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cool-mountains

  • Mountain areas (low erosion) are slightly rarer in general, leaving more space for flat and eroded terrain
  • Changed the way windswept and swampy areas are generated. Swamps are often larger and sometimes surrounded by windswept like in vanilla.
  • Adjusted the continents, allowing them to sometimes generate a bit larger than before, and added a feature where land is sometimes more scattered (like archipelagos)
  • Changed the way mushroom islands generate, forming large island groups
  • Changed rivers to be much less likely to form rings, instead they 'snake' though the landscape like actual rivers
    • As a side effect they can sometimes be very wide (other times very narrow) and can form big lakes on occasion.
  • Changed the way "peaks" (high PV) generates, is no longer directly tied to erosion, instead form river-like lines leading to very nice mountain shapes.
  • Adjusted humidity/vegetation noise for larger biomes, also "average" biomes are now more common than "extreme" biomes (dark forest etc) in general.
  • Fixed too-tall peaks reaching beyond world height
  • Fixed overly steep hills (and too high continentalness)
  • Adjust continent sizes again, this time a bit smaller...
  • Changes to how erosion and ridges are calculated
    • Most notably, ridges is basically tied to erosion so that low erosion = peaks, gives much nicer looking mountains and more meadows, cherry groves
    • Badlands (subtropical + low erosion) have slightly lower peaks than other biomes
  • Marked Fabric API as a dependency (without Fabric API, the Larion datapack would never load)
  • Two backports, one for Minecraft 1.20 - 1.20.4 and one for 1.20.5 - 1.20.6
  • Redo the continental noise again
  • Add a bias to ridges to make peaks much more prominent in mountain regions
  • Adjust river caves
  • Adjust some other stuff

At this point I'm exhausted and very satisfied, so this update might be the last one at least for now.

Reworked the continents again making them smaller and more "shattered", sometimes even forming fjords. Also other minor tweaks

Fixes mushroom islands never generating!

  • Edit most noises for a slightly larger and more realistically shaped world
    • Should especially work better when using mods that add more biomes
  • Made the spawn point temperature "random" so that some seeds will spawn you in hot or cold zones
  • Make mountain areas ascend more gradually, giving more space for cherry groves and similar biomes
  • Removed worley noise caves, they were not as fun to explore as hoped
  • Added bedrock level lava rivers! Don't dig straight down
  • Made mushroom islands larger and more cursed
  • Re-include vanilla "noodle" and "spaghetti" caves for more spice and surprise factor
  • Slightly reduce the size of Worley caves
  • Slightly increase size of swamps and mushroom islands

Very few things have changed, until you go underground.

  • World height changed from -64 - 448 to -128 - 384
    • Meaning caves go deeper, but you can't build quite as tall
  • New experimental cave generation
    • Uses Worley (voronoi) noise
  • Now packaged as a real fabric mod
    • This was necessary in order to modify cave generation
    • Also means More Density Functions is no longer required as of this version
    • Only available for Minecraft 1.21.1 for now. If you want it to work for an earlier version and don't want to figure it out yourself please make a request in the GitHub issues. No guarantees though.

Another set of refinements ~ Brought to you by hours of trial and error!

  • Improved mountain chain noise
    • Chains are much more chonky and have more mountain-like shapes
    • There are more large areas without any mountains than before
  • Improved continental noise
    • An accidental discovery -turns out swapping a few parameters leads to more natural land shapes.
    • There may be a little less land than before overall, but I tried to keep the ocean-land balance the same
    • Inland sloping is even more common than it used to be
  • "Weirdness" is now based on continental noise instead of rivers
    • This means continents have distinct "personalities" (either weird or not weird) with different biome sets
  • Improvements to the extra inland height feature
    • Swamps no longer generate far inland on super steep slopes
    • Far-inland rivers have more cliff and less slope around them
    • Added a "terracing" effect to allow for more flat space to build on
  • Heavily reduced the "windswept" effect of windswept biomes
    • It's still there but not as jarring
    • Also affects mushroom islands
  • Refined continent shapes
    • They are a little less scattered and more consistently reach high continentalness when far inland
    • Slightly more deep sea than before
  • Improved "extra offset" (inland slope) parameters
    • Should look less weird when mountains and rivers meet
    • Inland terrain is slightly taller in general
    • Extra slopedness along continent edges
  • Fixed some issues with erosion
    • No more large areas of 0.0 erosion
    • Slightly smaller windswept biomes
    • Erosion can now reach below -1.0 again
  • Improved the look of river tunnels and saddle valleys
    • Less cheese-holes effect where rivers poked though terrain
    • Lower river tunnel ceiling in high erosion areas, leading to more varied height

Fixes console spam about a non-overlapping "min" function

Many, many changes for a very different vibe from v2.0. I felt like things had become too "large", cluttered and unrefined - the quest for the huge epic terrain had overtaken any sensibility. This version scales back the madness to something much more survival-friendly. Hopefully much more fun to play in!

Also world generation should be MUCH faster than before.

  • New continental noise, way simpler while also being more consistently cool. Continents are much smaller
  • More interesting mountain (negative erosion) shapes
  • More interesting swamp noise, swamps only appear at rivers or coasts
  • New windswept noise
  • Removed 3d "jank" noise, it was too unpredictable and had a heavy performance cost
  • Adjusted vegetation
  • Adjusted rivers
  • Adjusted hills
  • Adjusted river "noodles" (underground rivers)
  • Adjusted temperature band sizes
  • More consistent temperature band variation noise
  • Several misc optimizations
  • Probably more

A whole bunch of changes for a different feeling terrain. Everything is scaled up to be larger than before and closer to the goal of a fantasy-like landscape.

  • Erosion is no longer coupled to continents, instead made up of a "mountain chains" function and a "swamps" function
    • This means mountains can appear at the coast and form long chain-like lines (but also sometimes giant mountainous blobs)
    • Swamps and windswept terrain can appear inland now as large semi-rare areas
  • Many, many tweaks to how continents and islands are laid out
    • Larger continents with more interesting shapes
  • Big changes to ridge noise - now consists of separate density functions for rivers, hills and "weirdness"
  • Changes to temperature and vegetation noises
  • Larion no longer overwrites minecraft:overworld/offset, instead introduces changes in minecraft:overworld/depth
    • Changes include an extra depth factor based on continents (terrain is "raised" inland except for at rivers, meaning far inland mountains are higher than coastal mountains and so on)
  • Adjusted "jaggedness" noise scale to make mountains less.. jagged and shaped more like real mountains
  • Adjusted river tunnelling for larger tunnels and lots of saddle river valleys
    • Most rivers are exposed to the surface now, at least partially, but tunnels can still generate under very tall terrain

Compability with Minecraft 1.21.1 and More Density Functions 1.0.5.

This update makes no new changes to terrain generation.

Initial release!


Project members

Badgerson

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Licensed Apache-2.0
Published 4 months ago
Updated 14 days ago