Better Terrain Addon v3.2.2 (BTW CE 2.0.2+)

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dawnraider
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Joined: Sun Dec 11, 2011 7:00 pm

Better Terrain Addon v3.2.2 (BTW CE 2.0.2+)

Post by dawnraider »

Quite frankly, vanilla 1.5 terrain generation sucks. So I decided to fix that :)

The Better Terrain addon for Better than Wolves provides 57 new biomes (11 deco exclusive) to increase variety in the world. Some biomes are tweaked versions of vanilla's biomes while most are completely new.

Download BTA here
Download Better Biomes here
Source code here

IssaMe's lightning tweaker addon is recommended.
Get it here

This post is pending a rewrite to match 3.0.0

Old OP:
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BTA 2.0.7 and higher require BTW CE 1.3.8 or higher.

Version 2.0.8 changes:
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  • Fixed an issue where eyes of ender could not locate strongholds.
  • Fixed an issue where soul sand piles could not locate nether fortresses.
  • Fixed an issue where nether fortress mobs would not spawn.
The addon adds 3 new world types:
- Better Terrain: Vanilla terrain generator but with all new biomes.
- Beta Terrain: Terrain generation from Minecraft beta 1.7.3 and BTA biomes.
- Skylands: Skyland generation modified from the old sky dimension.

By default BTA adds no new blocks and is completely standalone. Clay ore variants are done through metadata.
All 3 world types can choose to generate with deco blocks and biomes if deco is also installed.

Please use the issue tracker on github for any bugs you may find.
Template

Features
General
  • 43 new biomes (4 deco exclusive). Most of these are new, though some are revamped vanilla biomes.
  • Climate zones - biomes will now be grouped sensibly according to their climate (snowy, cold, temperate, tropical, or arid). This can be disabled if you wish to have biomes distributed randomly like vanilla.
  • Clay can generate in sand or red sand (though frequency is reduced to keep total clay amount the same)
  • New command /biome to see the current biome you are standing in (currently requires cheats but that is planned to be changed)
  • Deco integration into world generation if it is also installed.
  • Options for configuring world generation options and biomes at world creation including ocean and biome size.
  • Backwards compatibility. I will always make an effort to not significantly affect existing worlds and have built several systems to allow me to specify which version a world was created in and only generate features appropriate for that version.
Better Terrain - an improved vanilla-like experience
  • Generates custom biomes using vanilla generator.
  • Increase in overall height variance for more interesting terrain.
  • Beta style sand and gravel beaches (optional).
Beta terrain - for those nostalgic about old Minecraft
  • Generates terrain from Minecraft beta 1.7.3, including compatibility with old seeds.
  • Generates BTA biomes.
  • Generates all structures.
  • Generates ravines.
Skylands - a completely different type of gameplay
  • Generates connected floating landmasses.
  • Clay generates rarely in grass to compensate for lack of water.
  • Tweaked ore and strata generation to fit new land distribution.
  • Nether generates as skylands as well, with reduced ghast spawn rates given the decreased viability of tunneling.
  • Currently does not generate strongholds or villages but will be updated to do so in a future release..
Server information
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Deco variants of world types are stored internally as their own world types.

Normal world types:
- Better Terrain: "BTA"
- Beta Terrain: "BTABeta"
- Skylands: "BTASky"

For deco versions:
- Better Terrain: "BTADeco"
- Beta Terrain: "BTABetaDeco"
- Skylands: "BTASkyDeco"

Generator options string is formatted as the following. Each element should be separated by a semicolon. Spaces and capitalization are ignored and order does not matter.
Each option must include the option name, followed by a colon, then the option itself. E.g. OceanSize: 1
  • Version: The version (e.g. "1.3.0" or "1.1.3") used for compatibility. This should almost always be the version installed on the server at world creation unless you know what you are doing.
  • Biomes: Comma separated list of biomes to generate. Only include primary biomes. List should be formatted as <id>=<true/false> for each biome. Biome IDs not listed are treated as false.
  • OceanSize: An integer from 1 to 10. 1 is no oceans and 10 is vanilla size. Default is 5.
  • Shorelines: <true/false> Whether to generate beta-style shores or to use vanilla sand generation. Default is true.
  • Climates: <true/false> Whether to generate climate zones or use completely random biome distribution. Default is true.
  • BiomeSize: An integer from 0 to 3. 0 is 0.5x vanilla, 1 is vanilla, 2 is 2x vanilla, and 3 is 4x vanilla. Default is 1.
If a generator options string is not included, the world will generate in 1.1.3 compatibility mode automatically.

