Seeds are values made up of positive or negative characters, including integers, that are used as the basis for generating the Minecraft world.
Compatibility[]
Although seeds are somewhat compatible across editions, with the same terrain generation and biomes, structure locations still vary between Java Edition and Bedrock Edition.
World generation[]
The game calls upon an algorithm known as Perlin noise to generate a new world, using the same seed to ensure that the outputs for each time are always the same. However, this algorithm also outputs a pseudo-random value that is used to determine the features and characteristics of the terrain in the generated world. Thus, the same seed generates the same seed, generating the same value for each time. Whenever a new world is generated in the game, this algorithm is used to determine the features and characteristics of the world.
A world is created when a seed is set. It can be automatically decided, but it can also be manually set. By reusing and setting a seed from one world, the same world is generated. The same world generates the same world. Negatives, including a phrase or a number, can also be included. If a phrase or word is used, it is converted into a 32-bit integer. If a phrase or word is used, it is also converted into a 32-bit integer.
Every time the world generation algorithm is modified (typically by incorporating new biomes into the game), the identical seed no longer produces the identical terrain. If the seed or generator is altered in a saved world, fresh chunks are created based on the new seed and no longer correspond to those generated from the previous seed. Deleted chunks can regenerate if the seed and generator remain unaltered, but will change if either the seed or generator is modified. In fact, the deletion of chunks is occasionally carried out to allow newly-introduced features to appear in an existing world; refer to Tutorials/Updating old oceans in 1.13 using MCEdit.
The relevance of a seed’s value does not result in any relevance in the world.
Determining the seed[]
In Java Edition, players have the option to input the seed, which allows them to observe the world’s seed. This command remains accessible in singleplayer worlds, even with cheats disabled. Additionally, players can choose the ‘Re-create’ option in the Worlds menu to view the seed.
The Edition Bedrock offers several pre-set seeds that players can use to generate worlds with specific features near the spawn point. Additionally, there are also templates available that provide players with various seed options found in the world. The beta version has a visible seed displayed at the top of the screen.
Technical[]
Realms[]
In the Java Edition, players have the ability to enter /seed in the chat. However, in the Bedrock Edition, the seed is not displayed on Realms.
General[]
In order to explore the entire range of potential worlds (264, or 18,446,744,073,709,551,616), either number seeds or a default world seed must be employed. This limitation confines Minecraft to a smaller selection of possible worlds, specifically 232 (or 4,294,967,296), as a result of utilizing the int datatype. If the seed consists of non-numeric characters or exceeds a length of 20 characters, the Java String.HashCode() function is utilized to generate a number seed.
Overlap between editions[]
Despite having varying structures, decorator positions, carver caves, and mob spawns, both Java and Bedrock editions produce identical terrain and biomes for all seeds within the range of -9,223,372,036,854,775,808 to 9,223,372,036,854,775,807.
Generation quirks[]
This section lacks information on elaborating extensively on these phenomena.
Input: Nha Trang Institute of Oceanography is an interesting destination for people of different ages. The Institute of Oceanography in Nha Tr
By utilizing specific seeds, it is feasible to witness captivating outcomes.
Changing terrain without changing some structures[]
It is possible to create various worlds with similar cave systems, Nether biomes, and other arrangements of generated structures by transforming the seed into binary and adjusting the desired bits. Only particular parts of the seed are utilized to generate specific features in the world. For instance, the seed generator utilizes the initial 48 bits exclusively to generate cave systems and badlands clay banding layers.
Repetition[]
This portion requires updating.
Can you please replace the information provided with the updated and recent ones? If there are any changes or recent updates regarding Part Cliffs & Caves, please make sure to update this section accordingly.
In Java Edition, when calling the first method with a parameter of 0, it returns a seed of 107038380838084, while calling the second method with a parameter of 0 returns a seed of 164311266871034. These seeds generate infinite arrays and caves structures, causing underwater ravines and mineshafts, respectively, in the internal code. Additionally, the loops on the Z and X axes are involved in this process.
Decorations, such as features in seeds, can repeat and generate diagonally.
1000686894 and -1171867832 are the seeds that vertically repeat the generation of Mineshaft. 1669320484 and 289849025 are the seeds that occur with repetition decoration and dungeon, ravine, cave diagonal in Bedrock Edition.
Any seed computed as 4294967296 × n + 1669320484 also produces maps with recurring characteristics.[7].
Video[]
//www.youtube.com/watch?v=3B3Wgv99wq8
//www.youtube.com/watch?v=CSa5O6knuwI
History[]
This portion requires updating.
Please revise this section to depict the latest updates or newly accessible information. Reason: Bedrock experimental modifications.
