Everyone seems to be searching for the perfect Minecraft seed. I would like to know everyone's criteria for what they consider a good or great Minecraft seed. How would you characterize the best Minecraft seed? How do you play? I'll go first
Criteria: I would like a large mushroom island within 300 or 500 blocks. All biomes and structures within 3,000 blocks. To make it really great, a seed needs to have good examples of every terrain and cool terrain.
Play: I don't speed run. I like to explore, adventure, and build for survival. With the changes to boats, I prefer to coastal and river adventures in the early game.
PS: I returned to Minecraft with 1.20.4. My nephew originally got me into playing Minecraft with him in the Beta days.
I don't play on newer versions, or even vanilla (making new worlds) but my main criteria were spawn in a plains biome with a jungle nearby in the middle of a large landmass, at least 1000 blocks from the nearest ocean, like this seed I used for one of my worlds; having all common biomes nearby was a no brainer considering how world generation worked in this version (1.6.4, before a major change to more modern world generation; it is not that apparent on this map due to the color used for Taiga biomes (dark blue-green) but they were snowy, otherwise you had the rare large Ice Plains):
I've since modded world generation to make virtually every single seed meet most of these criteria, with 2x2 spruce trees taking the place of jungle trees, with multiple new biomes added with either so they are easy to find; the spawn biome itself may be any of several relatively flat and treeless biomes and one is forcibly added close to the origin if it wouldn't exist. For example, these are the spawn areas of my first world and last three worlds; it is less apparent for TMCWv4 but spawn was in a small Plains sub-biome and all had biomes with spruce trees adjacent to the spawn biome (I don't do any exploring outside it until much later, though any biomes I run into while finding a stronghold can also be sources of needed materials):
World1; my first world, generated in vanilla 1.5.1 (up to 1.6.4) from a completely random seed (no tools used to find one), with spawn near the intersection of Plains, Jungle, and Desert; in this world I use 2x2 jungle trees for "torch wood", my main use of wood by far (I mostly use oak and spruce in my bases, a few small trees is enough), I also used a large amount of glass (as blocks) so the nearby desert supplied plenty (just skim off a layer and it won't affect its appearance), also an interesting example of height variation in a version of terrain generation widely derided for being too flat:
TMCWv4; spawn is in a Plains sub-biome within a Mixed Forest, containing all four wood types (this wouldn't have been the "intended" spawn biome as I only check full-size biomes but such sub-biomes are considered valid and provide for more variety in the spawn point), there is also a Jungle to the west and a Desert to the northwest (I never actually saw it until I located a stronghold, there was also a village in it):
TMCWv5; spawn was in a "Meadow" (no relation to the modern-day biome) with a village (only my second world with one at spawn, excluding the copies of my first world which only changed the underground), and a Mixed Forest to the north, again supplying all wood types, if not, then there are a Jungle to the east and Mushroom Forest (spruce and oak) to the south and Bushlands (spruce bushes) to the north, and a Quartz Desert to the southwest (at one time I considered a nearby desert to be desirable but even a single small lake/pond (these no longer generate since 1.18) can have enough sand for all the glass I use in my main base. these also show that unlike vanilla the surface layers extend all the way down to bedrock, giving virtually unlimited amounts of sand/sandstone from a single biome, and without having to strip the surface (this also applies to other special biomes):
