How can I make the biomes bigger?
How can I make the biomes bigger?
How can I get larger biomes generated?
I wish the minetest game and ethereal mod biomes were a little bigger
Is there a way to do this?
I wish the minetest game and ethereal mod biomes were a little bigger
Is there a way to do this?
cdb_71b6f99a808c
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Re: How can I make the biomes bigger?
Open map_meta.txt, find mg_biome_np_heat and mg_biome_np_humidity and for both of them edit the line that says
spread = (1000,1000,1000)
to
spread = (2000,2000,2000)
spread = (1000,1000,1000)
to
spread = (2000,2000,2000)
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Re: How can I make the biomes bigger?
To make newly created worlds have larger biomes, increase the 'spread's of the biome heat and humidity noises in the 'All Settings' menu.
But keep in mind that this will affect all newly created worlds until you edit the setting again.
The value of 'spread' will be the approximate maximum size of biomes.
But keep in mind that this will affect all newly created worlds until you edit the setting again.
The value of 'spread' will be the approximate maximum size of biomes.
Re: How can I make the biomes bigger?
lower the persistence?
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Re: How can I make the biomes bigger?
Create a mod that blends from one setting to the next. Instead of hard changing the values in map_meta.txt or settings, your mod would, at on_generation, slowly blend the spread from one value to the next. Simply have your mod increase spread values based on distance, the further away, the larger / smaller the spread scale.
Shad
Re: How can I make the biomes bigger?
Why not a "spread" setting in minetest.register_biome?
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Re: How can I make the biomes bigger?
Because biomes aren't decided like that. Biomes are decided in Minetest based on heat, humidity and in some cases the height (only for mapgens that support altitude chill). The heat and humidity are decided with a 2D perlin noise map, and the terrain with a variety of 2D and sometimes 3D perlin noise maps. The heat and humidity settings are under Settings > Mapgen > Biome API noise parameters. The terrain settings are under Mapgen > [Mapgen name] e.g. the settings for V5 are under Mapgen V5.
So: to get the same results but spaced further apart, you woukld have to bump up the size of the heatmap, the humidity map and some of the noise parameters for your mapgen. You can control the variables independently, too. By changing the heat and humidity but not the noise of your mapgen, you would get the same terrain but the biomes would spread further over them, only stopping where they hit biome y-limits (so the ocean/lakes are still water, and high-altitude biomes still only occur at heights).
As you can see, it's all configurable. Is this as easy as, say, bumping up a single figure for biome size like in Minecraft? No, but at least you get to choose how to do it. I think Minecraft's terrain generator is quite different. Mesa biomes will always have a certain shape, as will swamps. The shape of the terrain changes depending on the biome. In Minetest the terrain generator is decoupled from the game's biomes, which is a blessing and a curse. So to get it like Minecraft you would need a probably quite slow Lua mapgen, or C++ mapgen that produces unique features instead of un-biomed terrain, and a matched-up biome mod in Lua (embedded in a new game that's not MTG probably).
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
Re: How can I make the biomes bigger?
Basically if you want bigger biomes, you'll need to reduce their number in 2D (you can "stack" them in 3D though, e.g. you can have a different set for caverealms or nether, and another for floatlands).
You can experiment with this interactive Voronoi diagram maker to see how it works. In our case, horizontal could be "temperature" and vertical be "humidity".
PS: the larger the area on the diagram, the larger the biome will be on the map (on average, or it will appear more often), and also areas that "touch" on the diagram (even by a corner), can also be adjacent on the map.
You can experiment with this interactive Voronoi diagram maker to see how it works. In our case, horizontal could be "temperature" and vertical be "humidity".
PS: the larger the area on the diagram, the larger the biome will be on the map (on average, or it will appear more often), and also areas that "touch" on the diagram (even by a corner), can also be adjacent on the map.
My game? It's Minefall.
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Re: How can I make the biomes bigger?
This approach is different from the one I described above. Imagine the biomes in your world as a bunch of splotches (like amidstest) of colours, and there is a colour palette for those splotches. Increasing the scale of the noise settings like I said will increase the size of all of the splotches. Adding more biomes adds more colours to the palette, so the splotches get smaller and there are more transitions between them in a kind of gradient. On the flipside, removing biomes makes splotches of the remaining colours spread to fill those splotches of the biomes that were removed.Astrobe wrote: ↑Fri Jul 14, 2023 15:35Basically if you want bigger biomes, you'll need to reduce their number in 2D (you can "stack" them in 3D though, e.g. you can have a different set for caverealms or nether, and another for floatlands).
You can experiment with this interactive Voronoi diagram maker to see how it works. In our case, horizontal could be "temperature" and vertical be "humidity".
PS: the larger the area on the diagram, the larger the biome will be on the map (on average, or it will appear more often), and also areas that "touch" on the diagram (even by a corner), can also be adjacent on the map.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
Re: How can I make the biomes bigger?
Indeed, in other words the noises determines the motifs on the canvas, and the humidity/temperature definitions determine how one colors those motifs.
My game? It's Minefall.
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