This shouldn't transmute all the tree and leaf types instantly as it would cause lag. First it should add biome behaviours like icing and stuff, then it should only change leaves and grass when reloading the world.
I agree.
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Maybe every biome in a seed can have its own general code, so that way when you change the biome, It will have its own specific terrain to go along with it. So that way if you change a biome in the same spot in the same seed again, It would appear exactly how it was.
And when changing the biome increases the height where you were standing when you did the command, you would automatically teleport to the next highest Y= above you, while X= and Z= will stay the same.
This command only works for the biome you are currently standing in, so chances are its already loaded.
What about for large biome worlds, or really big oceans? Or superflat? I just don't know how this would work, why not just keep the first command? That way it would always work, unless one of the coordinates is in an unloaded area.
If its like that, Support,
but if it has to change the entire world type or something, nope.
So you could simply change a grass biome into any biome you like? AWESOME! I will definitely use this command if im in this biome and I have not found any diamonds!
It wouldnt change the blocks, it will only change the biome color
So you could simply change a grass biome into any biome you like? AWESOME! I will definitely use this command if im in this biome and I have not found any diamonds!
No, it would only change the biome properties. For example: if you change a plains biome into a taiga instead of raining it will snow. Another example would be that if you change a biome into a jungle it would start spawning ocelots.
that is like the "/fill replace" but with biomes. I think it's better than "wholeBiome" because biomes can get arbitrarily large (Superflat or Customized) and it wouldn't work due to the "cannot change blocks outside of world"
The biome ids for "<biomeType>" and "<biomeToReplace>" shouldn't be numerical, to match all changes in commands made in the 1.13 technical snapshots. They can be as follows:
BIOME / NOMINAL ID
Beach / minecraft:beach
Birch Forest / minecraft:birch_forest
Birch Forest Hills / minecraft:birch_forest_hills
Birch Forest Hills M / minecraft:birch_forest_hills_mutated
Birch Forest M / minecraft:birch_forest_mutated
Cold Beach / minecraft:cold_beach
Cold Ocean / minecraft:cold_ocean
Cold Taiga / minecraft:cold_taiga
Cold Taiga Hills / minecraft:cold_taiga_hills
Cold Taiga M / minecraft:cold_taiga_mutated
Deep Cold Ocean / minecraft:deep_cold_ocean
Deep Frozen Ocean / minecraft:deep_frozen_ocean
Deep Lukewarm Ocean / minecraft:deep_lukewarm_ocean
Deep Ocean / minecraft:deep_ocean
Deep Warm Ocean / minecraft:deep_warm_ocean
Desert / minecraft:desert
Desert M / minecraft:desert_mutated
DesertHills / minecraft:desert_hills
Extreme Hills / minecraft:extreme_hills
Extreme Hills Edge / minecraft:extreme_hills_edge
Extreme Hills M / minecraft:extreme_hills_mutated
Extreme Hills+ / minecraft:extreme_hills_plus
Extreme Hills+ M / minecraft:extreme_hills_plus_mutated
Flower Forest / minecraft:flower_forest
Forest / minecraft:forest
ForestHills / minecraft:forest_hills
FrozenOcean / minecraft:frozen_ocean
FrozenRiver / minecraft:frozen_river
Hell / minecraft:hell
Ice Mountains / minecraft:ice_mountains
Ice Plains / minecraft:ice_plains
Ice Plains Spikes / minecraft:ice_plains_spikes
Jungle / minecraft:jungle
Jungle M / minecraft:jungle_mutated
JungleEdge / minecraft:jungle_edge
JungleEdge M / minecraft:jungle_edge_mutated
JungleHills / minecraft:jungle_hills
Lukewarm Ocean / minecraft:lukewarm_ocean
Mega Spruce Taiga / minecraft:mega_spruce_taiga
Mega Taiga / minecraft:mega_taiga
Mega Taiga Hills / minecraft:mega_taiga_hills
Mesa / minecraft:mesa
Mesa (Bryce) / minecraft:mesa_bryce
Mesa Plateau / minecraft:mesa_plateau
Mesa Plateau F / minecraft:mesa_plateau_forest
Mesa Plateau F M / minecraft:mesa_plateau_forest_mutated
Mesa Plateau M / minecraft:mesa_plateau_mutated