TMCWv5.10; spawn was again in a Meadow with a Mixed Forest to the north (yet again instant all four wood types, minus a new cherry variant, and Mesa to the south, not visible is a Desert to the east, and otherwise the "mesa edge" would have plenty of sand/sandstone for anybody's needs anyway (I again just extracted it from a lake that was where my base is):
Otherwise, I desire a lot of small-scale biome variety, which is part of the point of my namesake mod, reflecting what I'd want in newer vanilla versions, like instead of similar biomes clustered together across huge areas, and with the sizes of individual biomes becoming ever larger, they are just randomly generated; this rendering of my previous world contains 50 different biomes (excluding duplicates and minor variations) and is about three level 4 maps in area (50,000 chunks):
An in-game map wall, 3x3 level 3 maps, plus a bit around their edges, which shows the biome variety better due to my own addition of biome-specific map colors (e.g. Plains, Savanna, and Meadow otherwise look very similar on the rendering above, while here Meadow is a more saturated green and Savanna is an olive color; spawn is just to the northwest of the "Rocky Mountains" (gray with snowy peaks) in the center):
A comparison I'd made to modern world generation, it is virtually impossible to ever find a good seed biome-wise due to how they generate (just having all biomes within 1536 blocks isn't enough, e.g. hot to the west and cold to the east, I'd want multiple instances of extremes sprinkled about):
The map of modern generation without my world overlayed, showing that the "hot" region to the east extends well to the west, a small "cold" region to the southwest would intersect the area I explored after making this but the difference between the two is stark:
I also apply similar code to check for the presence of certain rarer/larger underground features and add them if they otherwise wouldn't exist, both of which are shown for the seed in this example, which has a spawn biome added and two of the largest variant of caves due to not lacking any and/or enough of the larger variants, it also had to re-run the placement of "giant cave regions" once to find at least two, there also must be at least three "colossal cave systems", while anything else (not listed here) is virtually guaranteed to exist within 1536 blocks (3x3 level 3 maps) of the origin due to how common they are:
Seed is 3571391614666918607 and world type is Default
Center is 0, 0 and radius is 256 blocks (from -256, -256 to 255, 255)
Failed to find spawn biome
Added spawn biome: Bushlands
Biome Name Area Percentage (without ocean)
Total Land 262144 100.00000%
Total Ocean 0 0.00000%
Taiga 54992 20.97778% 20.97778%
Extreme Hills 25072 9.56421% 9.56421%
Desert 21232 8.09937% 8.09937%
Mega Taiga 20448 7.80029% 7.80029%
Forest Mountains 2 19248 7.34253% 7.34253%
Taiga Hills 16288 6.21338% 6.21338%
Bushlands 12464 4.75464% 4.75464%
Extreme Mountains 9536 3.63770% 3.63770%
Extreme Hills Edge 9056 3.45459% 3.45459%
Autumnal Forest Hills 7984 3.04565% 3.04565%
Forest Mountains 1 7872 3.00293% 3.00293%
Rocky Mountains Peak 2 7728 2.94800% 2.94800%
Rocky Mountains Peak 1 7136 2.72217% 2.72217%
Rocky Mountains 6464 2.46582% 2.46582%
Lake 5200 1.98364% 1.98364%
Rocky Mountains Edge 4880 1.86157% 1.86157%
Desert Hills 4272 1.62964% 1.62964%
Rocky Mountains Summit 3920 1.49536% 1.49536%
River 3920 1.49536% 1.49536%
Autumnal Forest 3824 1.45874% 1.45874%
Mushroom Forest 3088 1.17798% 1.17798%
Riverbank 2672 1.01929% 1.01929%
Desert River 2304 0.87891% 0.87891%
Desert Riverbank 2080 0.79346% 0.79346%
Rocky Mountains River 464 0.17700% 0.17700%
Seed is 3571391614666918607
Center is 0, 0 and radius is 1536 blocks (from -1536, -1536 to 1535, 1535)
Showing up to 5 results for each category. Locations are the center/start.
