Talk:Superflat/Archive 1

Delete?
There shouldn't be an entire page for a single World Type. Considering how it's set, there are likely to be other World Types, so individual pages on each would be cumbersome. I made a World Type page including this, so can this page be deleted? MegaScience 05:44, 6 January 2012 (UTC)
 * I think that's a good idea as your page is a lot more concise but yet has all the information and as you say there are almost certainly going to be other world types in the future. Zogen :3 06:57, 6 January 2012 (UTC)


 * I'm for keeping it. This world type is notable enough to get its own article. A single article describing all world types would become too big. Specialized pages for each world type allows more info, and more info is good for Minecraft. --92.107.33.140 22:28, 8 January 2012 (UTC)


 * Perhaps we could use the World Type page a a directory and short summary of each type, with links to the full pages. Zomborgon 13:06, 16 January 2012 (UTC)

Slider
I think that Superflat should have a ground level slider. I know they put the ground so low to have tall stuff, but what if you want sub terainian stuff? What if you want it ENTIRELY sub teranian? And thus a ground level slider. Ben Again 20:30, 13 January 2012 (UTC)


 * This talk page is for discussing the Superflat wiki article, not Minecraft itself. The official place for suggestions is Get Satisfaction, or you could try Twitter. —KPReid 22:18, 13 January 2012 (UTC)

The idea is relevant to the Superflat page, if it is only used on the superflat-level generation page. I like the idea, though. MaryTheTiger 20:10, 19 June 2012 (UTC)

survival use
in survival, perhaps the player should get a couple saplings and seeds, as well as a stack of wood?


 * This talk page is for discussing the Superflat wiki article, not Minecraft itself. The official place for suggestions is Get Satisfaction, or you could try Twitter. —KPReid 22:18, 13 January 2012 (UTC)
 * It sounds like he is talking about the Super Flat world to me. I thought that it was perhaps a bug that no trees spawn. That's why I looked up this page. 72.204.15.161 13:25, 14 January 2012 (UTC)

Abandoned Mineshaft and the Far Lands
This page has a pic of an abandoned mineshaft generated within what appears to be default chunks. Is this possible on a superflat world? Also, I've heard rumors that the Far Lands exist in superflat, as if the flatness was a giant but otherwise limited area within a default world.--108.76.103.35 04:25, 16 January 2012 (UTC)

it is true, the flat world does eventually end. it ends at a large wall of stone, ores and occasional caves. when you get up to the normal world, there are still some superflat chinks that appear as holes in the landscape. also, trees spawn near the wall. if you reach this place, it would be quite easy to survive on a super flat landscape. i dont know why nobody adds this to the actual page. 90.195.56.98 14:27, 11 February 2012 (UTC)


 * If this happens without mods or messing around with game versions, please provide a seed and the coordinates at which it switches back to standard terrain. Unless there's evidence that this is true, it's not going to be on the page. -- Orthotope 19:10, 11 February 2012 (UTC)


 * Also be sure to specify what version of Minecraft it was seen in. 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 19:52, 11 February 2012 (UTC)

Superflat Biome
It would seem as though Superflat generated worlds are always the same biome. Can this be confirmed, along with what kind of biome? It would also be really helpful in adding this information to the page. Landmine 05:05, 17 January 2012 (UTC)
 * From looking at a superflat map with sign tags (Risugami's mods); I can confirm that the only biome in superflat generated maps are plains. Now, is it possible to convert a default map to superflat? and if so, does it change all of the biomes in that map to plains? R30hedron 04:53, 18 January 2012 (UTC)

nether?
it says there is only one way to get to the nether and that is use lava and water to make obsidian BUT you can find atmost 8 obsidian in a chest at the smith along with other things

Whats your point? Seriously. They are both of the ways to get to the nether.

you can find obsidian in chest, iron in chest, and get flint from the gravel pathways. you CAN go to the nether.184.100.98.31 02:05, 9 September 2012 (UTC)

If you find LAVA at a Blacksmiths (in a village), and WATER from a village farm, and if you find REDSTONE from the ground, or an abandoned mineshaft chest, you can easily make a Obsidian Generator.

Too Damn Low!
I think that now that we have the ANVIL map generator, and max height is 256, they should bring up the superflat to 64 blocks, but still keeping it all dirt for added challenge in survival. As a creative mode person, I would like taller superflat maps reminiscent of the user-made ones that allow for underground structures, such as free form houses.


