VolmitSoftware / Iris

World Generation through a new Iris
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Underground biomes #808

Open CeeVeeR opened 2 years ago

CeeVeeR commented 2 years ago

Adding, Removing, or Changing

Adding

Type of Modification

I want to be able to generate biomes underground

What are you trying to modify

The way I would implement this is by adding something like a generator priority/height system.

My theory is to add a layer of stone(a block pallete) and a layer of cave air between biomes.

Imagine this literally as a cake/cake layers.

I could specify the area of those biomes with region + a imagemap

Perhaps implement sub-regions which can be specified by a y value (or relative cordinate)

Add an toggle to generate caves at that certain y area.

Alternatives

If this could not be implemented I would trail and error and try to trick iris into doing it for me :p

svdgoor commented 2 years ago

This sounds a lot like dimensions stacking, which is something we did before. I would personally really like seeing the feature reintroduced, but with added features such as cave interactions between multiple dimensions, etc.

You can already reasonably achieve this behaviour with big caves and the ore/carving system, but afaik you can't really place objects in caves (may be wrong).

Caves essentially have underlying biomes that place the terrain you see in the caves, so you should be able to achieve this quite well already

CeeVeeR commented 2 years ago

Caves can only have decorators apart from the block pallete.

Caves are just perlin worms, putting biomes into them is pointless, plus will delay the generation by a lot.

Something like "parent-caves" setting a specific style with decorators and different palletes could be a thing for multiple perlin worms, but otherwise I don't see how it would make sense.

I want fully bloomed biomes underground for that little bit extra fantasy and freedom to create.

Ex.: A darker mushroom forest, or a malnurished jungle in brown.