Found 3 giant cave regions in 2 iterations
Found 6 colossal cave systems in 1 iterations
Found mega ravine at -232 -1384
Found mega ravine at 536 -1128
Found type 4 cave at -488 -744
Found type 4 cave at -872 -104
Found huge cave at -616 152
Found 131 mega cave locations
Found 133 mega ravine locations
Added mega cave at -1000 536
Added huge cave at 920 -1128
Took 26573100 ns
Locations of colossal cave systems by volume:
1. -536 -1464 (volume: 253388, type: NW-SE)
2. -1368 -696 (volume: 246940, type: E-W)
3. 1208 232 (volume: 244412, type: NE-SW)
4. 1032 -744 (volume: 244053, type: NW-SE)
5. -232 552 (volume: 243459, type: NW-SE)
6. 952 1272 (volume: 240237, type: C)
Locations of giant cave regions by volume:
1. -1272 -1032 (volume: 1723285)
2. 664 -1112 (volume: 1699984)
3. -296 1016 (volume: 1691344)
Locations of largest caves by volume:
1. -1000 29 536 (type: 4, length: 502, width: 49, volume: 644380)
2. -872 35 -104 (type: 4, length: 492, width: 46, volume: 459458)
3. 920 27 -1128 (type: 3, length: 450, width: 44, volume: 440130)
4. -616 35 152 (type: 3, length: 494, width: 47, volume: 413752)
5. -488 33 -744 (type: 4, length: 414, width: 41, volume: 312047)
Locations of largest ravines by volume:
1. 536 36 -1128 (type: 3, length: 356, width: 47, depth: 59, volume: 525158)
2. -232 34 -1384 (type: 4, length: 372, width: 39, depth: 59, volume: 437158)
3. 408 30 -1000 (type: 3, length: 338, width: 37, depth: 59, volume: 403100)
4. 664 25 -1512 (type: 3, length: 356, width: 37, depth: 58, volume: 400034)
5. 1048 33 920 (type: 4, length: 368, width: 35, depth: 59, volume: 388155)
This also reflects my playstyle, caving for fun and covering new ground very slowly as a result, averaging about 100 chunks or 160x160 blocks per play session, several to cover the area of an average biome, making note of the more interesting things I find underground, as well as surface terrain (interesting mountains / formations), biomes, and structures (I keep track of all of these in a log), I also restrict myself to the spawn biome until I start caving, with the exception of locating a stronghold to get to the End, or if I really need to find some resource, but that generally isn't an issue, and locating a stronghold will take me through many new biomes (as far as other structures go, a village near spawn may be a nice bonus but isn't required, and I don't want to know where they are anyway, the first map above wasn't actually the world I spawned in since the biomes were all different, only the landmass was the same back then, prior to modifying how it generates so it is always like that. Several of my earlier worlds also reused the seed for my first world since it was a "known good" seed, and a couple just changed the underground).
Everyone seems to be searching for the perfect Minecraft seed. I would like to know everyone's criteria for what they consider a good or great Minecraft seed. How would you characterize the best Minecraft seed? How do you play? I'll go first
Criteria: I would like a large mushroom island within 300 or 500 blocks. All biomes and structures within 3,000 blocks. To make it really great, a seed needs to have good examples of every terrain and cool terrain.
Play: I don't speed run. I like to explore, adventure, and build for survival. With the changes to boats, I prefer to coastal and river adventures in the early game.
PS: I returned to Minecraft with 1.20.4. My nephew originally got me into playing Minecraft with him in the Beta days.
There is no one best seed and limiting yourself to that seems silly when we're talking millions of seed options.
There are good seeds but it's hard to quantify the best or even to agree by opinion what is good.
I like a story-like feeling to my world, where progress is marked by changes of settings and mob appearances, but not everyone feels that way - you seem to want to stay put in mushroom-land.
There is no one best seed and limiting yourself to that seems silly when we're talking millions of seed options.
You pretty much need to use a seed to get any real variety in modern versions due tot he absolutely terrible world generation, unless you love flying thousands of blocks to find anything; the seeds they recently listed as "failed" seeds is a good example:
Missing: Ice Spikes biome, and cold biomes are also too far. Wooded and Eroded Badlands are also pushing past my 3,000 block limit.
Missing: all the cold biomes within 3,000 blocks.
Missing: There is no desert pyramid within 3,000 blocks. You have to go out 3,907 blocks according to locate command, but it is approximately 3,550 blocks on the X and about half that on the Z. Might be worth the journey for the view of elevated terrain.
Missing: No savanna village exist withing 3,000 blocks. It is somewhat made up for by the large number of plains and desert villages. Few other types of villages exist. There are no stony peaks within 3,000 blocks of 0 0. The eroded badlands is just a speck.
