I believe this would be useful just because it makes the world more realistic and so you don't have to be in the middle of one biome and see another, ruining you theme of were you live...plus makes getting lost in the woods or or jungle more realistic –Preceding unsigned comment was added by 18.104.22.168 (Talk) 13:46, 10 May 2012. Please sign your posts with ~~~~
- Yeah, you know how big jungles can get in normal Minecraft, imagine how big they will be in larger biomes! You would be lost for days! –Preceding unsigned comment was added by ZeCraftyMiner (Talk|Contribs) 14:28, 10 May 2012. Please sign your posts with ~~~~
Does anyone know the level-type you have to put in the server.properties, to get a large biome world? –Preceding unsigned comment was added by 22.214.171.124 (Talk) 00:47, 13 May 2012. Please sign your posts with ~~~~
- "LARGEBIOMES" according to the server.properties article. I'll go ahead and add it to this. Jimbo Jambo 01:23, 16 May 2012 (UTC)
I just had a thought/concern. If one goes to the old 12,000,000 or whatever X/Z position on a large biomes, will it cause the same old map corruption? My thought process behind this is that the world itself is said to be 16x larger, however if we don't find farlands or even generation past this coordinate, we should specify it to be the BIOMES are 16x larger. If we do find farlands or odd generation, we can confirm that the WORLD is 16x larger due to finding odd generation past the original point of generation corruption. Funky3000 13:54, 19 May 2012 (UTC)
- The bugs now start at X/Z ±30,000,000, and as far as I know, they're caused because the coordinates are huge, so I would bet they're still there, in roughly the same location, even with bigger biomes. However, this is just an educated guess. Lvxferre 02:33, 28 May 2012 (UTC)
Anyone know of effects in ore distribution and other things?
The fact that biomes are 16 times larger is obvious, but how does the size change affect things such as cave generation, ore distribution, and some other stuff? –Preceding unsigned comment was added by HandofCreation0 (Talk|Contribs) 16:29, 24 May 2012. Please sign your posts with ~~~~
- This is just an educated guess, but I would assume that the world (meaning grass, dirt, and stone), generates sixteen times larger, and then the ores and stuff are generated normally inside the expanded earth. Otherwise, there would be a lot of stuff in one vein!In addition, gigantic strongholds and huge mines. No, it shouldn't. –Preceding unsigned comment was added by 126.96.36.199 (Talk) 23:07, 28 May 2012. Please sign your posts with ~~~~
- The only thing that is affected is the scale of the perlin noise in the world generation. Structures, ores, trees, etc. are generated after the noise forms the basic land. Ivyn 07:48, 11 June 2012 (UTC)
- Giant trees! Giant pigs dropping giant porkchop!--188.8.131.52 08:20, 23 January 2013 (UTC)
I have a private server that want to turn large biomes on. If I turn it on would all new chunks be different biomes or enlarged pieces of the current biome? --B10[k/-/3ad 01:02, 23 July 2012 (UTC)
- I believe the result would be similar to changing the world seed, with a sharp discontinuity between old and new chunks. -- Orthotope 01:08,
24 July 2012 (UTC)
Thanks! I have a pre-anvil world and my new anvil chunks were different biomes. I just wondered if the same thing would happen with Large Biomes. --B10[k/-/3ad 13:11, 24 July 2012 (UTC)
Are Strongholds located in the same area as the regular worlds, or are they farther away? Are the strongholds larger?