Open outercloudstudio opened 2 months ago
This idea, on the technical side, is very hard. Look into / Research cave carvers for the deeper terrain generation.
Final density controls the base terrain. There is no "height" noise and is instead found as a result of the highest block placed by the final density. NoiseChunk is what actually uses the density function. I assume there is some sort of base height within the overworld density function in the noise settings.
Deep Ocean:
Ocean:
Biome that massively deepens ocean
Potential use of copper.
Copper diving bell.
Expansive ocean ruins city.