(I find it fascinating how it is possible to not find a particular structure within such a large area, or that some thought they are too common; well, once you find e.g. a desert region you'll find dozens of desert temples and villages due to how big they are, and otherwise like half the world is plains)
Even 1.7-1.17 was bad enough that seeds with all biomes within a reasonably small area were incredibly popular, I wonder how many worlds were created with this one specific seed:
(800,000+ views, 30+ pages of discussion, minus many posts which were removed due to the EU GDPR years back)
Of course, even my mod doesn't guarantee all biomes within 2000 blocks but you will certainly find completely different biomes within much smaller areas (the seed in the thread above has all but Mushroom island, which is going to be rather uncommon simply because the area within 1000-1500 blocks will always be mostly land, even 2048 blocks was only 6% ocean biomes):
This is a look at the seed in-game, an Ice Plains Spikes and Savanna Plateau (technically "hot and dry", if not "desert hot", as some think of when they think of a "hot" biome) are within sight of spawn and a desert, with a desert temple and village, isn't that far away, as is a Roofed Forest with my equivalent of a mansion, and another Savanna Plateau with a village is on the other side of the Ice Plains Spikes, there is also a Cherry Grove off to the east that I didn't see in-game, making all wood types accessible within a few hundred blocks of spawn; the nearby Rocky Mountains is a good source of rubies, useful for reducing the prior work penalty as an alternative to Mending (which could be obtained from the villages, which may also have such a book in the blacksmith chest):
A rendering of the area I generated by flying around a level 2 map (512x512 blocks) at a render distance of 16, a bit further to the west to get a view of the Rocky Mountains and Desert M:
A look down at spawn:
A Mega Mixed Forest, with all four main wood types, as well as one of the variants of vanilla Mega Taiga (as existed in 1.7):
A large Rocky Mountains behind a Roofed Forest with a mansion (which I've never found in Survival yet, much less this close to spawn, they are far more common than in modern versions though, with a third to half of Roofed Forests containing one):
A Desert M (with Oasis, the biome of the same name in 1.7 simply had water lakes and likely no longer exists since Mojang removed them), with a desert temple and village::
Some more interesting terrain:
A look down at a conjunction of Ice Plains Spikes, Savanna Plateau, with its own variant of village (quite rare), and Rocky Mountains:
I like a story-like feeling to my world, where progress is marked by changes of settings and mob appearances, but not everyone feels that way - you seem to want to stay put in mushroom-land.
I kind of like maps were one thing leads to another, and then you see something else. This to me is good for making my own adventures. Yes, I kinda do want a mushroom island in the middle of the map to build my main base upon, while venturing out. I am looking for good examples of each terrain. That doesn't seem likely in extreme small 1,500 or small areas. That is why I am looking at +- 3,000 blocks from 0 0. That to me is close by for early to mid game. I also find myself using boats to explore coast and rivers in my play stile.
Here is some love for those playing older version. This is a link that is an excelent source for seed for old version of minecraft before the change to terrain generation with "Caves and Cliffs Update". seedhunt.net on the Wayback Mechine Seedhunt.net isn't available anymore, but it is on the Wayback Mechine with "God tier seeds."
Everyone seems to be searching for the perfect Minecraft seed. I would like to know everyone's criteria for what they consider a good or great Minecraft seed. How would you characterize the best Minecraft seed? How do you play? I'll go first
Criteria: I would like a large mushroom island within 300 or 500 blocks. All biomes and structures within 3,000 blocks. To make it really great, a seed needs to have good examples of every terrain and cool terrain.
Play: I don't speed run. I like to explore, adventure, and build for survival. With the changes to boats, I prefer to coastal and river adventures in the early game.
PS: I returned to Minecraft with 1.20.4. My nephew originally got me into playing Minecraft with him in the Beta days.
