Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

      As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.

      Any questions or comments can be directed to Claycorp on either platform.
Sgt_Rubber_Ducky

Immersive deserts

8 posts in this topic

Deserts in minecraft are just dull patches of sand with a cactus placed here and there. It really makes exploring them boring and, for the most part, useless unless you want cactus. I would like to see more variance and specific occurrences/items here, things such as occasional dust storms that obstruct vision, small patches of pebbles that sit slightly above the block, different sky color, particle effects that appear around sand in desert biomes, animal carcasses, objects at a distance blurred because of heat, etc. I have no idea how this'll work in code (or if even works at all), and so I won't be disappointed if these things aren't added.

0

Share this post


Link to post
Share on other sites

I agree but I think your suggestion is so much specific.

If you think on improving a biome, you (and we) should think on improving all the biomes.

I don't have ideas, i like yours and i wait for others' ideas.

0

Share this post


Link to post
Share on other sites

How are biomes actually going to work in TFC2? Since they are doing away with the unwieldy and difficult to code biome temperature mechanics of TFC1, my understanding is that each island will be a single temperature "zone" that makes sense for its general latitude.

Does that mean that each island is a single biome, or that each island will have multiple biomes that share a common temperature range?

Either way, the thought of an entire huge desert-based island actually sounds pretty cool if deserts are made more "immersive" as you suggest.

I can imagine some players would relish the challenge of trying to set up their base in the middle of it.

0

Share this post


Link to post
Share on other sites

It would be pretty cool if it was ever possible to survive solely in the desert. EDIT: Diego, my bad for not reading the post entirely. About suggestions for improving biomes, or the nature in the game entirely, I personally want to have a lot more underbrush and mosses and vines to go in forests. Along with thicker trees and more species of plants, like different cacti and smaller shrubs for the deserts. Also things like ground textures, which may not have a purpose, could act as nice decorations like dead leaves and pebble patches (as mentioned above) that lay flat along the ground like the minecart rail textures. Different animals, like a camel or smaller ones like scorpions for deserts, with foxes and squirrels for more temperate areas.

 

 (I actually do have another topic, similar to this but more broad, titled "Better Forests/Biomes")

 

Edited by Sgt_Rubber_Ducky
0

Share this post


Link to post
Share on other sites
20 hours ago, Konlii said:

How are biomes actually going to work in TFC2? Since they are doing away with the unwieldy and difficult to code biome temperature mechanics of TFC1, my understanding is that each island will be a single temperature "zone" that makes sense for its general latitude.

Does that mean that each island is a single biome, or that each island will have multiple biomes that share a common temperature range?

Either way, the thought of an entire huge desert-based island actually sounds pretty cool if deserts are made more "immersive" as you suggest.

I can imagine some players would relish the challenge of trying to set up their base in the middle of it.

 

Does actually biome generation depend on sea distance?

Edited by Diego il Catanico Jr
0

Share this post


Link to post
Share on other sites

Yes sea distance as well as elevation affects the local moisture level. Hexes that are very low elevation will end up having vegetation even on a desert island just due to them being the lowest elevation and that's where water eventually goes. 

0

Share this post


Link to post
Share on other sites

That makes a certain degree of sense.  Would there be any way at all to mirror the rain shadow effect though? If there are super tall mountains surrounding the center of an island which is concave, there still wouldnt' be all that much in the way of water to collect in the center.

Super high elevations perhaps should act as disruptions of the local environment type, the vector lowering the moisture being on the opposing side from the closest ocean border, or the side where the moisture propogates from?

I've no immediate idea if such can even be figured out procedurally on worldgen based on positioning though. Probably requires too much polling of local block data. Imagine it'd cause worldgen to shit pants.

Edited by kotoroshinoto
0

Share this post


Link to post
Share on other sites

Actually kotoro thats why I went with the hex system, I dont care about the blocks until I'm building the world, there are a ton fewer hexes and you can do all of the calculations on a hex by hex basis instead of block by block. That said, No I don't have the rain shadow effect being taken into account. The hexes are all perfectly aware of their which hex is downslope to them, so if someone wanted to mod that in, it would actually be super easy. But its not really on my radar.

0

Share this post


Link to post
Share on other sites