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Releases: ViciousBadger/larion-world-generation

v4.3.0

17 Mar 15:38

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  • Simpler continent shapes. Larger in general with narrower oceans inbetween.
  • Low erosion (mountains, highlands) is more common, high erosion areas (swamps,windswept) have simpler shapes.
  • Smaller humidity zones. Made "Extreme" humidity (dark forest, sunflower plains etc) less common, leaving more space for the rarer in-between biomes such as birch forest.
  • Terrain shape tweaks - more jagged mountains, less super-steep cliffs, more hills in eroded areas.
  • Made river tunnels more common and able to go under mountain peaks again.
  • The ugly chunk border line artifacts are now less common.

v4.2.0

20 Feb 17:25

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  • General
    • Support Forge and Neoforge mod loaders for minecraft versions 1.20.5 and 1.21.1-1.21.4.
      • 1.20.1-1.20.4 may come later if I can get them to work properly..
  • World layout changes
    • Continents are generally larger with less ocean between them.
    • Continent shapes have been tweaked and distorted using domain warp.
    • Mountain chains and eroded areas now have "influence" on each other, leading to large valleys, steep mountains and other variations.
    • Tweaks to rivers, peaks/valleys, weirdness (areas with special biomes).
    • Slightly smaller temperature zones.
    • Larger humidity zones with higher bias towards "transition biomes" like birch forests.
    • Made mushroom islands a bit less blob-shaped, other than that they are mostly the same.
  • Terrain shape changes
    • Overhaul of base terrain height. Highlands and mountains have much more height variation while flatlands are much flatter with only small gentle hills. Eroded zones also generally have more hills and flatter swamps.
    • Lakes can sometimes have little islands in them 🏝️
    • Found a new interesting way create small-scale terrian distortion, replacing the beta-like "old blended noise" aka "windswept effect" entirely. The method is based on domain warping and keeps flat terrain almost untouched while heavily improving the look of cliffs and other steepness.
    • Much smoother terrain with no terracing effect, at the cost of artifacts at chunk borders.
    • River tunnels are now a rare find, instead most rivers will carve steep saddle valleys in mountainous areas.
  • Cave overhaul
    • The long, huge spaghetti caves have been removed entirely.
    • Heavily increased the amount of classic carver caves as well as how much they are allowed to branch out, creating extremely labyrinthian cave networks.
    • Cheese caves can no longer breach the surface, but can often be found by exploring carver caves.
    • Carver caves can no longer dig though surface blocks like dirt, grass, sand and gravel, meaning they don't create nearly as many holes in the surface. You can still find them by digging past the dirt layer or by looking for exposed stone or terracotta.
    • Added a new rare type of chasm-like cave that can breach the surface and sometimes goes very, very deep underground.
    • Generally fewer flooded caves around rivers and oceans.

v4.1.1

22 Jan 12:00

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Fixed all caves being flooded below Y=55. I was so focused on the terrain above-ground that I never noticed this bug. Sorry to anyone who generated survival worlds with v4.0 and v4.1 :(

This version also makes sculk generate at lower y-levels in general to avoid it causing river tunnels to be dried out in many cases. It does so by altering the "depth" worldgen parameter range, hopefully this does not cause any unforseen issues.

v4.1.0

13 Jan 14:32

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Tweaked coastal terrain heights on highlands/hills (E = -0.35 to -0.1) for a much more natural slope.

v4.0.0

12 Jan 18:17

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v4 is a milestone release featuring a massive overhaul of the base terrain shape, creating unique, awesome landforms and finally reaching the initial goal of an "Epic Fantasy" terrain style. There is a strong focus on generating many kinds of steep cliffs to make terrain more difficult and interesting to navigate, particularily on mountains, in highlands and in the highly eroded terrain next to swamps.

Everything is a little larger in scale and mountains can now reach up to Y=512 in some cases. Distant Horizons is heavily recommended to appreciate the wonders!

Another minor feature is "erosion" on steep terrain everywhere, meaning stone will replace grass when a hill gets close to being a cliff.

Also, "hot" and "tropical" temperature zones have been un-swapped, I think this works better for world cohesion.

The extra complexity introduced in v4 means world generation will a bit slower than before. Please have patience and use plenty of worldgen optimization mods.

v3.8.1

25 Nov 12:53

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  • Fixed lakes sometimes "running dry"
  • Adjusted coastlines a bit

v3.8

23 Nov 18:11

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  • 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.

v3.7

31 Oct 16:51

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cool-mountains

  • 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.

v3.6

20 Oct 19:14

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  • 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

v3.5

18 Oct 19:44

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  • Redo the continental noise again
  • Add a bias to ridges to make peaks much more prominent in mountain regions
  • Adjust river caves
  • Adjust some other stuff

At this point I'm exhausted and very satisfied, so this update might be the last one at least for now.