***Crickets chirping***
I've since modded world generation to make virtually every single seed meet most of these criteria, with 2x2 spruce trees taking the place of jungle trees, with multiple new biomes added with either so they are easy to find; the spawn biome itself may be any of several relatively flat and treeless biomes and one is forcibly added close to the origin if it wouldn't exist. For example, these are the spawn areas of my first world and last three worlds; it is less apparent for TMCWv4 but spawn was in a small Plains sub-biome and all had biomes with spruce trees adjacent to the spawn biome (I don't do any exploring outside it until much later, though any biomes I run into while finding a stronghold can also be sources of needed materials):
TMCWv4; spawn is in a Plains sub-biome within a Mixed Forest, containing all four wood types (this wouldn't have been the "intended" spawn biome as I only check full-size biomes but such sub-biomes are considered valid and provide for more variety in the spawn point), there is also a Jungle to the west and a Desert to the northwest (I never actually saw it until I located a stronghold, there was also a village in it):
TMCWv5; spawn was in a "Meadow" (no relation to the modern-day biome) with a village (only my second world with one at spawn, excluding the copies of my first world which only changed the underground), and a Mixed Forest to the north, again supplying all wood types, if not, then there are a Jungle to the east and Mushroom Forest (spruce and oak) to the south and Bushlands (spruce bushes) to the north, and a Quartz Desert to the southwest (at one time I considered a nearby desert to be desirable but even a single small lake/pond (these no longer generate since 1.18) can have enough sand for all the glass I use in my main base. these also show that unlike vanilla the surface layers extend all the way down to bedrock, giving virtually unlimited amounts of sand/sandstone from a single biome, and without having to strip the surface (this also applies to other special biomes):
TMCWv5.10; spawn was again in a Meadow with a Mixed Forest to the north (yet again instant all four wood types, minus a new cherry variant, and Mesa to the south, not visible is a Desert to the east, and otherwise the "mesa edge" would have plenty of sand/sandstone for anybody's needs anyway (I again just extracted it from a lake that was where my base is):
Otherwise, I desire a lot of small-scale biome variety, which is part of the point of my namesake mod, reflecting what I'd want in newer vanilla versions, like instead of similar biomes clustered together across huge areas, and with the sizes of individual biomes becoming ever larger, they are just randomly generated; this rendering of my previous world contains 50 different biomes (excluding duplicates and minor variations) and is about three level 4 maps in area (50,000 chunks):
An in-game map wall, 3x3 level 3 maps, plus a bit around their edges, which shows the biome variety better due to my own addition of biome-specific map colors (e.g. Plains, Savanna, and Meadow otherwise look very similar on the rendering above, while here Meadow is a more saturated green and Savanna is an olive color; spawn is just to the northwest of the "Rocky Mountains" (gray with snowy peaks) in the center):
A comparison I'd made to modern world generation, it is virtually impossible to ever find a good seed biome-wise due to how they generate (just having all biomes within 1536 blocks isn't enough, e.g. hot to the west and cold to the east, I'd want multiple instances of extremes sprinkled about):
The map of modern generation without my world overlayed, showing that the "hot" region to the east extends well to the west, a small "cold" region to the southwest would intersect the area I explored after making this but the difference between the two is stark:
I also apply similar code to check for the presence of certain rarer/larger underground features and add them if they otherwise wouldn't exist, both of which are shown for the seed in this example, which has a spawn biome added and two of the largest variant of caves due to not lacking any and/or enough of the larger variants, it also had to re-run the placement of "giant cave regions" once to find at least two, there also must be at least three "colossal cave systems", while anything else (not listed here) is virtually guaranteed to exist within 1536 blocks (3x3 level 3 maps) of the origin due to how common they are:
This also reflects my playstyle, caving for fun and covering new ground very slowly as a result, averaging about 100 chunks or 160x160 blocks per play session, several to cover the area of an average biome, making note of the more interesting things I find underground, as well as surface terrain (interesting mountains / formations), biomes, and structures (I keep track of all of these in a log), I also restrict myself to the spawn biome until I start caving, with the exception of locating a stronghold to get to the End, or if I really need to find some resource, but that generally isn't an issue, and locating a stronghold will take me through many new biomes (as far as other structures go, a village near spawn may be a nice bonus but isn't required, and I don't want to know where they are anyway, the first map above wasn't actually the world I spawned in since the biomes were all different, only the landmass was the same back then, prior to modifying how it generates so it is always like that. Several of my earlier worlds also reused the seed for my first world since it was a "known good" seed, and a couple just changed the underground).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
There is no one best seed and limiting yourself to that seems silly when we're talking millions of seed options.