Clients can connect to servers running Better Terrain even if the client does not have it installed, but some things will render incorrectly, such as biome colors.
Biome Overview
Biome-specific features may be found in the following biomes:
  • Pumpkins (all climates except snowy): Chaparral, meadow, heathland, orchard, patagonia, grasslands, plains, brushland.
  • Reeds (all climates): Wetlands, tropics, jungle, fungal forest, mystic forest, rainforest, willow grove, patagonia, plains, mangal, temperate forest, frozen springs.
  • Melons (tropical and temperate climates): Jungle, tropics, rainforest, mangal.
  • Cocoa Beans (tropical climates): Jungle, tropics, rainforest.
  • Villages (all climates except snowy): Savanna, desert, lush desert, chaparral, meadow, heathland, steppe, orchard, outback, patagonia, grasslands, plains, brushland.
  • Jungle Temples / Jungle Spiders (tropical and temperate climates): Jungle, tropics, rainforest, mangal.
  • Desert Temples (arid, tropical, and temperate climates): Desert, lush desert, dunes, steppe.
  • Witch Huts / Slimes (tropical, temperate, and cold climates): Wetlands, fungal forest, mystic forest, willow grove.
  • Wolves (all climates except tropical): Snowy woods, snowy coniferous forest, siberia, birch forest, coniferous forest, boreal forest, shield, woods, ancient forest, cherry forest, autumn forest, temperate forest, arid forest.
  • Emeralds / Silverfish (all climates): Icy peaks, patagonia mountains, alpine, mountain, highlands, valley, dunes.
Climate Zones
Biomes are divided into 5 climate zones: snowy, cold, temperate, tropical, and arid.
These climate zones are placed randomly as "super biomes", and biomes placement is decided based on what climate the biome generator is placing in.
Since climates are entirely random, it would still be possible to have things such as a desert next to a tundra, so a second pass blends the climates together. Snowy can only border cold climates, cold can only border snowy and temperate, and tropical and arid can both only border temperate. Any climate borders which do not follow these rules will have additional climates placed between them. This means biomes will always smoothly transition between climates.

Snowy climates have snow at all altitudes, cold climates have snow above y=95, and all other climates have no snow.

Full climate list:
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Snowy:
- Snowy Woods
- Snowy Coniferous Forest
- Tundra
- Icy Peaks
- Siberia
- Frozen Springs

Cold:
- Birch Forest
- Alpine
- Coniferous Forest
- Patagonia
- Mountains
- Boreal Forest
- Shield
- Brushland
- Fungal Forest

Temperate:
- Woods
- Steppe
- Ancient Forest
- Mystic Forest
- Orchard
- Heathland
- Grasslands
- Cherry Forest
- Autumn Forest
- Mangal
- Temperate Forest
- Highlands

Tropical:
- Lush Desert
- Wetlands
- Tropics
- Jungle
- Rainforest
- Meadow
- Valley
- Willow Grove

