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Major Version 2.0 #139
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Major Version 2.0 #139
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This isn't enabled by default, relies upon PolyhedralDev/Terra#264 to be fixed. Terrain heightmaps should simply be multiplied by the riverTerrainMask sampler to factor in rivers.
Rework terrain to use a global heightmap
Astrashh
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Jul 23, 2022
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Remove autumnal_flats Remove birch_flats Remove taiga_flats Remove evergreen_flats Remove flowering_flats Remove forest_flats Remove xeric_plains Remove jungle_flats Remove chaparral_flats Remove grass_savanna Remove savanna Remove tundra_hills Remove dark_forest_hills Remove rocky_wetlands Remove autumntal_forest Remove birch_forest Remove taiga Remove frozen_wetlands Remove tundra_midlands Remove rainforest Remove evergreen_forest Remove flowering_forest Remove wetlands Remove forest Remove sandstone_wetlands Remove jungle Remove low_chapparal Remove xeric_low_hills Remove grass_savanna_low_hills Remove savanna_low_hills Remove rocky_sea_arches Remove snowy_sea_arches Remove snowy_terraced_mountains and snowy_terraced_mountains_river Remove large_monsoon_mountains Remove terracotta_sea_arches Remove snowy_eroded_terraced_mountains Remove desert_flats Remove bamboo_jungle_flats
Remove _HILLS prefix from autumnal_forest biomes Remove _HILLS prefix from birch forest Remove _HILLS prefix from redwood forest Remove HILLS_ prefix from taiga Remove _HILLS prefix from rainforest Remove _HILLS prefix from evergreen forest Remove _HILLS prefix from flowering forest Remove _HILLS prefix from forest Remove _HILLS prefix from bamboo jungle Remove _HILLS prefix from jungle Remove _HILLS prefix from grass savanna Remove _HILLS prefix from savanna
Done to make some biomes with matching palettes generate adjacent, for example generate xeric biomes (more whiteish palette) adjacent white desert, and arid spikes (more orangeish palette) adjacent orange and red deserts.
I've decided these don't look very good in their current state to generate so ubiquitously, they do however look pretty good when used in overhangs so keeping them for that.
This is probably temporary but looks more in-place for now.
parabolicMap produces straight-ish lines across terrain which doesn't look great, cubic interpolation should be a better fit here.
This makes it so regular land biomes can generated adjacent ocean, before this beaches tended to be far too common
This should mitigate some smaller microbiomes, and make biome borders a bit more fuzzy.
Feature blending has resulted in mangrove trees generating on less predictable blocks, so this ensures they will only generate above water when on top of mud blocks. They will still generate on any plantable block if underwater.
Mesas tend to get comically large at radius=300 (600 x 600 of perfectly flat space!) so reducing to 150
Add mob_rooms
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