Not tested with 1.21.2/1.21.3 but might work.. please submit a GitHub issue if it doesn't
- Altered continents, nicer shapes and more variation in sizes. Also affects mushroom islands
- Tweaked erosion noise for more sudden shifts between erosion levels (=more cliff-sides) and better mountainous area shapes
- Removed the "extra offset" that affected terrain height, after some testing it turns out it negatively affected the aesthetic of the game especially in mountainous areas.
- Tweaks to ridges (peaks/valleys), made the valleys go much deeper and sometimes generate large lakes.
- Removed river caves in mountain areas, instead generates deep saddle valleys. I liked the river tunnels but they felt too unnatural.
- Altered the temperature bands to have more equal sizes and also be a bit more unpredictable.
- Altered vegetation noise to be less janky.
- Altered continents, nicer shapes and more variation in sizes. Also affects mushroom islands
- Tweaked erosion noise for more sudden shifts between erosion levels (=more cliff-sides) and better mountainous area shapes
- Removed the "extra offset" that affected terrain height, after some testing it turns out it negatively affected the aesthetic of the game especially in mountainous areas.
- Tweaks to ridges (peaks/valleys), made the valleys go much deeper and sometimes generate large lakes.
- Removed river caves in mountain areas, instead generates deep saddle valleys. I liked the river tunnels but they felt too unnatural.
- Altered the temperature bands to have more equal sizes and also be a bit more unpredictable.
- Altered vegetation noise to be less janky.
- Mountain areas (low erosion) are slightly rarer in general, leaving more space for flat and eroded terrain
- Changed the way windswept and swampy areas are generated. Swamps are often larger and sometimes surrounded by windswept like in vanilla.
- Adjusted the continents, allowing them to sometimes generate a bit larger than before, and added a feature where land is sometimes more scattered (like archipelagos)
- Changed the way mushroom islands generate, forming large island groups
- Changed rivers to be much less likely to form rings, instead they 'snake' though the landscape like actual rivers
- As a side effect they can sometimes be very wide (other times very narrow) and can form big lakes on occasion.
- Changed the way "peaks" (high PV) generates, is no longer directly tied to erosion, instead form river-like lines leading to very nice mountain shapes.
- Adjusted humidity/vegetation noise for larger biomes, also "average" biomes are now more common than "extreme" biomes (dark forest etc) in general.
- Fixed too-tall peaks reaching beyond world height
- Fixed overly steep hills (and too high continentalness)
- Adjust continent sizes again, this time a bit smaller...
- Changes to how erosion and ridges are calculated
- Most notably, ridges is basically tied to erosion so that low erosion = peaks, gives much nicer looking mountains and more meadows, cherry groves
- Badlands (subtropical + low erosion) have slightly lower peaks than other biomes
- Marked Fabric API as a dependency (without Fabric API, the Larion datapack would never load)
- Two backports, one for Minecraft 1.20 - 1.20.4 and one for 1.20.5 - 1.20.6
- Edit most noises for a slightly larger and more realistically shaped world
- Should especially work better when using mods that add more biomes
- Made the spawn point temperature "random" so that some seeds will spawn you in hot or cold zones
- Make mountain areas ascend more gradually, giving more space for cherry groves and similar biomes
- Removed worley noise caves, they were not as fun to explore as hoped
- Added bedrock level lava rivers! Don't dig straight down
- Made mushroom islands larger and more cursed
Very few things have changed, until you go underground.
- World height changed from -64 - 448 to -128 - 384
- Meaning caves go deeper, but you can't build quite as tall
- New experimental cave generation
- Uses Worley (voronoi) noise
- Now packaged as a real fabric mod
- This was necessary in order to modify cave generation
- Also means More Density Functions is no longer required as of this version
- Only available for Minecraft 1.21.1 for now. If you want it to work for an earlier version and don't want to figure it out yourself please make a request in the GitHub issues. No guarantees though.
Another set of refinements ~ Brought to you by hours of trial and error!
- Improved mountain chain noise
- Chains are much more chonky and have more mountain-like shapes
- There are more large areas without any mountains than before
- Improved continental noise
- An accidental discovery -turns out swapping a few parameters leads to more natural land shapes.
- There may be a little less land than before overall, but I tried to keep the ocean-land balance the same
- Inland sloping is even more common than it used to be
- "Weirdness" is now based on continental noise instead of rivers
- This means continents have distinct "personalities" (either weird or not weird) with different biome sets
- Improvements to the extra inland height feature
- Swamps no longer generate far inland on super steep slopes
- Far-inland rivers have more cliff and less slope around them
- Added a "terracing" effect to allow for more flat space to build on
- Heavily reduced the "windswept" effect of windswept biomes
- It's still there but not as jarring
- Also affects mushroom islands
- Refined continent shapes
- They are a little less scattered and more consistently reach high continentalness when far inland
- Slightly more deep sea than before
- Improved "extra offset" (inland slope) parameters
- Should look less weird when mountains and rivers meet
- Inland terrain is slightly taller in general
- Extra slopedness along continent edges
- Fixed some issues with erosion
- No more large areas of 0.0 erosion
- Slightly smaller windswept biomes
- Erosion can now reach below -1.0 again
- Improved the look of river tunnels and saddle valleys
- Less cheese-holes effect where rivers poked though terrain
- Lower river tunnel ceiling in high erosion areas, leading to more varied height
Many, many changes for a very different vibe from v2.0. I felt like things had become too "large", cluttered and unrefined - the quest for the huge epic terrain had overtaken any sensibility. This version scales back the madness to something much more survival-friendly. Hopefully much more fun to play in!
Also world generation should be MUCH faster than before.
- New continental noise, way simpler while also being more consistently cool. Continents are much smaller
- More interesting mountain (negative erosion) shapes
- More interesting swamp noise, swamps only appear at rivers or coasts
- New windswept noise
- Removed 3d "jank" noise, it was too unpredictable and had a heavy performance cost
- Adjusted vegetation
- Adjusted rivers
- Adjusted hills
- Adjusted river "noodles" (underground rivers)
- Adjusted temperature band sizes
- More consistent temperature band variation noise
- Several misc optimizations
- Probably more
A whole bunch of changes for a different feeling terrain. Everything is scaled up to be larger than before and closer to the goal of a fantasy-like landscape.
- Erosion is no longer coupled to continents, instead made up of a "mountain chains" function and a "swamps" function
- This means mountains can appear at the coast and form long chain-like lines (but also sometimes giant mountainous blobs)
- Swamps and windswept terrain can appear inland now as large semi-rare areas
- Many, many tweaks to how continents and islands are laid out
- Larger continents with more interesting shapes
- Big changes to ridge noise - now consists of separate density functions for rivers, hills and "weirdness"
- Changes to temperature and vegetation noises
- Larion no longer overwrites minecraft:overworld/offset, instead introduces changes in minecraft:overworld/depth
- Changes include an extra depth factor based on continents (terrain is "raised" inland except for at rivers, meaning far inland mountains are higher than coastal mountains and so on)
- Adjusted "jaggedness" noise scale to make mountains less.. jagged and shaped more like real mountains
- Adjusted river tunnelling for larger tunnels and lots of saddle river valleys
- Most rivers are exposed to the surface now, at least partially, but tunnels can still generate under very tall terrain