MushroomIsland / minecraft:mushroom_island
MushroomIslandShore / minecraft:mushroom_island_shore
Ocean / minecraft:ocean
Plains / minecraft:plains
Redwood Taiga Hills M / minecraft:mega_spruce_taiga_hills
River / minecraft:river
Roofed Forest / minecraft:roofed_forest
Roofed Forest M / minecraft:roofed_forest_mutated
Savanna / minecraft:savanna
Savanna M / minecraft:savanna_mutated
Savanna Plateau / minecraft:savanna_plateau
Savanna Plateau M / minecraft:savanna_plateau_mutated
Stone Beach / minecraft:stone_beach
Sunflower Plains / minecraft:sunflower_plains
Swampland / minecraft:swampland
Swampland M / minecraft:swampland_mutated
Taiga / minecraft:taiga
Taiga M / minecraft:taiga_mutated
TaigaHills / minecraft:taiga_hills
The End / minecraft:end
The End - Barren island / minecraft:end_barren_island
The End - Floating Islands / minecraft:end_floating_islands
The End - High island / minecraft:end_high_island
The End - Medium island / minecraft:end_medium_island
The Void / minecraft:void
Warm Ocean / minecraft:warm_ocean
Also I would change the names of some biomes to match the ids and to fix inconsistences:
DesertHills ==> Desert Hills
ForestHills ==> Forest Hills
FrozenOcean ==> Frozen Ocean
FrozenRiver ==> Frozen River
JungleEdge ==> Jungle Edge
JungleEdge M ==> Jungle Edge M
JungleHills ==> Jungle Hills
MushroomIsland ==> Mushroom Island
MushroomIslandShore ==> Mushroom Island Shore
Redwood Taiga Hills M ==> Mega Spruce Taiga Hills (this one was forgotten to be changed in 1.7 snapshots!)
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I agree.
My avatar is not made by ThePiDay, but I'm too lazy to remove this link so it can stay he
Maybe every biome in a seed can have its own general code, so that way when you change the biome, It will have its own specific terrain to go along with it. So that way if you change a biome in the same spot in the same seed again, It would appear exactly how it was.
And when changing the biome increases the height where you were standing when you did the command, you would automatically teleport to the next highest Y= above you, while X= and Z= will stay the same.
Support.
This command only works for the biome you are currently standing in, so chances are its already loaded.
What about for large biome worlds, or really big oceans? Or superflat? I just don't know how this would work, why not just keep the first command? That way it would always work, unless one of the coordinates is in an unloaded area.
If its like that, Support,
but if it has to change the entire world type or something, nope.
Support.
Full Support!
This command coulld, personally, as a map designer, save me so much time, completely eliminating the use of mcedit, which I find good.
Constantly evolving, reaching further heights.
It wouldnt change the blocks, it will only change the biome color
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No, it would only change the biome properties. For example: if you change a plains biome into a taiga instead of raining it will snow. Another example would be that if you change a biome into a jungle it would start spawning ocelots.
I can't wait for this command. The game just needs it.
They can also add
that is like the "/fill replace" but with biomes. I think it's better than "wholeBiome" because biomes can get arbitrarily large (Superflat or Customized) and it wouldn't work due to the "cannot change blocks outside of world"
The biome ids for "<biomeType>" and "<biomeToReplace>" shouldn't be numerical, to match all changes in commands made in the 1.13 technical snapshots. They can be as follows:
Also I would change the names of some biomes to match the ids and to fix inconsistences:
DesertHills ==> Desert Hills
ForestHills ==> Forest Hills
FrozenOcean ==> Frozen Ocean
FrozenRiver ==> Frozen River
JungleEdge ==> Jungle Edge
JungleEdge M ==> Jungle Edge M
JungleHills ==> Jungle Hills
MushroomIsland ==> Mushroom Island
MushroomIslandShore ==> Mushroom Island Shore
Redwood Taiga Hills M ==> Mega Spruce Taiga Hills (this one was forgotten to be changed in 1.7 snapshots!)
TaigaHills ==> Taiga Hills