was added on 23:37, 2 July 2012. Please sign your posts with


 * Actually, this may be more feasible than you think. There are 284 trillion possible numeric seeds (2^48).  If you had 15 known slime chunk coordinates, you would have enough to reliably determine a single seed (because 10^15 >> 2^48).  I just wrote a heavily optimized algorithm in C to validate seeds against a hard-coded list of 15 chunks.  Running on my 3.3 GHz i5 on a single core, it can check 1 billion seeds in 3 seconds.  If this was run on all 4 cores simultaneously, it could check the entire seed space in approximately 2.5 days. If I wrote the code in assembly instead, or found a way to run it in GPU computing, it might be possible to reduce this time even further by another 2 or 3 orders of magnitude  14:05, 9 November 2012 (UTC)


 * Random seeds are 64-bit longs, not 48 bits, so the seed space is about 4 orders of magnitude larger than that. Checking everything on your computer would take around 70 years (actually even more, since you'd need 20 slime chunks instead of 15). Even with more optimization, that will take years of CPU time. Feasible if you have access to a server farm, perhaps, but not practical. -- 22:48, 9 November 2012 (UTC)


 * The seeds are 64-bits long, but as stated above, Java's Random Class, which is what is used, only uses 48 bits of the seed for the generator. 04:25, 31 January 2013 (UTC)

swoop
Using the seed -1293644106920865080 which should spawn you in/above a dungeon, me and a few friends worked out that the chests will always contain: 3 gunpowder, 1 cocoa beans, 14 string, 2 bread, 2 saddles, 6 iron, and the spawner will be a skeleton spawner, so the contents of spawners and chests are set by the seed. Should it be included in the page or the chest and spawner pages? -   1:01, 1 May 2011.

Why was the "Sites dedicated to Minecraft seeds" section removed?
I re-added it with my last update, because that's the format we agreed on here. Why was it removed, does anyone know?

If anyone has any objections to it, they should bring it up on this page, where we agreed on the format. --- 16:59, 2 May 2011 (UTC)


 * It was, but he didn’t bother to mention a reason yet, so the section stays until he does and his reason is valid. – 13:49, 4 May 2011 (UTC)

duplicate worlds
I decided to make a new world, so i deleted my old one and immediately created a new one. They were both random seeds. After exploring a bit, I found the house I had in my old world. Everything about the two duplicate worlds was the exact same, except the spawn point was different and all planted saplings were gone. Has this happened to anyone else? -- 01:45, 24 May 2011 (UTC)


 * That is very odd. It sounds like the game messed up loading something, and loaded the old world after never actually deleting it. Check your game files, see if the world is still there. If it is, delete it and try again. Check the seed generation page for how seed generation works, and somebody else could probably explain it in more technical terms. 01:50, 24 May 2011 (UTC)


 * There's a bug where the game sometimes fails to delete the files for an old world when it deletes the world. If you create another world with the same name, or a similar enough name that your OS's filesystem puts it in the same folder, you'll end up "resurrecting" the old world rather than creating a brand new one.  If you used a different seed, when you start generating new chunks in your world, you'll get some very bizarre results.  Worlds in collision... -- 08:40, 25 May 2011 (UTC)


 * It happened to me once! I was playing a creative mode game in a pine forest. I ran into a pack of wolves. I wanted to befreind them, but it seemed pointless and no fun. I deleted that game and made a new one, but in survival mode. I killed some skeletons at night and went to find some wolves. I couldn't find any, but when i was just about to get home, a tamed wolf came running up to me. It drowned when i was building a bridge, because it went under it and i didn't know. I wander why that happened. –Preceding unsigned comment was added by (&#124;) 01:27, 24 November 2011. Please sign your posts with


 * this happened to me too I was playing one of the seeds I found that where made to be hard and when I died I made a new one because it was on hardcore mode and when I loaded it all the trees I cut down where gone and the house I built was there –Preceding unsigned comment was added by  17:18, 30 January 2012. Please sign your posts with

Why was this moved to "Seed (Single player)"?
All of the info here also applies to SMP. SMP servers can set a seed in the server.properties file, and it behaves the same way single-player seeds do. –Preceding unsigned comment was added by (&#124;) 05:03, 28 May 2011. Please sign your posts with


 * I also have no idea what the logic was. We don't have, presumably because it's the same exact thing. I nearly moved it back, but the move tool nakked at me that it was an invalid move because the page already existed.-- 19:07, 3 June 2011 (UTC)


 * fixed. -- 19:11, 3 June 2011 (UTC)


 * Thank you, I believe that "Seed (Level Generation)" is the best name for this article. Could this page possibly be move-protected by an admin so that this conflict is over? It's been going on for far too long. --undefined 19:18, 3 June 2011 (UTC)

How do I find a worlds seed if most of the world has been changed?
Well, it's just that my current favoured world is old and therefore doesnt have dungeons, tall grass, etc. that modern worlds have. And I would want to experience these new Minecraft world changes with this same world without using third party software.

