Open muzikbike opened 4 years ago
I've since managed to find rifts in their natural habitat with the seed pollinating sandboxes and coordinate scale set to 4. Interestingly, the rifts seem to stop forever after the noise overflows for a second time, as I haven't been able to find any new ones beyond that point
Can this be reopened? Seems the merge request marked this as fixed for some reason
It's possible to manipulate this in Beta 1.7.3 as well by changing the line in ChunkProviderGenerate containing 200D, just above the lines for low/high/selector noise.
Changing it to 2000D causes the overflow to happen at 4294967.296 blocks out:
I've been messing around in CWG, and it's absolutely possible to encounter the depth noise far lands there as well. Here's some instructions:
Before starting, you should delete all of the ores to avoid the crash in the 67108864-134217728 belt. Get rid of the lakes as well, and also set the sea level to the lowest value on the slider for later. Structures can be disabled as well.
Firstly, you'll want to get rid of the effects of low, high and selector noise, so set their factors to 0.
By default, depth noise doesn't seem to do anything noticeable in CubicWorldGen, so we'll need to turn up Height Variation Offset up to around 200 or so. Upon generating the world (with FarLandsMod installed to get rid of the world border), we should be able to encounter the height increase at 42949672 blocks out.
Rifts also exist as well, on both axes. Most of them stop after the next octave of depth noise overflows, but some can persist after that to the third overflow or possibly beyond:
It might be advisable to reduce the amount of octaves used for generating the depth noise, since that's responsible for the rifts terminating at twice the distance, and reducing the number of octaves also appears to make rifts more common. For every octave we remove, we'll need to cut the depth noise period in half. If we want to use only one octave, we can manually set depthNoiseFrequencyX and depthNoiseFrequencyZ in the preset text file to exactly 50 so that the depth noise far lands still initiate at 42949672 blocks.
Finally, to have a bit of fun, let's crank Height Variation Offset to 100,000 or so. This makes the depth noise far lands dizzyingly tall like most far lands tend to be.
Rifts are still visible here, but most are seven blocks tall at the top, tapering down to only one block at the floor. You can rarely get wider ones, like the following:
I'd quite like to see information on the depth noise far lands included in FarLandsChronicles at some point, since they're currently quite obscure but are still breakable with their own interesting results.
In Alpha v1.1.2_01 (decompiled via RetroMCP), depth nosie far lands occur at twice the distance by default, due to using 100 instead of 200. They still exist, though. Here's an example of them overflowing - I changed 100 to 1000 so they overflow at 8,589,934 blocks:
After a bit of experimentation with FarLandsMod I've managed to figure out that it is indeed possible to overflow this mysterious noise generator just like low noise, high noise and selector noise. The effects of overflowing it, while extremely minimal, are definitely still there.
By default, they overflow at exactly 42949672.96 blocks out, which I've been able to experimentally verify by moving the normal far lands considerably farther out than this point. (They still overflow if the Far Lands are there presumably, it's just impossible to actually see the effects realistically.) With 1.12.2 custom worlds it's possible to change this point of overflow to anywhere desired just like the other noise generators, with the added benefit that you can customize the X and Z scales separately.
In my case I've set both scales to 1368.824 to have them generate at half of the Far Lands distance. This means that they overflow at 6275412 blocks. It's actually possible to see where they initiate, with this often manifesting as a sort of staircase upwards going into the overflowed terrain, which can be hard to see until you know what you're looking for. Best seen in a plains biome.
The terrain after the overflow doesn't seem any more weird than before it - if anything, it appears positively more boring. However, I've noticed a rare phenomenon of the depth noise far lands, which causes these super long rifts to generate every so often in the edge depth noise far lands: (-5723668982626510040 is another seed that works for this)
I've only ever seen these generating parallel to the X axis, along the X axis edge depth noise far lands, and am yet to see any such effects on the Z axis. Also haven't seen any evidence of these rifts showing up when the depth noise isn't squished inwards like this, and instead made to generate out at its default distance. Only 1368.824 on both axes seems to produce this. But either way, we've shown we can break basically every noise generator that the custom worlds have to offer now, so maybe it's time to move on to more obscure things that use noise e.g. swamplands, badlands, flower forests
An unrelated discovery: with FarLandsMod it's also possible to make the Farther Lands generate before the Far Lands by changing Main Noise Scale X and Z, as these control how many times farther than the Far Lands the Farther Lands generate.