ThisTestUser / FarLandsChronicles

A documentation of a journey into the far lands
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Other noise-based terrain generation features to try breaking #5

Open muzikbike opened 3 years ago

muzikbike commented 3 years ago

I personally haven't been able to break these myself, but they could yield some potentially interesting results:

allamassal commented 1 year ago

I have made a mod on 1.12 that allows scaling most of these features. Flower forests will generate only red tulips after around 60 billion blocks on one axis (with a diagonal line marking the boundary). In badlands biomes, the clay bands will simply no longer be offset after a certain distance (somewhere before 1 trillion blocks). The pillar noise is used for generating Mesa Bryce biomes, and I haven't tried breaking it yet.

muzikbike commented 1 year ago

I have made a mod on 1.12 that allows scaling most of these features. Flower forests will generate only red tulips after around 60 billion blocks on one axis (with a diagonal line marking the boundary). In badlands biomes, the clay bands will simply no longer be offset after a certain distance (somewhere before 1 trillion blocks). The pillar noise is used for generating Mesa Bryce biomes, and I haven't tried breaking it yet.

I'd be quite interested in seeing screenshots (as well as possibly a mod download at some point in the future).

allamassal commented 1 year ago

Here is an image showing the flower forest far lands: 2023-03-17_12 17 59 Mod download: https://www.mediafire.com/file/qxib40zut7001iw/FringeLands_1_12.zip/file

allamassal commented 1 year ago

After inspecting the code, it seems that all of these use simplex noise, which only generates a certain "middle" value after it overflows. Swamplands would simply not generate these marsh-like areas, and would have only one grass color after a certain distance. The badlands noise generators overflowing would not be very exciting either.