 * This is why I think the slider idea should be implemented into the game. MaryTheTiger 20:15, 19 June 2012 (UTC)


 * in 1.4 you can use custom flat worlds "1;7,31x2,3;1" or something like that...--Tonkku107 05:45, 16 September 2012 (UTC)

What are the natural resources in Superflat?
I propose an addition starting what resources appear in Superflat with structures on, like iron supplied by Iron Golems, natural wood in the villages, chests, etc. but do not state the items in the chests, although the fact could be restated. This could help people playing on survival. Anyone else agree? 67.165.166.88 20:36, 3 March 2012 (UTC)

THEY Need to fix the bugs
the maps on super flat dont help much, also we need a spawn point, but the map thing is that it can crash my game on superflat, so i think we need solutions

Obsidian?
This article lists Obsidian as a naturally occuring block that can be found with Generate structures on. Where exactly is the obsidian? Maxwell the scribblenaut 23:30, 1 May 2012 (UTC)


 * It's occasionally found in chests in NPC village forges. -- Orthotope 04:18, 2 May 2012 (UTC)
 * It can also be made with the water from the wells and the lava in the smith building. ((User:Ajfulks))

Generated structures.
So obviously it would seem unlikely that mineshafts or strongholds would generate on a Superflat world. What other structures might have a chance of generating (Besides villages)? Desert wells/pyramids? Jungle temples?--108.76.103.35 14:01, 31 May 2012 (UTC)
 * Whoops! Nevermind! Just realized that the biome is all Plain throughout.--108.76.103.35 14:02, 31 May 2012 (UTC)

resources
I think that they should not just have it all flat. They should include patches of trees so you can start on building thing. Without alot of resources it will be harder for you to build.

SIGN YOUR COMMENT WITH FOUR TILDES (~ x4!)! And this is not a suggestions page. --Spy227X 14:50, 8 September 2012 (UTC)

Preset Code
I wanted to add something about the preset code, but I couldn't quite decipher it. I can see it's bottom #;# intermediate #,# top #;# with the first number being the size of the layer and the second being the block ID, but the top set of numbers aren't matching my theory. -- Kanegasi  ☺  C  15:22, 13 September 2012 (UTC)


 * I'm working on it too. There are several possible interpretations which will have varying results in edge cases, but the syntax seems to be

1; (bottom of world, followed by semicolon 48,250x0,49 (list of block ids, comma separated, from bottom upwards) ;1 (top of world, preceded by semicolon)
 * If you want multiple instances of a single block type, put the number of repeats first, then the block ID. Hence 10x20 gives a layer 10 blocks thick of block ID 20. Presumably you could get the same result with 20,20,20,20,20,20,20,20,20,20
 * From this point on is speculation: the leading and trailing 1; and ;1 parts of the numbers don't seem to affect the material of the world. The first 1; seems to be a 'preset ID' of some kind; if a custom superflat code does not begin with 1; it seems to revert to one of the presets Mojang have provided. The trailing ;1 I have found no use for yet. 1;48,250x0,49;1 and 1;48,250x0,49;7 both appear to give the same world - a mossy cobblestone floor one block thick, then 250 air, then an obsidian ceiling.
 * I haven't tried using nonsensical blocks like flowers or torches yet.
 * It's possible the trailing digit is a checksum of some kind. Seems harmless if you get it wrong, but maybe it's supposed to give the total number of block layers, or the number of different block types or something. Can't yet support any of those theories from the example presets Mojang have given us, but that's my best guess so far for this part of the terrain code.

--82.69.54.207 16:37, 13 September 2012 (UTC)
 * You can specify metadata by using id:metadata --31.46.166.26 18:15, 13 September 2012 (UTC)
 * Check the biome with that last number changed. It might be the biome number. HotdogPi Come to my page! 18:31, 13 September 2012 (UTC)
 * It is the biome number. I've put together a list of biomes and their cooresponding numbers:

DeedleFake 18:33, 13 September 2012 (UTC)

No Villages?
From the page: No villages spawn at all in any Superflat setting (12w37a).

