I was looking around on reddit when I found this post from Jeb:
Jeb:
Yes, more or less. A strict rule like that looked horrible though, so there's some noise to the y-level.
Jeb: It depends on the biome. Basically the formula is -.05 "degrees" every 30 blocks over 60, and it starts snowing at .15 degrees. So at hills (base temp is .2) it starts snowing at around height 90, but at deserts (base temp 2.0) it would start snowing at around height 1174 if that had been possible.
Yes, just what I've been looking forward to! All we need is for the Extreme Hills biome and mountains in other biomes to reach past layer 128. Once that happens, the clouds should then be raised to whatever layer is exactly inbetween 128 and 256 (so that the clouds aren't so unnaturally low). And then change that rule for snow so that Hills snow at about 128 (and raise the snow height of everything else accordingly).
Would this retroactively apply to terrain you build to be taller? Or stop happening if you lower the terrain? Because I love the idea, but I don't want random patches of snow or no snow where I've been terraforming.
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Would this retroactively apply to terrain you build to be taller? Or stop happening if you lower the terrain? Because I love the idea, but I don't want random patches of snow or no snow where I've been terraforming.
Indeed. Jungles regularly reach the same altitudes as mountains; it would kill that biome if snow were to fall on a tall Jungle Trees and Hills. It makes sense for colder biomes with colder altidudes like Extreme Hills, however.
Would this retroactively apply to terrain you build to be taller? Or stop happening if you lower the terrain? Because I love the idea, but I don't want random patches of snow or no snow where I've been terraforming.
Based on how Jens has described it, I'd guess that this sort of thing won't appear in your existing world from previous versions. You can't really apply noise levels on terrain that has already been generated. Most likely it will only be this way in new chunks.
But, yes, I think it will be hard-coded into the space that the blocks occupy, similar to how biomes remain the same biome no matter what blocks you put in them. So if you go to a new chunk in 1.7, and build a tower that reaches above the snow limit (say 60 blocks), your tower will get snow on it. If you go to a new mountain chunk and start digging a hole in the middle of a snow-capped mountain, once you dig below the snowline, you will get rain.
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If only the mountains went past the clouds... then it would be the best thing ever.
I still don't understand why Mojang holds back on making the terrain totally awesome when it's well within their grasp and they know people would love it. It would be great if we actually got mountains, instead of the steep hills we all currently pretend to be mountains. Minecraft needs to take some notes from Cube World's world generation.
I still don't understand why Mojang holds back on making the terrain totally awesome when it's well within their grasp and they know people would love it. It would be great if we actually got mountains, instead of the steep hills we all currently pretend to be mountains. Minecraft needs to take some notes from Cube World's world generation.
indeed and mountains should be rocky above cloud height
indeed and mountains should be rocky above cloud height
and can't they just double sky height again??
Ever hear of cloud forests?
They wouldn't need to. The terrain doesn't actually generate above the old one currently; all they'd need to do is increase the max height on the terrain generation.
Based on how Jens has described it, I'd guess that this sort of thing won't appear in your existing world from previous versions. You can't really apply noise levels on terrain that has already been generated. Most likely it will only be this way in new chunks.
Actually you can if it was done as a real-time, continuous event. You could program a separate snowing event for the snowy peaks that uses Jeb's conditionals plus maybe random values to try and spawn snow slabs or blocks on each tick, very similar to how the current snowing mechanics work (minus the snow blocks). You can remove the snow in existing chunks but it will come back randomly the next time it snows.
The only way of limiting such new behaviour to 1.7+ chunks is if each chunk actually saves the current version to chunk data and then discriminate against older/undefined chunks in the snow generation subroutine(s).
But, yes, I think it will be hard-coded into the space that the blocks occupy, similar to how biomes remain the same biome no matter what blocks you put in them.
It would be both extremely wasteful and is impossible in the anvil format to store biome or version information in block space, this stuff is most likely stored in the chunk data.
Jeb:
Yes, more or less. A strict rule like that looked horrible though, so there's some noise to the y-level.
Jeb:
It depends on the biome. Basically the formula is -.05 "degrees" every 30 blocks over 60, and it starts snowing at .15 degrees. So at hills (base temp is .2) it starts snowing at around height 90, but at deserts (base temp 2.0) it would start snowing at around height 1174 if that had been possible.
Pretty cool if you ask me!
I don't see how a green blue color is depressing. What is depressing is if your parents died. No offence, but... never mind.
The mountains would be depressing if everything was dull. Constant rain. Sad music. Death. A dark sky.... ect...
Damn I'm an arrogant, bossy person.
Keep scrolling. Just keep scrolling...
Indeed. Jungles regularly reach the same altitudes as mountains; it would kill that biome if snow were to fall on a tall Jungle Trees and Hills. It makes sense for colder biomes with colder altidudes like Extreme Hills, however.
It'd be best if it was biome dependent.
Based on how Jens has described it, I'd guess that this sort of thing won't appear in your existing world from previous versions. You can't really apply noise levels on terrain that has already been generated. Most likely it will only be this way in new chunks.
But, yes, I think it will be hard-coded into the space that the blocks occupy, similar to how biomes remain the same biome no matter what blocks you put in them. So if you go to a new chunk in 1.7, and build a tower that reaches above the snow limit (say 60 blocks), your tower will get snow on it. If you go to a new mountain chunk and start digging a hole in the middle of a snow-capped mountain, once you dig below the snowline, you will get rain.
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I still don't understand why Mojang holds back on making the terrain totally awesome when it's well within their grasp and they know people would love it. It would be great if we actually got mountains, instead of the steep hills we all currently pretend to be mountains. Minecraft needs to take some notes from Cube World's world generation.
indeed and mountains should be rocky above cloud height
and can't they just double sky height again??
Ever hear of cloud forests?
They wouldn't need to. The terrain doesn't actually generate above the old one currently; all they'd need to do is increase the max height on the terrain generation.
Actually you can if it was done as a real-time, continuous event. You could program a separate snowing event for the snowy peaks that uses Jeb's conditionals plus maybe random values to try and spawn snow slabs or blocks on each tick, very similar to how the current snowing mechanics work (minus the snow blocks). You can remove the snow in existing chunks but it will come back randomly the next time it snows.
The only way of limiting such new behaviour to 1.7+ chunks is if each chunk actually saves the current version to chunk data and then discriminate against older/undefined chunks in the snow generation subroutine(s).
It would be both extremely wasteful and is impossible in the anvil format to store biome or version information in block space, this stuff is most likely stored in the chunk data.