Arid:
- Desert
- Savanna
- Chaparral
- Dunes
- Plains
- Outback
- Badlands
- Arid Forest
Deco Information
If deco is installed, worlds may be generated with deco enabled. This does several things:
  • Enables generation of deco only biomes: Outback, Badlands, Cherry Forest, Autumn Forest
  • Adds cherry trees to frozen springs.
  • Replaces savanna trees with acacia wood.
  • Generates deco stone variants underground.
  • Generates deco flowers.
Biome Screenshots:
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Snowy Biomes:
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Snowy Woods
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Snowy Coniferous Forest
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Tundra
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Icy Peaks
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Siberia
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Frozen Springs
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Cold Biomes:
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Birch Forest
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Alpine
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Coniferous Forest
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Patagonia
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Mountains
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Boreal Forest
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Shield
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Brushland
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Fungal Forest
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Temperate Biomes:
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Woods
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Steppe
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Ancient Forest
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Mystic Forest
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Orchard
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Heathland
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Grasslands
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Cherry Forest
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Autumn Forest
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Mangal
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Temperate Forest
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Highlands
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Tropical Biomes:
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Lush Desert
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Wetlands
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Tropics
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Jungle
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Rainforest
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Meadow
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Valley
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Willow Grove
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Arid Biomes:
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Desert
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Savanna
The savanna spawns with acacia trees in the deco world type
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Chaparral
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Dunes
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Plains
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Outback
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Badlands
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Arid Forest
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More screenshots
Beta
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Skylands
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Previous versions
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Version 2.0.7:
  • Updated to BTW CE 1.3.8
  • Changed snow height in cold climates to vary by a few blocks instead of being at a fixed level. This should make the transition look more natural.
  • Fixed an issue where scattered features such as temples and witch huts were not generating.
  • Fixed an issue where tall grass and flowers at high altitude in cold climates would not spawn with snow surrounding them.
  • Fixed an issue where grassy clay ore rendered incorrectly.
  • Fixed an issue where clay ore variants could not be silk touched.
  • Refactored deco integration to use newer hooks added by CE.
  • Removed a few base class edits.
Version 2.0.6:
  • Updated to BTW CE 1.3.6
  • Fixed an issue where BTA worlds still spawned legacy sugar cane.
  • Fixed an issue where some sub-biomes could not spawn villages.
  • Fixed an issue where villages would not spawn their desert variant.
Version 2.0.5:
  • Updated to BTW CE 1.3.0
  • Fixed an issue where some random generators were not being initialized in the correct order and so could sometimes cause a crash when generating trees.
  • Fixed an issue where gravel beaches would not flood with water properly when generating 1 block below sea level.
Version 2.0.4:
  • Fixed an issue where soul sand was not generating in the nether.
Version 2.0.3:
  • Added Nether Wastes as a new nether biome, replacing the default nether in deco worlds. This is exactly the same as the vanilla nether, but with the following features added:
  • Added dried up lavafalls made of basalt.
  • Added clusters of magma blocks near the lava ocean.
  • Added large clusters of infused stone near the lava ocean.
  • Changed (refactored) how surface generation is handled to significantly reduce code duplication and make individual tweaks per biome easier.
  • Changed savannas in new worlds to generate plateaus instead of hills.
  • Changed how gravel beaches are formed in new worlds.
  • Changed desert, dunes, and badlands to no longer generate surface lakes in new worlds.
  • Changed the name of Woods Hills to Wooded Hills.