Is this confirmed? I've now seen numerous screenshots of desert villages spawning, as well as Dinnerbone's tweet with the underwater village spawned. Jkrimmel 20:21, 13 September 2012 (UTC)
 * I flew in a random direction for 1000 blocks on each preset, including a control world where I never touched the Customization button, and got no villages. I did not check Water World though, and honestly I would prefer that to follow the movie namesake by having villages spawn on the water level. They would have to be altered to look like a barge or even have docks on each house. Each world, I verified "Generate Structures" was ON. The Classic Flat setting did give me farm animals though, which I don't remember seeing in Superflat. If they purposefully lowered village spawn rate, I would be annoyed. I liked the fact that there was a huge chance of at least one village within Far render distance. -- Kanegasi  ☺  C  01:12, 14 September 2012 (UTC)

I'm seeing villages. Although I am seeing numbers of malformed villages, a bug I'm about to report. Do bear in mind that villages only appear if the biome type is plains or desert, so you won't see them on Tunneller's Dream unless you manually tweak the biome setting. I assume there's enough headroom on that world for surface villages to appear. --82.69.54.207 01:36, 14 September 2012 (UTC)

Custom ore distribution?
Perhaps when selecting stone you can hit "default ore distribution" or "Custom ore distribution" and enter a percentage for each ore to spawn, and possible which biome. That way you can hit overworld or miner's paradise generation, but have default ore distribution, to spend all day mining. Maybe make it so overworld has a choice caves enabled or not too. Wedge and custom superflat options were good mods to use that did these kinds of things, but wedge is a little different than what I am talking about. Wedge edited generation, superflat options did the layer 1 bedrock, 2 dirt, 3 grass kinda thing, which is now in vanilla. ~DaleK 21:18, 13 September 2012 (UTC)


 * I think, perhaps, a more appropriate location for suggestions would be reddit, or the suggestions forum; both of which are monitored by Mojang employees. JKrimmel 22:23, 13 September 2012 (UTC)


 * By suggestions are you referring to the suggestions spot on minecraftforum.net? ~DaleK 03:54, 15 September 2012 (UTC)

Preceding Digit
1; – world ID of some kind.

Reddit, and Dinnerbone; say that this is actually a version number, so that when future versions of the superflat generator are released, you can still share past versions with friends, or recreate past versions yourself without the potential of them breaking.

Toggling clouds and other features
I think it might be necessary for clouds, gravity, flying, weather, void fog, sun, moon and stars to be things it's possible to toggle on or off individually in the new custom superflat mode. And flow of time could be controllable, including stopping it. Reason I include gravity and time is so you could use a completely empty world for a space theme, although that would also require an ability to place blocks in thin air. OTOH, control over things like void fog and clouds have obvious (one might well say necessary) uses for more normal custom world types. [Addition: And spawn level too. Otherwise you always end up above any ceiling.] --Simons Mith[82.69.54.207] 02:26, 14 September 2012 (UTC)
 * I'm not sure about gravity, but flying is already available in Creative. Everything else is changeable using Optifine. -- Kanegasi  ☺  C  02:48, 14 September 2012 (UTC)
 * Optifine is a mod, of course. And in Creative mode, yes, you can fly, but you don't spawn flying, but if there's no ground you could fall quite a way before you can turn flying on.
 * Again. This is not the place for suggestions, and this is not even relevant to the page. JKrimmel 10:01, 14 September 2012 (UTC)
 * How is this not relevant? Clouds appearing underground has already been reported in weekly issues as an annoyance, although I'd view it a bug. Assuming underground clouds are an issue that ought to be fixed - and I presume you'd agree they are, collating all the other issues that will also need attention is surely sensible. These aren't supposed to be suggestions, they're supposed to be a collected group of related issues. Otherwise we get clouds and weather fixed but not void fog, or any one of a dozen other permutations. Then we'd need another bug report for void fog, and another, and another...--82.69.54.207 11:16, 14 September 2012 (UTC)
 * Yes, Optifine is a mod. There's no point in suggesting any changes if a well-built and updated mod does the job. At that point, it's up to Mojang to decide whether or not to include in the game something a mod does, especially with the upcoming API, which will make modding way easier. Suggesting is pointless unless it's something new that hasn't been done. Also, clouds appearing underground is an annoyance. Bugs are things of varying degrees that detract from the proper operation of gameplay and performance, such as the block glitching bug when digging down, the random suffocation, and other popular things that occurred due to SSP/SMP merge. Clouds do nothing. -- Kanegasi  ☺  C  13:04, 14 September 2012 (UTC)
 * Your definition of 'bug' is at variance with the definition on the classifying bugs page. Further, relying on mods, even well-behaved ones like Optifine may be unacceptable to many players because modded versions of the game aren't supported. If you want to discuss bug classifications or use of mods further, please drop by on one of my talk pages.--82.69.54.207 15:19, 14 September 2012 (UTC) aka User:Simons Mith

