Seed type declaration
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chance21 messagesstarted May 22, 2026, 9:16 PM
gameplay
I feel with this seed filter specifically seed types should 100% be shown beforehand. In MCSR ranked it wasn’t a priority due to how obvious the seed type was anyways, but with structureless being one of the types on draftout its should state what the seed type is. It feels a bit unlucky if you waste too much time looking around for a jungle temple and it ends up being structureless and even worse if it’s the other way around and you assume it’s structureless when the opponent checks around the hill or sends the right direction.
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Rudylast week
I kinda disagree there's plenty of F3 tech you can use for test for like villages and stuff if you feel like it but there's a fun and skill to deducing the seed type
r0hkxlast week
not showing the seed type was an intentional decision, and figuring out what the seed type isn't necessarily supposed to be easy. ranked showing seed types is predicated from the idea that, if you were speedrunning the category ranked is based on, you would only be resetting for certain seed types, and so you would likely already know the seed type before entering the world (or reset if it wasn't that seed type). draftout doesn't share this reasoning at all
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r0hkxlast week
seed types in draftout are supposed to be a little squishy and overlap or be difficult to differentiate at times
Rudylast week
Id assume there won't be seed picks in a playoffs setting too then
Rudylast week
That's good I think
chanceOPlast week
it feels like finding the structure especially with jungle temples is more luck based than skill based
demsemlast week(edited)
I like the idea of not being able to see the seed type and I respect that but im on a low end laptop and I cannot tell if it is a village seed bc I cant load all of the chunks fast enough. I'm fine with the other seed types but I literally have no clue whether its a shipwreck or village because I can't load the bell on my pie fast enough
Feinberglast week
i would agree if there wasnt a 'nothing' seed type
Feinberglast week
its kinda weird to spawn like half in a plains half in a jungle and have no idea if its jungle temple or nothing
Feinberglast week
or if ur supposed to find a buried desert temple or something. IDK
Feinberglast week
its not like that big of a deal in the grand scheme of things but i think it would be nice
Bompkinlast week
^ agree with feinberg here
Lawnlast week
The question of seed declaration can function well both ways. The main issue without seed declaration is the fact that the seed type given could be hidden or not apparent, which is made worse with the possibility of a seed type of nothing being given. There is also the opposite situation where you can get nothing and be looking for a structure that doesn’t exist or see a structure that is unintentional. Another issue is that there could be 2 structures next to each other, one which is intended and one which isn’t (like a village next to a desert temple). The majority of the time, there isn’t too much confusion, but I believe that in a fully finished version of the game competitively, there shouldn’t be any of this kind of confusion. Here are all the solutions I could think of to the possible problems:
- seed type declaration (obviously)
- declare if it is a structure-intended or structureless seed (I think this would solve many problems if it was implemented, while still keeping some mystery)
- check spawns for multiple structures and ensure the player spawns closest to the intended structure by a somewhat significant amount, maybe even move the spawnpoint to do this. (good to avoid confusion with multiple structures)
- make sure the filter gives structures that are exposed or visible (obviously)
- seed type declaration (obviously)
- declare if it is a structure-intended or structureless seed (I think this would solve many problems if it was implemented, while still keeping some mystery)
- check spawns for multiple structures and ensure the player spawns closest to the intended structure by a somewhat significant amount, maybe even move the spawnpoint to do this. (good to avoid confusion with multiple structures)
- make sure the filter gives structures that are exposed or visible (obviously)
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Lawnlast week
I think if the goal is to keep people trying to figure out the seed type while keeping it fair, they should give information for if there is an intended structure or not and ensure there are no other structures too close if there is an intended structure in the seed type. This would be fair so people don’t waste time in situations like jungles or so people don’t miss there is a structure and get heavily punished. Looking for something that doesn’t exist or seeing nothing and assuming nothing exists when there is something are both things that I feel shouldn’t happen in this game
baipandaalast week
I just think structureless is a fun concept, just not that fun in practice. I think if there wasn't structureless it would matter as much declaring seeds 
wookielast week
This is the best point imo, if there was a structure every seed the skill is all in finding it.
Like it is atm the skill is guessing if there might be a jungle temple behind those trees or not
Like it is atm the skill is guessing if there might be a jungle temple behind those trees or not
Phizzinlast week
Removing structureless would be fine because imo witch hut is a similar enough experience (low resources/no iron)
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Lawn6 days ago
I think that structureless is still more fun in this case because of all the unique seeds and biomes you can get when it doesn’t filter for any structure, I think the best idea is to declare if there is a structure or not and not give any extra info
maskers6 days ago
yeah if anything id want witch hut removed since otherwise youd only get swamp-close structureless* seeds
pineappple6 days ago
I’m just wondering about the intended structure thing. Does it really matter if one structure is intended and the other is a coincidence? (E.g it’s a village seed but there’s a temple nearby). In that case the player has to decide whether they should go for the village or the temple according to the goals. If they go to the temple, they should understand that their opponent may go for the village and beat them to composter, for example, but maybe they get obtain tnt in exchange and decide that it’s worth it. In cases where there’s multiple structures at spawn, I don’t think they should be filtered out, since it just means the player has more options on which route to take and routing is a big part of the skills needed in draftout.
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