  • Fixed an issue where soil depth conformed to chunk boundaries.
  • Fixed an issue where certain unfinished features would attempt to generate, potentially causing a crash if deco was not installed.
  • Fixed an issue where decoration generation was affected by the first world generated after starting the game.
  • Fixed an issue where skylands were not being decorated properly.
  • Fixed an issue where badlands terracotta layers were always black in beta and skylands.
  • Fixed an issue where the game would crash on load if deco was not installed.
Version 2.0.2:
  • Fixed an issue where the last release caused slate to stop generating.
Version 2.0.1:
  • Fixed an issue where simplex noise surface decorators were creating artifacts along chunk boundaries. This was most noticeable in outback but affected several other biomes.
  • Fixed an issue where the game could crash when trying to generate a village.
Version 2.0.0:
  • Updated to BTW CE 1.1.X.
  • Added blobs of deco slate in third strata.
  • Changed ancient forests to have varying tree density and to be slightly less dense overall. This should make it just a little safer as there will be fewer spaces that mobs can spawn in during the day, and hopefully should reduce the impact fire can have on the biome.
  • Changed the internal name of BTA's desert hills to "Better Desert Hills" and jungle hills to "Better Jungle Hills" for compatibility with MCPatcher's biome specific textures.
  • Fixed an issue where the /biome command always gave the biome at the current coordinates in the overworld instead of respecting the current dimension of the player.
  • Fixed an issue where structure-specific mobs could not spawn in any BTA biomes (this doesn't actually have any impact right now, but if any other addons added mob spawns to structures they previously would not have worked without this fix).
  • Fixed an issue where fortress mobs could not spawn in skylands.
Version 1.4.4:
  • Fixed an issue where the game could crash when generating sand when better shores is disabled.
Version 1.4.3:
  • Updated to API 1.1.1
  • Fixed an issue causing noise generators to not respect the seed after the first world generated after booting the game.
  • Fixed an issue where attempting to create a vanilla world type with BTA and deco installed would create the wrong world type if you did not toggle deco beforehand.
  • Fixed an issue where beta and skylands worlds generated far too few trees.
Version 1.4.2:
  • Fixed an issue where any changes using random generators would result in the terrain noise being initialized in a different way, causing large world seams if anything was changed (to the point where unrelated mods could affect the generation). This only affected 1.4.X worlds so older worlds are fine. However, the fix for this necessitated causing one more world seam, so any worlds that were generated with 1.4.0 or 1.4.1 will have different generation now. I apologize for any inconvenience this may have caused, but damage should be minimal given the same day release and the fact that old worlds were unaffected by the bug as they do not use the new generator system that 1.4.X worlds do.
  • Fixed an issue where frozen beaches and red sand beaches would spawn normal beaches at their edges.
Version 1.4.1:
  • Fixed an issue where some of the changes to badlands edges were not checking the world version and thus could create seams.
Version 1.4.0:
  • Added a new surface builder system which allows much finer control over how biomes are generated. This includes incorporation of K.JPG's OpenSimplex2 (more information in credits section of OP).
  • Added areas of podzol and coarse dirt to coniferous forests and snowy coniferous forests in new worlds when deco is enabled.
  • Completely overhauled badlands in new worlds. They now match vanilla badlands much more closely. This is detailed more in the changes below.
  • Changed badlands plateaus to actually be plateaus instead of just normal mountains.
  • Changed badlands plateaus to use normal terracotta as the topmost block at high elevations.
  • Changed badlands plateaus to spawn occasional wooded sections atop the plateaus.
  • Changed how terracotta layers generate in badlands to be more common and to be random based on the world seed instead of fixed and periodic. This only affects new worlds.
  • Changed badlands plateau to use regular badlands as its edge biome rather than having a dedicated badlands edge. Badlands edge will continue to generate in existing worlds but has been deprecated for old worlds.
  • Changed grass and foliage color of badlands.
  • Changed (reduced) the width of badlands edges in new worlds.
  • Changed (reduced) the number of trees slightly in coniferous forest variants in new worlds.
  • Changed how sandy shorelines generate to use simplex noise instead of perlin to remove occasional directional artifacting. This only affects new worlds.
  • Changed how grass generates in outback to make it based on simplex noise instead of random decorators. This only affects new worlds.
  • Changed how surface stone generates in arid forest, chaparral, and shield in new worlds in the same way as outback grass above.
  • Changed how trees generate in alpine, steppe, orchard, heathland, coniferous forest, snowy coniferous forest, and icy peaks in new worlds. Instead of relying on sub-biomes to modify tree type or density, tree generation is now based on simplex noise. As a part of this, aspen grove, wooded steppe, orchard clearing, heathland woods, coniferous forest clearing, snowy coniferous forest clearing, and forested icy peaks have been deprecated. These sub-biomes wil continue to generate in existing worlds but have been removed from new worlds.
  • Changed alpine to generate fewer trees at high elevations in new worlds.
  • Changed oasis (for real this time!) and steppe to not spawn sandy shorelines in new worlds.
