Hey, so I've been quite enjoying this mod and I had some ideas for customization. I make modpacks and it would be cool to see some of the features configurable (if you feel like the mod gets enough usage that this would be worth adding)
Wind direction options for different heights and/or biomes
What if we could specify the angles that wind is allowed to blow at? This config could be, at it's most basic, a way of setting the height ranges for where wind blows. In a more complex way, it could allow wind to push only at certain angles, and even add limitations based on the biome.
How I imagine this could look:
[biomes:"#forge:is_hot",height_range:(100,150),permitted_angles:[(0,90),(180,270)]]
In this case, in any hot biome wind from y=100 to y=150 is able to blow from N/NE/E or from S/SW/W but never from SE or NW.
Time Pass before shifting wind directions
How long until the wind might shift direction? This value could be set in two different ways: ticks or days that pass before shift (could be a single value or a range), or a time of day in game when wind may change depending on a % change (personally I think this is more interesting since there's never a guarantee the wind will change on any given day)
How I imagine this could look:
[shift_rule:time_pass,time:(1000,2000),unit:ticks,biomes:"#forge:is_forest"]
In this case, forest biomes will have their wind shift between 1000 and 2000 ticks after the last shift
[shift_rule:chance,time_to_check:6000,chance:0.5]
In this case, all locations have a 50% chance to change their wind at t=6000 ticks, or at noon in game.
One of the benefits of the set time pass is that you can guarantee how much time will pass between changes, but one of the benefits of the chance based rule set is the uncertainty of it. You could implement this where time_pass is calculated when a wind shift occurs so that the game immediately determines when the next change will be. Then, the chance based rule still triggers every day at the set time, so there's a chance that it could overrule the time_pass calculation. Of course, only the first time_pass encoutered would apply.
Wow, that was a lot
Thanks for reading it all lol. If you like this and want help implementing it, I could go learn some more Java to try and implement this, cuz it could be cool to see...
Hey, so I've been quite enjoying this mod and I had some ideas for customization. I make modpacks and it would be cool to see some of the features configurable (if you feel like the mod gets enough usage that this would be worth adding)
Wind direction options for different heights and/or biomes
What if we could specify the angles that wind is allowed to blow at? This config could be, at it's most basic, a way of setting the height ranges for where wind blows. In a more complex way, it could allow wind to push only at certain angles, and even add limitations based on the biome.
How I imagine this could look:
[biomes:"#forge:is_hot",height_range:(100,150),permitted_angles:[(0,90),(180,270)]]
In this case, in any hot biome wind from y=100 to y=150 is able to blow from N/NE/E or from S/SW/W but never from SE or NW.Time Pass before shifting wind directions
How long until the wind might shift direction? This value could be set in two different ways: ticks or days that pass before shift (could be a single value or a range), or a time of day in game when wind may change depending on a % change (personally I think this is more interesting since there's never a guarantee the wind will change on any given day)
How I imagine this could look:
[shift_rule:time_pass,time:(1000,2000),unit:ticks,biomes:"#forge:is_forest"]
In this case, forest biomes will have their wind shift between 1000 and 2000 ticks after the last shift[shift_rule:chance,time_to_check:6000,chance:0.5]
In this case, all locations have a 50% chance to change their wind at t=6000 ticks, or at noon in game.One of the benefits of the set time pass is that you can guarantee how much time will pass between changes, but one of the benefits of the chance based rule set is the uncertainty of it. You could implement this where time_pass is calculated when a wind shift occurs so that the game immediately determines when the next change will be. Then, the chance based rule still triggers every day at the set time, so there's a chance that it could overrule the time_pass calculation. Of course, only the first time_pass encoutered would apply.
Wow, that was a lot Thanks for reading it all lol. If you like this and want help implementing it, I could go learn some more Java to try and implement this, cuz it could be cool to see...