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terraoverworldconfig's Introduction

Terra Overworld Config

The default overworld configuration for Terra 6.0+, containing over 140 different biomes.

You can find Terra - the main project this config pack is designed for here.


Navigating through the config

This pack is organized into many top level directories, each containing configs specific to a different domain of configuration:

  • biomes Where all biome configs are defined.

  • biome-providers Contains configuration files related where biomes generate.

  • structures Where all files loaded as structures are stored. (This includes things like trees, boulders, flower patches, etc.)

  • features Where all feature configs go - These determine how structures are generated in the world.

  • palettes Contains all palette configs - These are used by biomes to determine what blocks make up the base terrain.

  • math Common mathematical functions used in the pack as well as generic noise samplers are defined here.

For more in-depth explanations of each directory's files and subdirectories, you can refer to their respective README files.

Customization

How do I make biomes larger / smaller?

You can find some easy to modify parameters in the meta.yml file under biome-distribution, which control the scales of different areas of biome distribution.

How do I remove all oceans / all land / all hot biomes / etc?

This pack comes with several biome distribution presets, which can be chosen within the pack.yml file. If none of these presets do exactly what you want, you can further modify biome distribution presets with alternate sources and stages. Check out the biome-providers/presets/default.yml config for these alternative sources and stages.

Where can I learn more about configuration?

If you want more in-depth customization, or simply just want to know what makes this pack tick, you can check out the config development section of the Terra wiki to learn more.

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terraoverworldconfig's Issues

Vet Ore Distribution

The densities of ore veins has not been thoroughly checked through and the current numbers are guesstimated - the frequencies of all ores should roughly match that of vanilla (or possible make things slightly rarer to promote exploration). From my eyes it seems as though many ores appear in much higher quantities - but I think we'd need a couple people to playtest and or analyze the current distribution.

All flower and crop patches do not generate, OR need to be updated

This is (mostly) a relatively smallish issue that affects a lot of biomes. Certain patches are outdated (originating in September-October of last year) and using methods which no longer work and can be done much more efficiently with the newer locator and distributor changes present in more recent versions of v6. This issue is mostly a checklist for myself to make sure I get all of the biomes and features updated and consistent with one another to avoid confusion.

List of "patch" flora that need updated:

  • Dandelion
  • Poppy
  • Blue Orchid
  • Allium
  • Azure Bluet
  • Tulip (all types)
  • Oxeye Daisy
  • Cornflower
  • Lily of the Valley
  • Sunflower
  • Lilac
  • Rose Bush
  • Peony

List of Biomes affected:

  • plains
  • prairie
  • steppe
  • sunflower_plains
  • autumnal_forest_hills
  • birch_forest_hills
  • flowering_autumnal_forest_hills
  • taiga_hills
  • rainforest_hills
  • evergreen_forest_hills
  • flowering_forest_hills
  • shrubland
  • forest_hills
  • arid_spikes
  • xeric_hills
  • jungle_hills
  • warm_hills
  • grass_savanna_hills
  • savanna_hills
  • taiga
  • wooded_buttes
  • badlands_buttes
  • rockey_desert
  • dry_temperate_mountains
  • mountains
  • dry_rocky_bumpy_mountains
  • monsoon_mountains
  • rocky_bumpy_mountains
  • evergreen_overhangs
  • highlands
  • temperate_mountains
  • xeric_mountains
  • overgrown_cliffs
  • savanna_overhands

No cocoa present in world

Cocoa beans generate on some jungle trees in Vanilla, they are not present in Terra jungle trees.

Bug with features?

I'm not sure if it's with my client or server, nor do I know if this is already known, but something that I found while messing around with the configs is that features don't update properly with /packs reload and teleporting into newly generated chunks.

For example, if I create a world with a feature that's generating in a biome, if I update that feature (i.e. to not generate, changed the block(s) it generates, etc), do /packs reload, move into newly generated chunks, the feature settings when the world was generated will still be present.

I know that I didn't screw up my feature settings when I did this, because whenever I create a new world, the features generate fine.
I also know that my configuration successfully reloaded and works, and I've moved into new chunks, since I used 2 very different noise equations in the same biome before reloading, and after reloading. The terrain changed (courtesy of the different noise expressions), but the features remained the same, even after I completely removed the feature generation from that one specific biome.