  • Fixed an issue where large oak trees (the vanilla ones) would sometimes all generate at the exact same size in an entire biome.
  • Fixed an issue where beaches were generating with grass. This may cause surface material seams but can be manually fixed relatively easily (or old chunks can be deleted in MCEdit and they will regenerate)
  • Fixed an issue where frozen beaches were generating in places they shouldn't. Existing frozen beaches will revert to normal beaches.
Version 1.3.4
  • Updated to Extended Addon API 1.1.0.
Version 1.3.3:
  • Added new red sandstone desert pyramids which can spawn in outback and badlands.
  • Added the ability to double click biomes in the biome configuration menu to toggle whether they are enabled.
  • Changed world configuration to have deco generation enabled by default if deco is also installed. Deco generation may still be disabled if you wish.
  • Changed world configuration so that enabling deco automatically enables all deco exclusive biomes. Previously it was possible to enable deco but then not get deco biomes because you had to specifically re-enable them.
  • Fixed an issue where frozen springs, plains, temperate forest, and patagonia were not properly generating reeds.
  • Fixed an issue where the game would crash if spaces were present in the generator options string.
Version 1.3.2:
  • Added edge variants to rainforest and jungle in new worlds which have slightly less dense vegetation, and which will not spawn melons. This helps provide a transition into the heavy vegetation of these biomes, and makes easy melons harder to obtain by preventing them from spawning at the very edge of these jungle variants.
  • Added an edge variant to tropics in new worlds, causing it to be much more likely to spawn as islands instead of connecting to neighboring biomes. When tropics does connect via land, it is likely to do so through sandy beaches.
  • Added a BTA version of the vanilla beach, for the same reason as I previously did the same for rivers. This again will not affect anything in your world, but simply allows me to do more with beaches down the line if I wish.
  • Added frozen beaches. Snowy woods, frozen springs, siberia, and tundra will now spawn frozen beaches when connecting with oceans. This only affects new worlds.
  • Changed how reeds generate in frozen springs slightly to make them a bit more common.
  • Changed (increased) the thickness of the border created by all edge variants. This only affects new worlds.
  • Changed (increased) the chance of melons spawning in jungle, rainforest, and mangal to offset the large amount of vegetation present (or water in the case of mangal) which could prevent them from spawning.
  • Changed (decreased) the chance of melons spawning in tropics given that it is easier to traverse than other jungle variants and has less vegetation.
  • Fixed an issue where the game would crash when trying to smooth between climates when no biomes of the transition climate were enabled. The game will now not attempt to smooth climates if no biomes are available for smoothing.
  • Fixed an issue where particularly wide rivers could generate with a standard river along the center even if the rest of the river was a different variant. This was most notable as a change in water color but could also show up as missing ice, mismatching riverbed material, or having a random spot of rain in the middle of the river in desert variants.
Version 1.3.1:
  • Fixed an issue causing the game to generate highlands instead of mountains. Any highlands generated in the previous release will be converted to mountains. Worlds created before 1.3.0 will revert to exactly how they were before 1.3.0. This may cause slight biome color seams in 1.3.0 worlds but given that the two biomes have exactly the same terrain generation will not cause any terrain seams. MCEdit may be used to replace biome id 125 with 145 to make the biomes colors match what they should, or MCEdit can be used to delete any of those chunks and the game will generate them correctly the next time you are in the area.
  • Fixed an issue where frozen springs would still generate cherry trees if deco was installed but deco world generation was disabled.
Version 1.3.0:
  • Added climate zones. This can be configured at world creation, and is enabled by default. This means biomes will now be clustered according to their climate: Snowy, cold, temperate, tropical, or arid. Climates are randomly distributed, then smoothed to prevent disjointed transitions between climates. A full list of which biomes belong to which climate is available in the OP.
  • Added height-dependent snowfall in cold biomes. Snow will fall anywhere in these biomes above y=95. This only affects new worlds.
  • Added frozen springs as a new snowy biome which can generate reeds.
  • Added boreal forest as a new cold taiga variant (wolves) and renamed the old boreal forest to temperate forest.
  • Added mangal (mangrove forest) as a new temperate jungle variant (temples, jungle spiders, reeds).
  • Added arid forest as a new arid forest variant (duh). Arid forest also replaces woods as a sub-biome for plains in new worlds.
  • Added shield as a new cold taiga variant (wolves).
  • Added brushland as a new cold plains variant (villages, pumpkins).
  • Added highlands as a new temperate mountain variant (emeralds, silverfish).
  • Added pockets of water to wetlands, willow grove, jungle, and rainforest, similar to how vanilla generates water in jungles and swamps. This only affects new worlds.
  • Added small oasis pockets inside lush deserts in addition to the large ones. This only affects new worlds.