Does this put my username and time sent on here automaticly? –Preceding unsigned comment was added by (&#124;) 06:29, 29 May 2011. Please sign your posts with


 * No, you need to write 4 tildes (~). You will need to use a mod to get the world's seed, even if you haven't modified your world at all. C ali nou - ×  » 07:12, 29 May 2011 (UTC)


 * The two links under 'seed extraction' on the main page will help you get the seed. Either upload your level.dat file to the seed reader service at the first link, or download and run the Java tool in the second link, and select your world's name to get the seed. --  05:11, 1 June 2011 (UTC)


 * Just wanted to add, depending on how old the world is, the world you regenerate may not look very similar. In particular, if the world is from before the Halloween update(which added Biomes, and drastically changed world generation), then any chunks generated before Biomes will not look anything alike.  Minor updates don't change the generation code as much, and will usually result in similar terrain. --  05:14, 1 June 2011 (UTC)

Seed shorter OR converter
There is a program that transforms a seed into a word, to make it shorter? -- 22:11, 7 January 2012 (UTC)


 * There are far more number seeds than those that can be made using hashcode, that is, letters/anything not a number, meaning you would get misinformantion if you tried to return the numbers to the strings that originally went through hashcode. Also, very few of the strings would be shorter, even if you could get back to them. 21:29, 21 January 2012 (UTC)

Minecraft version Seed Compatability
We need a way to track when the minecraft version changes the world generation in a way that will cause a world to be generated differently.

For instance, a 1.0 minecraft will generate a different world than beta 1.6 even with the same seed.

The problem is if you update your minecraft server/client and try to reuse a map, you will get biome conflicts as the world generates new biomes that don't blend or match the other previously generated biomes. –Preceding unsigned comment was added by (&#124;) 23:50, 9 January 2012. Please sign your posts with


 * All you have to do is look at the changelist from the old version to the new version: if at any point you see anything about map generation (biomes are generated differently, or caves have been tweaked, or new generated features have been added, etc.), it's safe to assume that the change breaks seed compatibility. 「」· 03:38, 10 January 2012 (UTC)

Strange spawn!
For MC 1.2, the seed "Rebecca" (without the quotes) spawns the user in this tiny cave underground. There's no exit, and they're gravel in the ceiling that falls all the time, and its pitch black with a water covered floor. How could it spawn me in a cave? Puzzled, 23:55, 4 March 2012 (UTC)

Seed from the old biome code?
The seed '2416767310099458792' appears to me to be from the old biome code. There is a taiga, as well as a desert, and a long, long stretch of the old-fashioned kind of sloping mountain land. I find this world much more fun to explore than it's more modern counterparts, especially the flat-topped, hollow mountain you spawn beside. Check it out and tell me what you think! –Preceding unsigned comment was added by  16:24, 25 March 2012. Please sign your posts with


 * If it generates under the current version of Minecraft, it's not from "old biome code". It's just a happy coincidence.  04:32, 31 January 2013 (UTC)

auto save problems on the xbox 360
there are problems with the auto save ,dosent work sometimes –Preceding unsigned comment was added by  17:26, 11 May 2012. Please sign your posts with

Seeds affecting mob spawns
Does the seed of the world affect its animal and monster spawning patterns? Like I've heard people say that a particular seed would spawn them nearby a bunch of pigs or cows or something. However, I thought that the spawning of creatures was random, and unrelated to the seed. 19:53, 19 May 2012 (UTC)


 * The mobs spawned when a chunk is first generated are determined by the world seed. After that, it is random. -- 21:38, 19 May 2012 (UTC)

New Seeds For Village Spawn?
I just purchased minecraft about 2 weeks ago, I have explored trying to find a village and have not been sucessful.....I am wondering if anyone has a seed for me to spawn in or around a village....I must have a newer version or something because 'gimmeabreak' does not work it spawns me in the middle of a forest in a hilly area.....Thanks....- –Preceding unsigned comment was added by  22:04, 12 June 2012. Please sign your posts with


 * Try putting in 21071965


 * Its totally flat with 2 villages (that I could find)


 * There are lots of slimers. Which become a problem If you let them.
 * I nicknamed it "final days"
 * I ran towards the sunset and came across one village with churchs and lots of praying people.
 * Run to sunrise and you get a different village.
 * Animals but NO trees. You need to gut some of the houses just to get by (logs for charcoal...crops for bread)
 * Multiple Endermen at night.
 * I'll buy you a beer if you survive the week......I did by building a garden on the church tower..
 * Its a long run and will need an emergency overnight bunker (dig down 2 and cover yourself in.
 * Good luck –Preceding unsigned comment was added by  22:38, 6 July 2012. Please sign your posts with