(This is on Bukkit Paper, by the way)

Ponds

Small ponds occasionally with sugarcane generating adjacent, similar to vanilla generation.

Dead Trees

Hand built and or procedural, comprising of just logs (strictly no fences, slabs, stairs, etc in trees!).

References

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Alternate Ore Distributions

Adding on to #36, we can include alternate ore distributions for special biomes, similar to how badlands has a higher chance of gold ore.
Suggestions for these alternate distributions would be much appreciated!

Trees can generate in calderas

Trees can generate in extinct (water-filled) calderas. This causes them to generate with leaves cut off by water.

image

I do think it would be interesting to have dead trees generate in the water, with branches sticking out of the water having vines/moss hanging down. The normal trees look off due to being cut in half, though.

Biome Color Refactor

Give each biome unique grass, foliage, and water colors, occasionally sky colors in certain biomes

Various Boulders

Either hand built and or procedural, can include material variations such as granite / andesite / diorite.

Arid Savanna Biome

Basic version of a savanna similar to the vanilla savanna biome.

Multiple variants can be made for different elevation zones:

  • Flat
  • Small Hills
  • Large Hills
  • Small Mountains

Arid savannas should be distributed in tropical and subtropical temperature zones, as an intermediary between deserts and more humid tropical biomes such as jungle / rainforest.

References

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Create Lush biomes?

Felt like Lush biomes weren't implemented much so I'd like to propose some sort of Lush biome. Would be cool to have an aboveground version of Lush Caves like the biome I did in the past (Lush Jungles, images here), so that there's a biome for players to obtain all of the Lush related blocks in an actual Lush themed biome, if you understand what I mean.

Coral Features

A couple coral variations covering every coral color type. Variations could include bush looking types, ellipsoid shaped types, etc - These can be either procedural, and or hand built, and can be pretty flexible in terms of scale and shape.

References

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Xeric Shrubland

A type of dry shrubland, typically found bordering and intermixed with desert biomes. Xeric shrublands will act as an intermediary between deserts and arid savannas #5. These biomes will comprise mostly of dry block palettes (composed of primarily sand / red sand / dirt), plenty of small bushes / shrubs (using existing bushes, and smaller leaf clusters), sparse tree cover, and cacti #9.

Variants may include differing terrain, from flat to small mountains, perhaps different sand variants (red sand / sand / mixed), rocky variants that include large boulders, etc..

References

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Wild Crops

Small patches of crops, such as beetroot, potatoes, and carrots, generating in the different type of plains variant biomes. (Primarily Prairie)

Biome Color Key Refactor

Update colors.yml

  • Have similar biomes / variants same colors
  • Make colors properly represent said biome

Palm Trees

Palm trees either procedural and or hand built. These don't have to be super extravagant or large, and should just comprise of jungle wood (perhaps with stripped variants) + jungle leaves + possibly cocoa beans.

References

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No pumpkins

I believe the PUMPKIN_PATCHES feature is broken, as I am not seeing any pumpkins in the world

No melons

I believe the MELON_PATCHES feature is broken, as I am not seeing any melons in the world

Coral Reef

A variant of warm oceans that contains coral, large andesite boulders, sea pickles, etc - similar to vanilla minecraft. #6 will need to be completed with this issue.
Variations can include the same features, just with differing terrain.

References

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Bamboo Ponds Biome

Currently implemented and generates, but barren. Maybe have elevation similar to basalt delta, but with water and bamboo.

Jungle Biome

Generating in tropical areas of high precipitation, jungles are a class of rainforest that will consist of dense vegetation that will be difficult for players to traverse.
Variations can include flat jungles, mountainous jungles, bamboo jungles, etc. Mountainous jungles may contain less vegetation and more boulders. Jungle river variants may also act similarly to swamp biomes with trees emerging from under the water.

References

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Bukkit Compatibility

Ensure each biome has a vanilla biome that won't look too funky when used on bukkit. Exclusion of certain biomes may be necessary.

No flora in caldera

No flora generates in the water of extinct volcano calderas

image

Perhaps unique flora such as dead trees with moss/vines would be interesting? along with sparse sea grass

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