  • Added the ability for reeds to spawn in patagonia, plains, and temperate forest. In the new climate distribution system it was possible to have extremely large distances between biomes which could spawn reeds, which could be a problem given how vital they are early game. So this, combined with frozen springs above, ensures every climate is capable of spawning reeds in at least one biome. However, tropical climates remain where reeds can be found most commonly.
  • Added the ability for melons to spawn on the surface in jungle variants (jungle, rainforest, tropics, mangal).
  • Added the ability for emeralds and silverfish to spawn in dunes.
  • Added a hook for other addons to add their own biomes to BTA world generation.
  • Changed configuration menu to have biome configration on its own page.
  • Changed the formatting of the generator options string. The old format will still be processed correctly for old worlds but will not contain any new options. The new format ignores whitespace, has labels for all options, and is order-agnostic.
  • Changed ocean size configuration to be a scale from 1 (off) to 10 (vanilla), defaulting to 5.
  • Changed (increased) possible biome size ranges to 0.5x to 4x vanilla (Original BTA was 2x, vanilla large biomes is 4x). As a part of this, small world types have been deprecated as biome size information is now handled through generator options. These world types will continue to function for existing worlds but may no longer be created.
  • Changed the default biome size to vanilla sized biomes as the new climate zone system tends to spread out dissimilar biomes further than before.
  • Changed the display name of a few biomes in world configuration to match the generic name rather than specific sub-biome names. Internal biome names remain the same, and are still listed in the OP (internal biome names only concern texture pack authors using MCPatcher).
  • Changed oases to no longer spawn sand from better shorelines. This only affects new worlds.
  • Changed biome colors for plains and steppe.
  • Changed tundra to no longer be a valid biome for world spawn.
  • Fixed an issue where frozen rivers weren't frozen. Any which have generated in your world in the last release that weren't frozen will naturally refreeze as you spend time near them. The biome locations were correct, just not the precipitation data.
  • Fixed an issue where wetland hills and willow grove hills would spawn standard rivers within them and not jungle rivers, leading to mismatched water color.
  • Fixed an issue where beta and skylands world types always generated vanilla sized biomes, regardless of world configuration settings.
Version 1.2.1:
  • Added plains, modified from the vanilla version.
  • Added BTA versions of river and frozen river. This does nothing except allow me to control how decorations spawn in them.(most notably allowing me to limit vanilla sand spawning for better shorelines).
  • Added the ability for desert temples to spawn in steppes.
  • Changed how version compatibility is handled internally to have finer control. This largely only concerns server owners and is detailed in the server section of the OP.
  • Changed the biome colors of grasslands slightly.
  • Changed the position of buttons in the BTA world configuration menu.
  • Fixed an issue where badlands edge, badlands river, outback river, and red sand beach were generating regular sand near sea level instead of red sand when better shorelines were enabled.
  • Fixed an issue where toggling buttons in beta or skylands configuration would change the text of the oceans button to on, despite the fact that those world types cannot generate oceans.
  • Fixed an issue where the better shorelines button was enabled when creating beta and skylands worlds, despite the setting not affecting those world types (beta always has it turned on, and there is no sea level in skylands to generate shores).
  • Fixed an issue where the setting for better shorelines was always being set to true at world creation regardless of the state of the button in the configuration menu.
  • Fixed an issue where sand would not generate underwater at all in legacy (pre 1.2.0) worlds.
  • Fixed an issue where jungle hills would spawn standard rivers within them and not jungle rivers, leading to mismatched water color.
  • Fixed an issue where jungle rivers did not spawn enough sand when using vanilla sand generation.
  • Fixed an issue where willow groves were not able to spawn witch huts, reeds, or slimes.
Version 1.2.0:
  • Added expanded configuration to BTA world creation. This allows selecting and deselecting biomes to include in world generation, as well as other configuration options. In addition, this allows me to add new biomes without breaking old worlds by tying the biome list to the save file. To generate any of the new biomes added in this release, you will have to create a new world.
  • Added the ability to replace sand generation with beta's sand and gravel beaches on world creation.
  • Added the ability to disable oceans on world creation. Future releases will allow for finer control than a strict toggle.
  • Added willow groves as a new swamp variant (witches, slimes, reeds).
  • Added icy peaks as a new mountain variant (emeralds, silverfish).
  • Added patagonia as a new plains variant (villages, pumpkins) which spawns occasional tall, stony mountains within (emeralds, silverfish).
  • Added grasslands as a new plains variant (villages, pumpkins).
  • Added siberia as a new taiga variant (wolves).
  • Changed skylands cloud height to render below the bottom of the world (reduced y level from 8 to -8).
  • Changed how tropics generates sandy shores to match valley. This does not affect existing worlds so will not cause seams.
  • Fixed an issue where reeds could not generate along rivers in jungles.
  • Fixed an issue in the create world menu where buttons would overlap on low resolution screens or at very high GUI scales.
  • Fixed an issue where the gui would not properly reflect world configuration when using the recreate world option.
