Talk:Structure

Please reply here about discussing deletion
Thank you, YaYaBinksMinecraft  ( T 15:23, 11 September 2011 (UTC)


 * I don't know what you're going on about with deletion, but you did not move the page correctly - in the dropdown next to the search box at the top of every page is a "Move" option; this is used to properly move pages with their history intact, which is required for the Creative Commons license the wiki uses. I've performed a history merge to restore the history, but I'd appreciate you making a point to use the movepage functionality in the future instead of just performing copy-paste moves. 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 00:03, 14 September 2011 (UTC)

Changes
I suggest to remove the Oceans and Deep Oceans paragraphs from this article, they belong more to biomes now (as well as the cliffs that would be more like the mountain biomes now). --Pauolo 07:50, 16 September 2011 (UTC)
 * I agree. World generation has been overhauled in such a way that any terrain-related entry now depends on the biome, Lakes possibly excluded. Most sections of this article could be rewritten or removed. LTK 70 16:05, 18 September 2011 (UTC)


 * Only mountains and oceans are now biomes. Lakes, caves, and such are still plain naturally generated features.  Verhalthur (talk)(contribs) 16:06, 18 September 2011 (UTC)


 * True, but the superficial structures in particular - cliffs, oceans, beaches and hills - no longer exist in the way they did before. And Trees as a generated structure are way too general now, they really belong in biomes as well. These sections could use some heavy editing. LTK 70 19:36, 18 September 2011 (UTC)

Terrain generation order?
Any interest in terrain generation order?

Currently I think:

Natural terrain generates first and foremost.

Then water/lava holes.

Strongholds generate before abandoned mines. See southwest stronghold in seed: gargamel. It completely intersects with a major abandoned mine and is unnavigable.

Strongholds generate before dungeons (And their connecting caves), but before regular caves. See northwest stronghold in seed: gargamel. A zombie dungeon is within the stronghold, and a large cave seems to run through it which is connected to the dungeon.

Torches within a stronghold may generate after buttons.

Villages generate after ravines. This explains their solid cobble base extending to the bottom.

--PlNG 02:36, 21 September 2011 (UTC)

Deep Oceans.
The article says that certain seeds will produce a deep ocean covering the entire map, does anyone have any proof, or should this be deleted from the page. Thanks Timberdoodle 18:18, 4 October 2011 (UTC)