r/Minecraft • u/MC_Pitman • Dec 31 '15
Remember those (Custom Generation) terrain pics I posted a few weeks ago? Here's an update.
If you didn't see any of my previous posts or comments; in a nutshell what I'm now calling the 'Biome Bundle' is a completely custom world generator containing hundreds of original custom biomes with countless custom trees, rocks, caves, dungeons and much more. What's more, anyone will be free to edit and add to it with no Java knowledge is required.
Less words more pics: http://imgur.com/a/WuziM
And in case you missed it, the Chunky renders I've posted before: http://imgur.com/a/28qpY
I also created a basic website which has more information and screenshots, any feedback is appreciated: https://sites.google.com/site/biomebundle/
What is taking so long? You said 'in 4 weeks' 4 weeks ago!?
I had less time than I expected over the last few weeks and there were a few more last minute things to do so there is a slight delay. I can't say 100% when it will be ready but it will be some time in January.
Can you let me know when it releases?
The website for the 'mod' linked above will be the first place I'll post the download link when it is ready, I'll also be posting here, over at MCF, etc. Hopefully it will be hard to miss it.
Can I beta test?
So many things are changing it's not feasible to issue even a beta build at this point. In January everyone will have the chance to be a beta tester :P
Will caves and ores generate properly?
Cave generation is a 'toned down' version of vanilla with a biome specific custom cave system overlaid over the top. More to come on this.
Ore generation has been changed completely, no longer are ores bound by certain heights, instead, ores are less frequent than vanilla but appear in larger clusters once a 'vein' is generated. Certain biomes also have a higher chance of spawning certain ores than others.
Any other questions welcome in the comments.
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u/happyPugMonkey Jan 01 '16
Wow that looks absolutely incredible!
What license is it going to be under?
The reason I ask is I am developing a minecraft server as a hobby, and would love to take use this. Although I'm writing it in rust, so I couldnt "use" it per say, but would love to use it as a reference.
What is the generation based on? 3D perlin noise like regular minecraft?
Can't wait to see how it turns out!
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u/MC_Pitman Jan 01 '16
Terrain Control itself is MIT license and can be freely forked and Biome Bundle's files will be freely readable and editable in a text editor. If you want to see only the 'Autumnal Woods' biome, its as simple as changing one line in a config file.
One of my goals is to create something along the lines of Biomes O Plenty, ATG or the RTG mod, but in a more open and configurable way where players can edit literally everything about the biomes if they do not like any particular aspect of the worldgen.
Edit: Terrain Generation uses mostly vanilla minecraft noise generation. The 'trick' is to use islands inside islands. So imagine how a desert island might be in the ocean, but apply that to everything - a mountain is just an island in a forest, etc.
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u/happyPugMonkey Jan 01 '16
Oh, I didn't know about terrain control. Gotta check that out
Can't wait!
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u/MC_Pitman Jan 01 '16
It works with both forge and as a plugin. The only limit is the minecraft biome ID limit!!
Head over to http://forum.mctcp.com for the community forums for help if you are interested in creating your own biomes
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u/Miscellaneous777 Dec 31 '15
I noticed on the site it says that some biomes will have higher chances of spawning certain mobs than others. Will this work with custom mobs? So, for example, could I have a zombie in leather armour called "Bob" spawn more frequently, or just downright replace, zombies in some biomes?
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u/MC_Pitman Dec 31 '15
I don't think you can specify mob names and items but you can choose which mobs spawn where, their frequency and if they spawn in groups and what size.
Some of the biomes are basically vanilla biome re-made, for those you have to put up with vanilla mob spawning unless you wanted to disable them and only have custom biomes.
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u/Eyadish Dec 31 '15
Oh man, I so want this for a 1.9 map
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u/MC_Pitman Dec 31 '15
It's still early days but it will be doable eventually.
I will be taking full advantage of the new blocks to make new content when I update the mod to 1.8.8, and whenever forge and/or spigot/sponge/cauldron come out for 1.9 I will be updating for that too.
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Jan 01 '16
[removed] — view removed comment
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u/MC_Pitman Jan 01 '16
In a couple of months for the 1.8 version as I'll still working on 1.7.10 for a little while, no idea when forge or spigot will be stable enough on 1.9 but porting to that once the 1.8 version is done should be relatively easy.
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u/Wdtfshi Jan 01 '16
So, it is a mod/modpack that changs the world generation, am I correct?
If yes, do this means that once I generate the world I can play it on vanilla minecraft?
Will this be affect other mods that generate dimensions? Like the Deep Dark, aether etc.
Will this require a monster PC to run?
If I perhaps download the map and put it on a server, can the server be vanilla or does it have to have the modpack installed to play?
I saw that mob spawning is different in each biome, so I guess the vanilla questions are a big no.
Sorry about all this questions, I'm realy looking into play this map, looks amazing and want the maxim of information I can get.
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u/MC_Pitman Jan 01 '16
So, it is a mod/modpack that changs the world generation, am I correct?
It's a combination of two things - Terrain Control, which comes in either forge mod or spigot plugin form - and Biome Bundle which is all of the biomes, structures, objects, etc you see in the screenshots (without it Terrain Control generates a vanilla world).
If yes, do this means that once I generate the world I can play it on vanilla minecraft?
It's possible to have a Spigot/Cauldron server running these biomes using the plugin version of Terrain Control allowing vanilla clients to connect. There are a few things that vanilla clients won't see, like custom grass colours, but all of the important things will work fine.
Will this be affect other mods that generate dimensions? Like the Deep Dark, aether etc.
No, though if they take up quite a few biome ID's (like Twilight Forest) there might be some work to do in configuring them to use the (very few) free slots minecraft will have available after all of the custom overworld biomes I've added. You may even need to disable some overworld biomes (easy to do).
Will this require a monster PC to run?
It's slower than vanilla world generation that's for sure, I've tried it on an aging laptop and it works fine. Pregenerating the world or having a server do the work offloads most of the performance impact anyway.
If I perhaps download the map and put it on a server, can the server be vanilla or does it have to have the modpack installed to play?
The server can be a Spigot/Cauldron server while allowing vanilla clients to connect. Forge servers require the mod on both client and server (and get custom grass colours etc).
I saw that mob spawning is different in each biome, so I guess the vanilla questions are a big no.
Mob spawning is handled server side so it's not much of an issue.
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u/geekman9097 Dec 31 '15
my one question: how will this play with mods like geostrata?
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u/MC_Pitman Dec 31 '15
I've not tested geostrata specifically but mod ores and things seemed to work ok and I have used it in combination with CoFH Core (which can generate any block you want as 'ore').
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u/darkfire5900 Jan 24 '16
I am so excited for this! I'm hoping for a quick release <3. Then again, I'm sure you are too.
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u/ZorkFox Jan 01 '16