this is not a post ranting about how the new generation code sucks and makes minecraft boring and crappy. there are plenty of those out there, what i haven't seen is people with ideas of how to fix it other then "bring back 1.7" or "make it more variant" so today i came up with a simple "Bio-Modification" style generation that will add a LOT of variety back into biomes and terrain generation.
The current system for terrain generationsuses biomes that are hard coded with terrain generation. if you have a forest its generally flat, if you have a jungle, its mostly hilly. I've noticed specific biomes such as "Jungle hills" then i thought "why make it its own new biome? in fact, why can there not be a 'hill' variety of other biomes" sense i was in the middle of school and i have add i randomly noted that 'HILLS' modified the word 'Jungle' and using more add random connections i came up with the idea of splitting terrain generation into separate parts. Biomes, and modifiers. the system i came up with doesn't not add any new biomes. in fact it takes a few away. a few biomes are renamed and have slight changes but are mostly the same. here are the terms i will be using and how they will be defined though the new system.
Biome: grass color, animal and mob spawning, tree generation, and ore generation.
Modifier: Terrain. defines how the ground will generate. limited influence from the Biome.
The system will work the same way it had for the most part. Biomes will generate in the same rarity as they always have. BUT they do not have any physically features by themselves. every time a biome generates it must have a modifier. some modifiers are not compatible with some biomes. this is System One. the most realistic and easily implemented way of using this type of generation.
Mods of System one: Flat, Snowy, Mountainous, and Hilly.
Flat: is flatter then normal, small divots and grooves. but for the most part relativity smooth.
Snowy: has a 20% chance of appearing along with flat, or mountains in all biomes except Jungle and Desert. cannot exist by itself (think of it as a secondary modifier)
Mountainous: think extreme hills, but nearly any biome.
Hilly: rolling hills, more then flat, but less then mountains.
System One is relativity straight forward, there are not very many changes to exciting features other then the way they are defined. i changed the name of "Plains biome" to Grassland, and "Extreme Hills" to "Highland" these are the biomes basic features.
Spruce Forest: a typical forest but with spruce, trees increased chance of wolves spawning. comparable with all modifiers. same generation for lakes and lave pools.
Forest: Typical forest with oak and birch trees same mob spawning and pool generation as vanilla. is compatible with all modifiers but Snowy.
Grassland: slimier to plains, no trees, lots of grass, higher passive mob spawn. is compatible with all modifiers. mostly renamed because plains can only be flat.
Desert: same as vanilla, no trees, cacti, higher hostile mob spawn at night, lava pools rarely. is compatible with all but Snowy.
Swamp: the most boring, same old swamp. only compatible with flat, and hilly.
Jungle: Jungles are still the same. jungle trees, ferns, lots of chickens. is not compatible with Snowy.
Highlands: Highlands are the most unique they are compatible will all mods, but are generally higher up then other biomes. for example. a Flat Highland would slope upwards before platoeing into a plain style generation. Highlands are the version of Extreme hills in this generation style. they spawn Emerald ore like a extreme hill as well.
lets review the concepts discussed. there are seven Biomes in System One each biome generates in the same rarity that it normally would. but when a biome generates it randomly selects from its possible compatible modifications, of which there are a maximum of four, generation the biome in that specific "style" if you will. if the modifier is mountainous or flat there is a higher chance of a second modifier "snowy" being added if the biome is compatible. if not mountainous or flat. the probability of a biome being snowy is considerably less. this results in over 24 possible combinations. i believe this is a relativity simple concept and is not outlandish or crazy.
Now for System 2!
System 2 is a more optimistic version on System one. it is much more.. creative but less likely to actually be implemented. so basically, its just for fun. and is interesting to consider and dream about XD
System 2 functions in a very slimier manner as system one but is much more complex. there are the same types of biomes. but there are two sets of modifiers. Primary and Secondary, Primary Modifiers are the same as System One's modifiers minus snowy and it adds two new types. Rough, and Concave.
Rough: the Rough modification make terrain generate jaggedly, there are many divots and put holes, grass is missing from areas.
Concave: concave generation appears as if the ground bends inward in a huge crater in the middle of the biome there is either a large pool of water or lava.
Cratorious: small to moderate half-sphere shaped holes, grass at bottom and sides, small chance of being filled with water.
Rocky: many stone basins, large to moderately sized bolder shaped formations of stone jutting from terrain.
System 2 allows much more complexity and is much more lenient on compatibility, obvious things still apply (no snow in deserts ect.) first a biome is spawn, a primary modifier is then selected. thenup to three Secondary's are selected. although getting three is extremely rare. one is most common, two is rare, and three is very rare.
System 2 allows for OVER 200 combinations. without actuallyhaving to directly code each individual Biome combination. that's not to say it wouldn't be allot of work
examples of interesting combos: VolcanicConcaveHighland, RoughRocky Swamp.
Tell me what you guys think! i would like input. or at-least a combination you would like to see!
Keep in mind. System 2 is more of a interesting thought. i actually am not to sure about seeing it in Vanilla.
System One is my true suggestion.
The formatting is a little hard for me to read, but in general I agree with this type of world generation. It's not exactly what I'm looking for, but I think option 2 is an improvement over the current world generation.
The formatting is a little hard for me to read, but in general I agree with this type of world generation. It's not exactly what I'm looking for, but I think option 2 is an improvement over the current world generation.
it was mostly focused around making it so that the original and current biomes could still exist. as well as new variations.
forexample. a flat snowy spruce forest. is the same as the current snow biome.
