In this thread, when I say a "region", I'm reffering to any of the large multi-chunk areas dominated
by a specific biome. Regional properties are special properties that determine unique occurences
in that specific region. No more will there just be "forests". There will be cloudy, coal-rich forests.
Fertile, creeper-infested forests. Shady, hilly forests. So without further ado, here are some
of the regional properties.
Any single region can have any mixture of any number of properties.
Mineral richness
Regions may have a regional property which will cause
one (or possibly more, if it recieves additional mineral richness
properties) type of ore to spawn twice as often as usual. The
rarity of the ore determines the chance of the mineral richness
effecting that specific ore. Occurs anywhere.
Infested
In an infested region, any one of (or, once agian, more) the
hotile mobs that normally spawns in that biome or elevation
will spawn 80% more commonly. And more of that specific
mob can spawn in the same are at once. It can be any monster.
Creepers, zombies, you name it.
Cloudy
It will always be dark and cloudy in this region.
Simple as that.
Land o' plenty
If a region happens to be a land o' plenty, you will
probably notice more passive mobs there, and leaves
are twice as likely to drop apples on breaking, and possibly
even a lesser (unenchanted) golden apple. The fish
bite more often and all mobs are more likely to
give up their rare drops.
hilly
Hilly regions have...you know...lots of hills.
Yup. That's all.
Evil!
Evil regions are fairly rare. Very few to no passive mobs
spawn there, it is always dark enough to spawn hostiles, and
all water is replaced with lava on world gen.
Haunted
Haunted regions are the rarest. In haunted regions, strange things happen.
A ghast might spawn in broad daylight. Mining coal may cause it to drop
netherrack. Passive mobs may go missing. And many other strange things will
happen.
forested
Trees spawn as if in a forest, as long as there is dirt, regardless of the
biome. A forest region with the forested property will jsut be more
densly forested with special taller trees.
Its not a bad idea but limiting this to biomes just makes it more of the same. Why not have regions overlap one to several biomes? Like some hills and forest that are haunted next to the rest of the forest which is land o' plenty... it would lead to some interesting combinations.
I'm not against this idea, but I think there are a lot of other things that need to be done to spice up terrain generation. This could be part of that though.
Sounds good but the hilly region is stupid. We already have the EH biome and x-hills biomes which are bad enough. Use of perlin noise would restore variation to minecraft.
by a specific biome. Regional properties are special properties that determine unique occurences
in that specific region. No more will there just be "forests". There will be cloudy, coal-rich forests.
Fertile, creeper-infested forests. Shady, hilly forests. So without further ado, here are some
of the regional properties.
Any single region can have any mixture of any number of properties.
Mineral richness
Regions may have a regional property which will cause
one (or possibly more, if it recieves additional mineral richness
properties) type of ore to spawn twice as often as usual. The
rarity of the ore determines the chance of the mineral richness
effecting that specific ore. Occurs anywhere.
Infested
In an infested region, any one of (or, once agian, more) the
hotile mobs that normally spawns in that biome or elevation
will spawn 80% more commonly. And more of that specific
mob can spawn in the same are at once. It can be any monster.
Creepers, zombies, you name it.
Cloudy
It will always be dark and cloudy in this region.
Simple as that.
Land o' plenty
If a region happens to be a land o' plenty, you will
probably notice more passive mobs there, and leaves
are twice as likely to drop apples on breaking, and possibly
even a lesser (unenchanted) golden apple. The fish
bite more often and all mobs are more likely to
give up their rare drops.
hilly
Hilly regions have...you know...lots of hills.
Yup. That's all.
Evil!
Evil regions are fairly rare. Very few to no passive mobs
spawn there, it is always dark enough to spawn hostiles, and
all water is replaced with lava on world gen.
Haunted
Haunted regions are the rarest. In haunted regions, strange things happen.
A ghast might spawn in broad daylight. Mining coal may cause it to drop
netherrack. Passive mobs may go missing. And many other strange things will
happen.
forested
Trees spawn as if in a forest, as long as there is dirt, regardless of the
biome. A forest region with the forested property will jsut be more
densly forested with special taller trees.
I'll expand on this later.
I'm not against this idea, but I think there are a lot of other things that need to be done to spice up terrain generation. This could be part of that though.
<insert witty stuff here>
It seems too visualy confusing. Low-res sprites is one thing.
A jumble of colored letters is another.
otherwise this could be nicely expanded, maybe a 'stormy' for ocean biomes