Version 1.1.3:
  • Removed space in the filename to assist users on linux.
  • Added a new option to use vanilla sized biomes in standard BTA generation. The world types are "BTASmall" and "BTASmallDeco" for server owners.
  • Added the ability for clay to replace grass in standard (waterlogged) generation. This allows clay to form on shores in grass like it does in sand variants.
  • Added the ability for tall grass, reeds, and saplings to grow on grassy clay.
  • Changed how the end generates in all BTA world types to create slightly more interesting terrain.
  • Changed (increased) the height to which iron will generate from 64 to 80 in skylands given that at any given time the player is likely to be much higher in elevation that in vanilla.
  • Changed sugar cane in skylands to no longer be restricted by biome given how rarely it still generates.
  • Fixed an issue where fungal forest and fungal forest lowlands did not have the same grass color.
  • Fixed an issue where clay patches that overlapped would always generate dirt clay even if the rest of the patch was based on a different block type.
Version 1.1.2:
  • Added the ability for temples and witch huts to spawn in skylands, although they may sometimes be floating over the void still.
  • Changed sandy beaches in beta terrain to spawn with red sand in outback and badlands.
  • Refactored several aspects of how world types are handled internally to make adding new types easier.
  • Fixed an issue where the recent change to terracotta depth caused badlands to generate terracotta all the way to bedrock.
Version 1.1.1:
  • Added skylands generation to the nether in skylands worlds. Ghast spawn rate has been significantly reduced in this world type given that tunneling is far less viable.
  • Changed (increased) the number of surface water lakes in skylands given that there are no oceans. This improves the ability to farm and build mechanical builds which require water, and increases the frequency of sugar cane in biomes in which it can appear.
  • Changed (increased) the number of surface lava lakes in skylands given that cave lava does not generate, making obsidian easier to aqcuire.
  • Changed (increased) the number of times the game will attempt to generate dungeons in skylands to offset the number of dungeon spawns that fail from being in the void.
  • Fixed an issue where skylands would always generate grass near y=64 even if the biome should not generate grass.
  • Fixed an issue where sand and gravel beaches in beta terrain were generating incorrectly.
  • Fixed an issue where the game would crash in multiplayer when generating savannas in beta or skylands if the server did not have deco installed.
  • Fixed an issue where mineshafts were generating improperly in skylands in multiplayer.
Version 1.1.0:
  • Added beta terrain gen world type. This world type uses BTA biomes but generates terrain based on old beta 1.7.3 terrain. Any seeds that worked in beta will work with this world type, although caves, ores, etc. will be different. This world type is also fully functional with with all vanilla features such as strongholds, villages, mineshafts, ravines, etc.
  • Added skylands world type (modified from the old sky dimension generator from beta). I make no claims that this is in any way balanced, I simply added it as something fun and unique. It is currently incomplete as it does not generate villages, temples, witch huts, or strongholds as they interacted very poorly with the skyland terrain. I will be making further adjustments to this world type to enable these structures.
  • Changed how deco worlds are created. Instead of selecting a separate world type at world creation, there is now a button to toggle whether deco is enabled. Internally these are still handled as separate world types (only server owners should need to care about that).
  • Changed mineshaft components to not generate if they would be entirely floating, and to only generate the shaft supports if they would actually be supporting blocks. This mostly affects skylands generation but may have small effects on other BTA world types. Vanilla world gen as always is unaffected.
  • Changed (increased) the depth of terracotta in badlands.
  • Changed tall grass and flowers to spawn already covered in snow in snow biomes if they are able to see the sky.
  • Changed how fallen logs generate to have variance in their direction and to generate with a stump at one end.
  • Changed red roses to spawn with the same frequency as other flowers in deco world types.
  • Fixed an issue where emerald ore always spawned as first strata ore in BTA biomes.
  • Fixed an issue where biome specific textures through MCPatcher did not work in BTA jungles or deserts.
Version 1.0.2:
  • Changed versioning system.
  • Fixed an issue where slimes were not spawning in swamp variants.
Version 1.0b:
  • Fixed an issue where acacia trees could generate stacked on top of each other like this
  • Fixed an issue where unfinished custom villages were generating in the deco terrain world type. These villages will be properly added in a later release.
Version 1.0:
  • Initial release
List of biome ids
Spoiler
Show
Primary biomes
Woods - 100
Better Desert - 101
Lush Desert - 102
Savanna - 104
Wetlands - 105
Birch Forest - 106
Snowy Woods - 107
Steppe - 108
Chaparral - 110
Ancient Forest - 111
Tropics - 112
Better Jungle - 113
Apline - 114
Fungal Forest - 116
Coniferous Forest - 117
Snowy Coniferous Forest - 119
Mystic Forest - 121
Rainforest - 122
Meadow - 123
Orchard - 124
Mountains - 125
Dunes - 126
Heathland - 127
Temperate Forest - 129
Valley Highlands - 130
Tundra - 132
Willow Grove - 133
Icy Peaks - 134
Patagonia - 135
Grasslands - 136
Siberia - 137
Better Plains - 138
Frozen Springs - 139
Mangal - 140
Boreal Forest - 141
Arid Forest - 132
Shield - 143
Brushland - 144
Highlands - 145