Java Edition pre-Classic | ||
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rd-160052 | Added a simple level generator. | |
Java Edition Classic | ||
0.0.12a | Added a new level generator. | |
August 25, 2009 | Showed another new level generator, which generates cliffs more commonly. | |
Java Edition Indev | ||
0.31 | 20091223-2 | Isometric level rendering screenshot added. |
20100106 | The player can now select island, floating, flat, or original as the level type when generating a world. | |
Players can also select square, long, or deep as the level shape. | ||
Players can also select small, normal, or huge as the level size. | ||
20100107 | Deep floating maps now have layers of islands. | |
Players can now select a level theme; normal or hell. | ||
20100110 | Islands now generate with more sand. | |
20100113 | Oceans now generate with infinite water. | |
20100122 | Water now spawns naturally above sea level and on floating islands. | |
Caves are now less flooded. | ||
Java Edition Infdev | ||
20100227-1 | Terrain-breaking change to world gen: using any given seed on older versions now generates a different world. | |
World generation has been greatly simplified (with the removal of sand, blobs) in order to make infinite world generation implementation easier to work with. | ||
20100227-2 | Brick pyramid generation changed – they will now always come to a single point at the top, rather than sometimes being truncated, resulting in “brick square frusta”. | |
20100313 | Oceans are considerably larger than before.[check the code] | |
20100320 | Reimplemented primitive ore blob generation, in which they spawn as scattered, single blocks. | |
Reimplemented tree generation. | ||
20100325 | Ore blob generation has been changed to the modern generation type. However, a float is used in their generation, causing their generation to break down at excessive distances. | |
Added caves. They generate through all blocks, not just terrain blocks. | ||
20100327 | Terrain-breaking change to world gen: using any given seed on older versions now generates a different world. | |
World generation has been significantly overhauled, which is visually very obvious. | ||
Removed caves. | ||
Removed random patches of flowers. | ||
The large stone wall at 33,554,432 no longer generates. Instead, the Far Lands generate at 12,550,824. | ||
20100413 | All trees are now large trees. | |
Sand and gravel now generate with the world again. | ||
20100420 | Terrain-breaking change to world gen: using any given seed on older versions now generates a different world. | |
World generation seems considerably less mountainous. | ||
20100608 | All trees are now small trees again – big trees do not generate. | |
20100611 | Terrain-breaking change to world gen: using any given seed on older versions now generates a different world. | |
Terrain now appears to come in large islands. | ||
Terrain can now generate high enough to be higher than the world height limit, causing it to be cut off. | ||
Monoliths now have the potential to generate.[verify] | ||
The amount of trees that generate appears to be different now. | ||
20100616 | Terrain-breaking change to world gen: using any given seed on older versions now generates a different world. | |
Terrain generation in ocean[verify] | ||
Reimplemented caves. | ||
Random patches of flowers and mushrooms now generate. | ||
Springs now generate. | ||
Lava now naturally generates, although how it does so exactly is unknown. | ||
Java Edition Alpha | ||
v1.2.0 | preview | Terrain-breaking change to world gen: using any given seed on older versions now generates a different world. |
Java Edition Beta | ||
1.3 | It is now possible to manually determine the seed upon world creation. | |
1.8 | Pre-release | Terrain-breaking change to world gen. |
The debug screen now displays the seed number. | ||
Java Edition | ||
1.2.1 | ? | Multiplayer servers no longer send the seed to clients. |
1.3.1 | 12w18a | Due to singleplayer becoming multiplayer, the world’s seed is no longer displayed on the debug screen. |
12w21a | Added /seed , which displays the current world seed. |
|
1.7.2 | 13w36a | Terrain-breaking change to world gen with the introduction of many new biomes. |
1.13 | 18w06a | World generator rewritten in a non-breaking way. |
1.18 | 1.18 Experimental Snapshot 1 | Terrain-breaking change to the world gen with the introduction of multinoise, terrain noise, biome builders, and new caves. |
Seed limit is now 48-bit.[9] | ||
1.18 experimental snapshot 2 | World generator rewritten in a non-breaking way. | |
21w41a | Replaced the random number generator used in world generation, which reverted the seed limit back to 64-bit.[9] | |
Seeds have been reshuffled due to this change. Worlds will not look like as they did in previous snapshots. | ||
21w43a | Seeds have been reshuffled again. Worlds will not look like as they did in previous snapshots. | |
1.18.2 | 22w03a | The seed “0” (zero) can now be used normally. |
Any spaces before or after an inputted seed will now be trimmed. | ||
Pocket Edition Alpha | ||
v0.1.0 | Added seeds. | |
v0.9.0 | build 1 | Terrain-breaking change to world gen: using any given seed on older versions now generates a different world. |
Bedrock Edition | ||
1.18.0 | beta 1.18.0.20 | Terrain-breaking change to the world gen. Revamp Caves, Mountains, and Terrain height system. |
beta 1.18.0.22 | Replaced the random number generator used in world generation, resulting in different terrain being generated using same seed. | |
beta 1.18.0.24 | Seeds have been reshuffled again. Worlds will not look like as they did in previous betas. | |
1.18.30 | beta 1.18.20.21 | Worlds can now be created with 64-bit seeds. |
Single-digit seeds such as “0” can now be used normally. |
Trivia[]
Notable Java Edition seeds[]
The following are the official resources and Minecraft maps that have been used for generating significant community material or otherwise, at one point or another, the map seeds.