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The Wackiest Idea Maybe Ever

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Dec 12th, 2019
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  1. - Noise generated terrain where the height determines the biome or temperature (not sure about the specifics but the end goal seems easy to visualize, just more realistic world generation)
  2. - That creates a temperature map basically where any point on the map has a unique temperature given the altitude and the biome it is in and that kind of thing
  3. - From there add in a seasons system that causes rendering in biomes to change based on the seasons
  4. - From there you can add in unique crops that spawn only in biomes with certain temperature thresholds, and also only grow during certain seasons
  5. - At that point things become so much more interesting, but it gets better
  6. - Add a water map and a pollution map to the world, a 2d plane where each x, z point has its own value
  7. - The water map is determined based upon where water is in proximity to the blocks, it updates whenever water blocks are moved around
  8. - Plants are unable to grow if the water map value is to low (ie there’s not enough surrounding water)
  9. - Same with trees, they won’t grow
  10. - Leaves will start to decay without enough water
  11. - The pollution map has its own diffusion function so pollution will eventually dissipate
  12. - Pollution is added to the map from things like fire, furnaces, pistons, and other machinery (this becomes more prevalent when there are tech mods that have like industrial machines and stuff)
  13. - Pollution also prevents, plants and trees from growing and causes non-permanent leaves to decay
  14. - Pollution also makes the grass turn gross colored.
  15. - Basically this system of like 3 elements or so (biome generation, temperature, seasons, water, pollution, flora that react to those elements) makes world generation more interesting, gives players a reason to adventure to other biomes for unique plants and things, creates feedback to your destruction of the terrain through the death of the local plants and such, and creates a counter to industrial tech mods that often feel overpowered by making them destroy the surrounding terrain and making it look gross
  16. - Even cooler link all of that to the survivability and spawning of passive mobs. Like maybe there’s a requirement within a chunk for a certain level of water a pollution for them to be able to spawn.
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  18. This is like everything I’ve ever wanted in a mod, and while it might significantly change part of the base of the game, I think it does it all for the better. I can’t really see many downsides except for the fact that it might be completely impossible to make it compatible with other mods without specific support.
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