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ximeeen

Larger Biomes - Realistic Biome Transition

86 posts in this topic

Not judging, directing them to where /mlp/ is to be discussed, anyways.

This forum should get a /mlp/ off-topic section.

This isn't a chan. You don't have to add slashes to suggested new boards.

And if you want us to discuss this on a chan, not every fucking mlp fan in the world uses that site.

Deal with it, friend

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It was a subtle reference that i for one, found very amusing, besides, we aren't being all up in everyones' faces about it, so please be tolerant.

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Probs should be tolerate, as I've watched quite a few episodes myself.

Hypocrite^

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Hello. I know it may be weird to post in Suggestions, since I just joined, but in any case I do support larger biomes. Also a concept I have been thinking about is relative separation of the terrain composition/shape from what actually grows there - instead of there being a special "Biome" for mountains of this or that type, with different kinds of vegetations, I thought it *could* be potentially done in following way:

1. A "Terrane" is determined, basically similar to how a biome is in normal MC. It would define the geological composition and shape of the terrain. It is the geological equivalent of Biome (and the world is real, though IRL it means somewhat a bit different than I use it for here, albeit related). Based on the chosen Terrane (such as Granite Mountains, Traps, Ocean Floor or Ocean Trench - just examples) the terrain would be generated.

2. Biome is generated based on temperature/humidity like in normal MC, except temperature is affected by the elevation (result of Terrane shaping the ground) and possibly there are few restrictions (like swamp being permitted only on sea-level or very close to, regardless of temp/humidity). The biome determines what grows there and possibly what animals live there.

Because biome depends on elevation through temperature, the high mountains would automatically get tundra-like and higher glacial conditions, resulting in snow-capped semi-realistic mountains. Of course only if they were high enough, or were in already cold environment. Mineral generation may be restricted by rock type AND by Terrane too if necessary (since Terrane basically would tell more than just rock type - more like general geologic conditions/history).

Just wanted to share the idea, since it has been floating in my head for some time, and I am pretty sure I will not get time to do anything about it myself.

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By "terrane" you mean terrain right?

And point 2 I think is something Dunk is planning on working on since I believe he recently expressed an interest in creating biomes in that fashion. Also, swamps don't just form at sea level. A swamp is an area of land that retains water very well (either permanently or temporarily). Elevation isn't a requirement. You could have a swamp that's at a higher altitude and actually freezes over.

Edit: Oh and temperature isn't purely elevation related. Some deserts in the world drop below freezing at night. Also I believe most minerals in TFC are already rock-type-restricted in generation (unless I totally missed an update and that got changed).

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No, "terrane" is a word that IRL means something like part of continental plate or crust attached to another, like a foreign geological province or something (not a geologist really, just using Wikipedia). I just borrowed that word to mean a biome-equivalent for geology - a region of relative geologic uniformity. For example young granite mountain range would be a "terrane" in that meaning, just like in vanilla MC "biome" is a region of biological uniformity - a swamp or a jungle. In vanilla MC terrain is controlled by a biome, so biome and terrane have perfect 1:1 equivalence. One biome equals one terrane (that defines the average altitude and variation of it, like Extreme Mountains). What I'm suggesting is freeing these two to be dependent only indirectly, through actual terrain, as well as giving terranes/geology a "first vote" with biome adapting basing on the terrain generated (not the other way around).

Also, the 1. and 2. were not really 2 separate points, but more like two steps in suggested way of creating final landscape. I suggested limiting swamp in particular not because of temperature considerations, but because if there were no restrictions we would get "hilly swamps" or ones that would not make sense (since if they were on high ground, without natural barriers around like mountains, they would drain immediately). I proposed that restriction to sidestep water retention issues.

And obviously temperature would not depend on altitude only, I just sort of pointed obvious that it's an important part of it (that was omitted in vanilla MC).

I know minerals are rock-restricted. But if terranes are introduced, there could be additional restriction. While basaltic rocks in some old mountains may contain some secondary ore deposits and metamorphic materials, relatively young traps (igneous province flooded by basalts at some point in history) could have different possibilities in the same (?) basalt rock.

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Well, i'll be darned, He's right, i looked it up :S (about terrane)

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Well, i'll be darned, He's right, i looked it up :S (about terrane)

I believed him

People that get that buttmad over an answer like that are usually either completely right, or just morons

And morons don't provide answers that detailed or with such technical terms

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*Reviving*

Gotta direct other thread to this one, since someone revived dead / outdated thread.

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since someone revived dead / outdated thread.

uhmm about that...
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what if we do it gaul style :P you fall down on the edges of the world , no wrapping or discworld style

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