Neat! I love the tool, very easy to use, will help a lot because endlessly loading minetest to look at your biome changes is not fun.DrFrankenstone wrote:This is what an Ethereal map looks like today
Ain't that the truth. I've been toying with ethereal + minetest game + 30biomes and building a lush tropical world with snow restricted to just the mountain tops.TenPlus1 wrote:All ideas are welcome for testing and best results may make it into the mod itself...
I was thinking of using the new floatlands for Ethereal biomes and leaving the current v7 biomes for ground level since a lot of work has gone into changing default biomes, but this would be a huge task.
ps. thanks for maintaining Ethereal, it's awesome :D
I've been using vertical_blend https://github.com/minetest/minetest/bl ... .txt#L6344 to smooth out the "banding" (typically seen on mountains when there is a sharp and 100% straight dividing line between biome borders).
Other tricks I like are having the "treeline" start a few blocks higher than the biome itself, so you have a few blocks of undergrowth before the trees start, it smooths things out more. I'm also trying to establish sensible "border biomes" to smooth out the more extreme climate changes (going from glacier straight to rainforest, for example). I haven't had much luck with that yet.
When I found the vertical_blend setting I also found this for biome definitions, thinking of using that to add polar regions to the very edges of the map (not tested yet):
Code: Select all
max_pos = {x = 31000, y = 128, z = 31000},
min_pos = {x = -31000, y = 9, z = -31000},
-- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.