Minecraft 12w26a not showing seed
When I press F3 in Minecraft 12w26a Singleplayer, it doesn't even give me my seed anymore! Is there any way to find out my seed if I chose a random one now? 19:51, 30 June 2012 (UTC)


 * Right I got it, you have to type /seed in the chat screen, works with Cheats off. Putting it in Trivia. 19:57, 30 June 2012 (UTC)

seeds dry, and wet
trying to find a snow and desert biome in one world???! pls help!!!! –Preceding unsigned comment was added by  13:53, 9 July 2012. Please sign your posts with


 * Run around and search. -- 15:18, 9 July 2012 (UTC)
 * i know 'Stefana' gives a snowland. on large binomes for 1.3 and yes on the capital S or you'll get an survival island binome -- 07:15, 11 August 2012 (UTC)

try azea you spawn on ice then you will find some low mountains fly or climb over them keep going straigt then you will find a desert. It is For iOS PE edition. [-- 01:54, 26 March 2013 (UTC) A Wikia Contributor

SP and SMP Seed differ?
I found a great Seed on Singleplayer that I gave to my Fiance so we could use that perfect location I found together. When he enters the Seed on SP then he gets the exact same map but when he enters it in Multiplayer then EVERY TIME it's a DIFFERENT world. We do go to the exact same coordinates every time but it's nowhere near similar. It was a worded Seed so I used the /seed command on SP which gave me a few digits. He then tried this but it again wasn't the same Map. Why is that? Is there something we have to add? Are SP seeds not "compatible" with Multiplayer seeds?


 * The multiplayer seed has to be set in the server.properties file, and then the world needs to be regenerated. 04:30, 31 January 2013 (UTC)

0 in level generation
i have two questions about seed. 1: '''what happens if you use the seed 0, or a seed consisting of just zeroes to generate a world? would it be just a blank world?''' 2: '''does the algorithm include division? if so, what happens if the level generator is forced to divide by 0?''' if nobody can find answers to these questions, then it just goes to show how mysterious 0 is. please look into this for me. –Preceding unsigned comment was added by  21:23, 7 November 2012‎ (UTC). Please sign your posts with


 * If the seed entered is mathematically equal to zero ("0", "00000", etc.), a random seed is used, as if you had left the seed field empty. The algorithm for turning non-numeric seeds into numbers is documented in the Java API, and does not include division. Not very mysterious. -- 04:28, 8 November 2012 (UTC)

Determining Factors?
Is there any way to see how Seeds work? For example, what each individual number does to affect the world generation? I like to think that that certain biomes and structures are assigned to a number, and the number determines where they spawn. Can anyone prove/disprove this?


 * Just taking a look at Java's Random class will disprove that. All the seed is is a number that's fed into an algorithm that spits out a seemingly random set of numbers.  There is no correlation to specific values of the input and results of the output.   04:29, 31 January 2013 (UTC)

Identical seeds
As i read in the seed article, it says the seed is generated using the system time.

Knowing that, those that means that if 2 players, at the same time, create a world with a "random" seed, will the world be identical (with different spawnpoints)?

If there is someone there with 2 computers to test this, please try, i am not able to do this.

Thanks,

ijzm aka anonymous user –Preceding unsigned comment was added by &#32;16:22, 17 December 2013(UTC). Please sign your posts with


 * Technically, yes; it would be like entering the same seed by hand. However, "at the same time" means within one millisecond, so it's almost impossible to actually do this. -- undefined 19:24, 17 December 2013 (UTC)

Entropy of Minecraft seeds
Minecraft seeds generated on the server end randomly come from:

(new Random).nextLong

As documented in the Java documentation, there are only actually 248 possible outputs of this.

On the other hand, seeds generated for single-player worlds don't seem to follow the pattern of this. For example, -85074856741739097 is a SSP seed I just generated in 1.7.2, which is not a valid output of nextLong. On the other hand, my local craftbukkit server has a seed of -2661703906412251709, which is valid. An older SSP world I have has the seed 6330060829006520259, which is also a valid output.

About the seed generation and integer reading
So when the player enters a number that encodes to longer than 64 bits, what does the game do? 01:31, 7 June 2014 (UTC)


 * If it can't be parsed as a valid long integer, it will be hashed as a text string. -- undefined 02:05, 7 June 2014 (UTC)

Seed-Converter
Hello, I wanted to ask if there is a seed-converter (Internet) perhaps for example on a seed. OICU812 indicates the value 1234567890 and if you specify this value, ie 1234567890 again OICU812 indicates. Sorry for my bad English i'm german.-- 09:14, 27 September 2014 (UTC)
 * Try to search "minecraft convert seed to text" in whatever search engine you use. However, . – ᐸ   09:23, 27 September 2014 (UTC)
 * Ok ,i have yet an answer (down) ,thx ;)-- 21:25, 27 September 2014 (UTC)