Just Curious
In Tunneler's Dream, do ores generate? And if so, wouldn't they be comically far down from the surface? It seems like it should be a fairly obvious yes or no, but my brain is kinda pulling both ways. 216.9.31.209 03:45, 17 September 2012 (UTC)
 * The only thing that generates in Superflat is villages. You can put ore in there, but it will be a whole layer. -- Kanegasi  ☺  C  05:43, 17 September 2012 (UTC)
 * That sucks. Thanks for the info. EmoTank 06:04, 17 September 2012 (UTC)
 * Yeah, needs a generate-ore option. It's not a tunneler's dream if you can't find anything!  --Mental Mouse 12:35, 23 September 2012 (UTC)
 * Hear, hear. EmoTank 05:00, 3 October 2012 (UTC)
 * They added the option, yay! --Mental Mouse 18:06, 5 October 2012 (UTC)

biome_1
I did some testing about this parameter and I couldn't find out what it effects. The world's biome is still determined by the number after the 2nd semicolon. No matter which number is added after the biome_ neither the world's terrain nor its biome is affected. --☺ Sven ? ! 15:58, 5 October 2012 (UTC)


 * Do you get emeralds underground with biome_1? And how about with biome_2? How about with extreme hills + biome_1 and extreme hills + biome_2? But from what you've said so far I think that's the next thing I'd be looking at. --82.69.54.207 16:50, 5 October 2012 (UTC)


 * Well, ores are part of  and all decorations are based on the chosen biome. So I would assume emerald ore is only generated when the biome is either 3 or 20, extrem hills and extreme hills edge. I also tried different values rather than 1 after biome_ but nothing changed as I said. --☺ Sven ? ! 16:59, 5 October 2012 (UTC)


 * Someone added an explanation but I cannot confirm it. Both  and   for example generate the exact same world. The biome is Mushroom Island Shore in both cases.  --☺ Sven ? ! 17:58, 5 October 2012 (UTC)


 * That explanation doesn't clarify anything for me. It's rather vaguely worded. It just seems to reiterate what's already said about the biome code, which we already knew. Is it possible that the biome_ code activates biome-specific structures, such as desert wells and temples in deserts, witches' huts in swamps, and jungle temples in jungles? I'm just about to check this.--82.69.54.207 21:37, 6 October 2012 (UTC)


 * We came to the same conclusion at the German Wiki but it may need some further testing. --☺ Sven ? ! 22:13, 6 October 2012 (UTC)


 * I've updated the preset code example to cover the version 2 features, and our current understanding of what the 'biome_' string does. Those free-floating mineshafts look quite spectacular. (Use a potion of night vision in creative!) I have not yet found a nether fortress or any dungeons. If anyone can help out with that, I'd be grateful. And if anyone turns off the snow and starts finding villages, please let me know. I wonder what it does if you turn on lakes and lava_lakes?? Just about to go look...--82.69.54.207 00:21, 7 October 2012 (UTC)


 * Aha. At x=552, z=-1759 I found a jungle temple on seed -7155420480227060478, using a preset code of  (basically the "Overworld" superflat string, except with the biome number changed to 21). On the German wiki I see you found a desert temple using seed -2180054640968742874 at x=0 z=-709 and the "Desert" preset string  . In both cases the temples disappear if you remove biome_1 from the preset string. I think that's a good enough confirmation for now. I am still stuck trying to find Nether fortresses... --82.69.54.207 03:20, 7 October 2012 (UTC)


 * Double aha. Change the biome number to swamp and you get a witch's hut at the same coordinates.--82.69.54.207 03:34, 7 October 2012 (UTC)


 * That makes sense. In 1.3, the same bit of code produces both desert and jungle temples; which one you get depends on the biome, but the location of structures is determined by the world seed. Looks like they've added witch's huts to that function. -- Orthotope 05:22, 7 October 2012 (UTC)
 * Just verified: The generated structures are the Desert Pyramid (biome_id 2, 17), Jungle Temple (21,22) and Swamp Hut (6) (no Nether Fortress or something else...). The generation of the structures is only dependent on the biome_id, the top most block has no influence, so are Jungle Temples and Swamp Huts generated on sand. --Kumasasa 18:36, 8 October 2012 (UTC)

List of decorations
The Generated structures page is a bit of a mess, but it does list most of the things that appear if you turn decorations on. As 'decoration' is now an identifiable category I think it would be useful to have a full list of decorations by biome, listing their generation requirements. That info could then be used to tidy up the generated structure page a bit.

