The Meaning of Life, the Universe, and Everything.
New Dawn A completely new terrain engine
Current version:172.1.0 Compatible with: Minecraft 1.7.2 and Forge 1079 (and higher).
Please note that all updates are always incompatible to each other as the world (as we know it) changes.
Only update the mod if you plan on starting a new world as well. And especially do not log into an old world if you plan on playing that at a later time!
- Updated to 1.7.2.
- Integrated most 1.7.2 biomes.
- Jungle and mesa is now more rare. Mesa is only found in mountains.
- Removed experimental Thaumcraft support. This will be added to Thaumcraft at a later point.
- API: the API now properly uses the Block system in all places where block-ids were used previously.
- API: Condensed the vanilla generation to mountains, beaches, oceans and base. Special biomes used for vanilla have been moved out of the base class and into the specific generators.
- API: Priorities have been changed to -100 (lowest) to 100 (highest) with 0 as medium.
140108 - Last 1.6.4
- Added experimental Thaumcraft support. Note that TC placement of structures/trees is unstable (bug in TC), so those can suddenly appear/duplicate if you restart the game. Important: There is a config option to disable this internal support. If you change that, you can screw up your world! Only use this if you plan on starting a new world or at least make a backup of your current world first.
API: Now uses a List to collect providers/selectors, as a HashSet has unstable order of elements, which caused the random generator to produce different results on each restart of Minecraft.
- Removed rocky plains for now. They appear too often and disturb the visuals. Need to re-implement in a better way.
- Beaches are now always generated a the shore (in various appearances). This solves several problems with the Minecraft cave and ravine placement.
- Hill-Woodland (e.g. Forest Hills) are now generated only if there is actually a hill. This should solve several issues with cave generation. Also: less wolves.
API: Renamed NewDawnBiomeList to NewDawnRegistry to clarify that this is the entry point.
API: Min/max height/humidity/temperature are no longer public. Use the appropriate getter.
API: Added functions to get the difference between min/max height/humidity/temperature.
API-FIX: Chunk min/max information is now actually calculated. You can call updateMinMaxInformation() if you change that post-terrain gen.
- Updated the API to allow modification of terrain height and chunk generation as well. Use with care!
- BugFix: Properly converting from byte to int while reading biomes in applyIceAndSnow. This caused a crash if too many other biomes were modded in.
- Added API for mod-support. See the classes in the API packed for documentation.
- Converted previous generation to use the new API.
- Fixed a long outstanding bug where I confused the x/z coordinates for biome placement.
- Terrain is now 25% more awesome. Added a 4th height-layer to enable areas like highland-plains or shore-hills.
- Humidity/temperature now drop the higher the terrain for awesome snow-top hills.
- A little more forests and ice/desert.
- Now generating small rocky patches in very dry areas.
- Updated to the new decoration/feature code from Minecraft 1.6.4. As a result it is now more Forge compliant and missing structures (like temples) should be back. This as well solves those annoying top-block bugs.
- Added some random offset to the noise tables, as a result worlds are now much more unique to each other than before.
- Fine-tuned temperature, humidity and woodland parameters.
- Significantly reduced the lake spam.
- Fixed: Oceans no longer have a clay ground
- Updated to 1.6.4
- Changed generation to use a "roughness" factor for the world instead of having 3 for each height-field
- Hardened Clay is now generated in areas with high temperature and low humidity, so mostly around deserts
- Fixed: Now properly reads bytes from the chunkBiomes array, which caused some issues with other mods
What does it do?
New Dawn adds a new world type "New Dawn" that uses a custom terrain engine for the overworld map, where biomes are no longer distributed randomly, but are placed according to the area's temperature and humidity. This results in a much more realistic and smoother world than what you see in vanilla Minecraft.
How to install?
First download and install Forge from the link above (or any compatible update). Then put my zip file as-is into the "mods" subdirectory. Thats it.
This mod is only required to run on the server. The Client only needs to install this mod for single player.
There is a bug/crash! What shall I do?
If you think it is caused by this mod, please file a bug request at GitHub. This will send me an email and I will try to fix it or comment on it.
Is this mod compatible to <insert my favorite mod here>?
New Dawn should be compatible to all other mods out there. However as the distribution of biomes is much different from vanilla Minecraft, some mods might be more difficult or a lot easier if they depend on certain biome rarity.
Mods that add their own biomes to the (vanilla) over-world will still work, but might not be fully playable, as New Dawn will not place these biomes. Mods that use other dimensions for that should be fully compatible, as New Dawn only modifies the overworld.
If you want your favorite, biome adding mod to be compatible with New Dawn, please link my API (below) to the author of that mod and ask kindly if he/she could support New Dawn.
Geo_Terra has been checking compatibility to other mods and made this excellent Google doc and a video, where he is explaining the details and differences to vanilla generation. Please PM him if you'd like to add to it.
Some example pictures of terrain generated with this mod (slightly outdated):
Lovely shores and better placement of structures
More realistic placement of biomes based on humidity and temperature
Beautiful mountains (up to 255 in height)
New Dawn pre-generates a humidity and temperature noise map (as well as some others) then decides for biomes based on the combined noise fields. This means you will for example never find deserts next to snow, because the temperature drops gradually. You will find Savannah or Jungle near a desert and following the dropping temperature through temperate plains you will eventually find snow covered areas or frozen oceans.
While trying to keep this realistic, I still try to keep the game playable however. Therefore those temperature/humidity maps are - compared to the real world - unrealistically small. So a desert might be only 2000 blocks away from an arctic see, but then you probably do not want to travel 2,000,000 blocks just to have a realistic world.
I'd love to get feedback on how you like the terrain so I can improve for future versions. I am as well open for new ideas if you feel like something completely new should be added.
- As this mod generates terrain first, then sets biomes according to various factors, there are often scattered single-block biomes (on purpose). This sometimes confuses placement of structures/objects with other mods, causing in repeated or sparse availability of such structures or they appear in unexpected areas.
- For the same reason the probability of certain biomes is very different from vanilla Minecraft. For example you see a lot more swampland, while there is no river biome at all (currently). If mods depend on a certain placement, they can become extra challenging/super easy with this terrain generation as certain items are suddenly extremely rare or very common.
- The world is generated based on random noise. As of the nature of random, not all biomes might be present in your starting area, so you might need to look around to find a specific biome combination/size. In addition not all biomes are distributed equally, some worlds could have more deserts, while the next one could have more snowy areas. It is extremely unlikely that a world does not contain a certain biome or combination somewhere, it is just a matter of finding them.