There are good seeds but it's hard to quantify the best or even to agree by opinion what is good.
I like a story-like feeling to my world, where progress is marked by changes of settings and mob appearances, but not everyone feels that way - you seem to want to stay put in mushroom-land.
So yeah, I have no answer. Crickets.
*This was certainly the post of all time*.
You pretty much need to use a seed to get any real variety in modern versions due tot he absolutely terrible world generation, unless you love flying thousands of blocks to find anything; the seeds they recently listed as "failed" seeds is a good example:
(I find it fascinating how it is possible to not find a particular structure within such a large area, or that some thought they are too common; well, once you find e.g. a desert region you'll find dozens of desert temples and villages due to how big they are, and otherwise like half the world is plains)
Even 1.7-1.17 was bad enough that seeds with all biomes within a reasonably small area were incredibly popular, I wonder how many worlds were created with this one specific seed:
Of course, even my mod doesn't guarantee all biomes within 2000 blocks but you will certainly find completely different biomes within much smaller areas (the seed in the thread above has all but Mushroom island, which is going to be rather uncommon simply because the area within 1000-1500 blocks will always be mostly land, even 2048 blocks was only 6% ocean biomes):
This is a look at the seed in-game, an Ice Plains Spikes and Savanna Plateau (technically "hot and dry", if not "desert hot", as some think of when they think of a "hot" biome) are within sight of spawn and a desert, with a desert temple and village, isn't that far away, as is a Roofed Forest with my equivalent of a mansion, and another Savanna Plateau with a village is on the other side of the Ice Plains Spikes, there is also a Cherry Grove off to the east that I didn't see in-game, making all wood types accessible within a few hundred blocks of spawn; the nearby Rocky Mountains is a good source of rubies, useful for reducing the prior work penalty as an alternative to Mending (which could be obtained from the villages, which may also have such a book in the blacksmith chest):
A look down at spawn:
A Mega Mixed Forest, with all four main wood types, as well as one of the variants of vanilla Mega Taiga (as existed in 1.7):
A large Rocky Mountains behind a Roofed Forest with a mansion (which I've never found in Survival yet, much less this close to spawn, they are far more common than in modern versions though, with a third to half of Roofed Forests containing one):
A Desert M (with Oasis, the biome of the same name in 1.7 simply had water lakes and likely no longer exists since Mojang removed them), with a desert temple and village::
Some more interesting terrain:
A look down at a conjunction of Ice Plains Spikes, Savanna Plateau, with its own variant of village (quite rare), and Rocky Mountains:
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
That is kind of the point of the point of asking. Everyone had an opinion, and I am interesting in hearing them.
As TheMasterCaver said, he likes to be in the middle of a continent at least 1,000 blocks form the see on earlier versions, and he is using mods.
I kind of like maps were one thing leads to another, and then you see something else. This to me is good for making my own adventures. Yes, I kinda do want a mushroom island in the middle of the map to build my main base upon, while venturing out. I am looking for good examples of each terrain. That doesn't seem likely in extreme small 1,500 or small areas. That is why I am looking at +- 3,000 blocks from 0 0. That to me is close by for early to mid game. I also find myself using boats to explore coast and rivers in my play stile.
Here is some love for those playing older version. This is a link that is an excelent source for seed for old version of minecraft before the change to terrain generation with "Caves and Cliffs Update". seedhunt.net on the Wayback Mechine Seedhunt.net isn't available anymore, but it is on the Wayback Mechine with "God tier seeds."