ThisTestUser / FarLandsChronicles

A documentation of a journey into the far lands
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Sand beach and gravel beach far lands #11

Open muzikbike opened 1 year ago

muzikbike commented 1 year ago

The generation of beaches in Beta 1.7.3 and earlier is yet another Perlin noise controlled terrain aspect, and can absolutely be overflowed. By default, we'd be seeing effects out at 68,719,476,736 blocks out, so we need to cut down that distance a lot.

By default, the noise generators responsible can be found just above the ones that control how deep soil is at a given point (#4 - recently updated). MCP helpfully calls these sandNoise and gravelNoise.

To get these to break faster, we'll need to multiply the last two lone "d"s in sandNoise by a constant. If we change those "d"s to "d * 100000D", we get an overflow at 687,194 blocks: 2023-03-13_07 57 19 2023-03-13_07 57 42

Gravel is much the same, although the ds are in different places for some reason (sandNoise ends with d, d, 1.0D whereas gravelNoise ends with d, 1.0D, d). Again, using "d * 100000D" gets these to initiate at 687k: 2023-03-13_08 23 01 2023-03-13_08 23 21

The effects of these overflowing will only be visible around places where beaches can actually generate.

Like with stoneNoise, these have Nether equivalents as well, which control soul sand generation and gravel generation. These are also erroneously placed at the Overworld sea level instead of the Nether's. They work in much the same way (although my last testing a couple years ago showed the Nether to be far more unstable than expected when messing with noise generators and to this day I still don't know what caused it).

Perhaps these would be worthy of inclusion in the main story as well? The Overworld cases would only apply to chapter 1, but from what I remember their Nether equivalents remain to the present day.