The current system for terrain generationsuses biomes that are hard coded with terrain generation. if you have a forest its generally flat, if you have a jungle, its mostly hilly. I've noticed specific biomes such as "Jungle hills" then i thought "why make it its own new biome? in fact, why can there not be a 'hill' variety of other biomes" sense i was in the middle of school and i have add i randomly noted that 'HILLS' modified the word 'Jungle' and using more add random connections i came up with the idea of splitting terrain generation into separate parts. Biomes, and modifiers. the system i came up with doesn't not add any new biomes. in fact it takes a few away. a few biomes are renamed and have slight changes but are mostly the same. here are the terms i will be using and how they will be defined though the new system.
Biome: grass color, animal and mob spawning, tree generation, and ore generation.
Modifier: Terrain. defines how the ground will generate. limited influence from the Biome.
The system will work the same way it had for the most part. Biomes will generate in the same rarity as they always have. BUT they do not have any physically features by themselves. every time a biome generates it must have a modifier. some modifiers are not compatible with some biomes. this is System One. the most realistic and easily implemented way of using this type of generation.
Biomes of System One: Spruce Forest, Forest, Meadow, Desert, Swamp, Jungle, and Highland.
Mods of System one: Flat, Snowy, Mountainous, and Hilly.
Flat: is flatter then normal, small divots and grooves. but for the most part relativity smooth.
Snowy: has a 20% chance of appearing along with flat, or mountains in all biomes except Jungle and Desert. cannot exist by itself (think of it as a secondary modifier)
Mountainous: think extreme hills, but nearly any biome.
Hilly: rolling hills, more then flat, but less then mountains.
System One is relativity straight forward, there are not very many changes to exciting features other then the way they are defined. i changed the name of "Plains biome" to Grassland, and "Extreme Hills" to "Highland" these are the biomes basic features.
Spruce Forest: a typical forest but with spruce, trees increased chance of wolves spawning. comparable with all modifiers. same generation for lakes and lave pools.
Forest: Typical forest with oak and birch trees same mob spawning and pool generation as vanilla. is compatible with all modifiers but Snowy.
Grassland: slimier to plains, no trees, lots of grass, higher passive mob spawn. is compatible with all modifiers. mostly renamed because plains can only be flat.
Desert: same as vanilla, no trees, cacti, higher hostile mob spawn at night, lava pools rarely. is compatible with all but Snowy.
Swamp: the most boring, same old swamp. only compatible with flat, and hilly.
Jungle: Jungles are still the same. jungle trees, ferns, lots of chickens. is not compatible with Snowy.
Highlands: Highlands are the most unique they are compatible will all mods, but are generally higher up then other biomes. for example. a Flat Highland would slope upwards before platoeing into a plain style generation. Highlands are the version of Extreme hills in this generation style. they spawn Emerald ore like a extreme hill as well.
lets review the concepts discussed. there are seven Biomes in System One each biome generates in the same rarity that it normally would. but when a biome generates it randomly selects from its possible compatible modifications, of which there are a maximum of four, generation the biome in that specific "style" if you will. if the modifier is mountainous or flat there is a higher chance of a second modifier "snowy" being added if the biome is compatible. if not mountainous or flat. the probability of a biome being snowy is considerably less. this results in over 24 possible combinations. i believe this is a relativity simple concept and is not outlandish or crazy.
Now for System 2!
System 2 is a more optimistic version on System one. it is much more.. creative but less likely to actually be implemented. so basically, its just for fun. and is interesting to consider and dream about XD
System 2 functions in a very slimier manner as system one but is much more complex. there are the same types of biomes. but there are two sets of modifiers. Primary and Secondary, Primary Modifiers are the same as System One's modifiers minus snowy and it adds two new types. Rough, and Concave.
Rough: the Rough modification make terrain generate jaggedly, there are many divots and put holes, grass is missing from areas.
Concave: concave generation appears as if the ground bends inward in a huge crater in the middle of the biome there is either a large pool of water or lava.
Secondary modifiers: Volcanic, Snowy, Dry, Watery, Craterious, Rocky.
Volcanic: higher chance of lava pools forming.
Snowy: snows instead of rains
Watery: higher chance of water pools spawning
Cratorious: small to moderate half-sphere shaped holes, grass at bottom and sides, small chance of being filled with water.
Rocky: many stone basins, large to moderately sized bolder shaped formations of stone jutting from terrain.
System 2 allows much more complexity and is much more lenient on compatibility, obvious things still apply (no snow in deserts ect.) first a biome is spawn, a primary modifier is then selected. then up to three Secondary's are selected. although getting three is extremely rare. one is most common, two is rare, and three is very rare.
System 2 allows for OVER 200 combinations. without actuallyhaving to directly code each individual Biome combination. that's not to say it wouldn't be allot of work
examples of interesting combos: Volcanic Concave Highland, RoughRocky Swamp.
Tell me what you guys think! i would like input. or at-least a combination you would like to see!
Keep in mind. System 2 is more of a interesting thought. i actually am not to sure about seeing it in Vanilla.
System One is my true suggestion.
it was mostly focused around making it so that the original and current biomes could still exist. as well as new variations.
forexample. a flat snowy spruce forest. is the same as the current snow biome.
I see no need.