Initial list off the top of my head. This will need checking. Help confirming these would be appreciated! There are quite a lot of combinations. If anyone can find cases where, for example, roses will spawn, but dandelions or pumpkins won't, then those entries need to be split accordingly. TIA.

--82.69.54.207 18:00, 7 October 2012 (UTC)


 * Giant mushrooms also work with regular dirt. --☺ Sven ? ! 18:33, 7 October 2012 (UTC)


 * ...And regular grass, so I found.
 * Experiments with dirt, grass and sand have uncovered something else interesting. I now suspect decoration spawning is the result of a 'spawning matrix'; a full list of things that will spawn on certain block types, and then some or all of those things are skipped depending on the biome setting. For example, in dirt and grass, the default things that spawn are long grass, roses, dandelions, pumpkins and oak trees. Biome 0, for example, you will see all of those. Biome 1 omits the trees but leaves the others alone. Biome 2 omits trees and pumpkins. Sand spawns dead bushes, cacti and desert wells. But they are all skipped in every biome I've tried so far except desert. The result is that sand in most places is just sand. Only in deserts does it sprout cactuses and wells and the like. Small mushrooms will spawn on pretty much anything, even leaves and bedrock, but as we know they need darkness, so in superflat worlds they need something taller - anything - that can provide shelter. Obsidian pillars need End Stone, and they need the End biome setting, presumably because the code to build them doesn't trigger anywhere else).--82.69.54.207 19:25, 7 October 2012 (UTC)


 * You're mostly right, though it happens in the opposite order. The biome generators specify how many times to attempt spawning various features; I have the raw data from 1.3.2 at User:Orthotope/biomes. Actual spawning depends on specific decoration requirements; flowers need dirt or grass, cacti need sand, etc. . Desert wells are only produced in deserts; pumpkins can generate in any biome, but need grass. The End and Nether have their own biome decorators which ignore the usual overworld stuff. Nether features tend to require netherrack, and glowstone needs a roof to generate under.


 * Dead bushes should be able to generate on sand in swamps (biome 6). Lily pads are also there, if there's a layer of water. Sugar cane is probably impossible in Superflat, as you need both water and dirt/sand on the same layer. -- Orthotope 03:03, 8 October 2012 (UTC)


 * Also I noticed lakes generate in the End biome if enabled. --☺ Sven ? ! 11:50, 8 October 2012 (UTC)

Village Sizes
A Chinese player I know tried a preset with village(size=6) and he saw a village with 4 Blacksmiths. I think that means sizes larger than 1 are available as well. Anybody agree?

Adds: Tested myself. Villages with larger size do generated more blacksmiths, churches, butcher's shops, etc. while they generated less normal houses. General speaking, the overall size of villages are a little larger. 115.193.131.100 09:47, 21 October 2012 (UTC)

I believe this "size" just gives the limit of village, before I programmed my customize tool. I have tried 200. But it also generates some small village. In that map I find 20+ villages, only 4-5 are giant villages.--JiangHR 12:26, 21 October 2012 (UTC)

Hidden preset tags
I've just found out that adding "ore" will enable ores to be generated. (including stone, dirt and gravel that doesn't generate in the usual layers)--8elliott 02:26, 1 November 2012 (UTC)
 * Isn't that what "decoration" tag does? I can't find "ore" in the source code. --mgr 12:05, 1 November 2012 (UTC)

Lets clear some confusion between Biome_1 versus biome number in preset
Biome_1 comes in the last field of a superflat preset it is a structure designator, NOT a biome designator. If it is included, it will put in structures that are typically found for the current biome. The biome number is actually the next to last field in the superflat preset, and contains no letters, just a numerical value that sets the biome for the map. Of course what that biome number is will determine what creatures (mobs) can spawn, and (if "biome_1" is included in the final field of the preset code) also what structures will exist. You can also add additional structures to those that are biome specific in the final field of the preset code (such as "village" or "stronghold", though if the biome specifically rules them out they won't appear). Turn off structures from the main world generator control panel if you don't want any structures to appear at all (this overrides the settings in the preset as far as structures are concerned, though mobs for the given biome will still spawn if you don't use the console command "/gamerule doMobSpawning false". To separate structures in that last field for preset codes, use commas. 76.104.145.19 07:56, 11 December 2012 (UTC)