Deco only
Outback - 180
Cherry Forest - 181
Badlands Plateau - 183
Autumn Forest - 184

Secondary biomes
Oasis - 103
Wooded Hills - 150
Better Desert Hills - 151
Savanna Hills - 152
Birch Forest Hills - 153
Snowy Woods Hills - 154
Chaparral Hills - 155
Ancient Forest Hills - 156
Better Jungle Hills - 157
Fungal Forest Lowlands - 158
Wetlands Hills - 159
Cherry Forest Hills - 160
Autumn Forest Hills - 161
Valley - 162
Willow Hills - 164
Patagonia Mountains - 166
Grasslands Lake - 167
Frozen Springs Pond - 168
Mangal Island - 169
Boreal Forest Hills - 170

Desert River - 200
Mystic River - 201
Rainforest River - 202
Tropics River - 205
Orchard River - 206
Jungle River - 207
Wetlands River - 208
Willow Grove River - 209
Patagonia River - 210
Better River - 211
Better Frozen River - 212

Alpine Edge - 230
Mountain Edge - 231
Icy Peaks Edge - 233
Highlands Edge - 234
Jungle Edge - 235
Rainforest Edge - 236
Tropics Edge - 237

Better Beach - 241
Frozen Beach - 242

Deco only
Badlands - 182
Outback River - 203
Badlands River - 204

Red Sand Beach - 240

Nether biomes
Nether Wastes - 90

Deprecated biomes
Wooded Steppe - 109
Aspen Grove - 115
Coniferous Forest Clearing - 118
Snowy Coniferous Forest Clearing - 120
Heathland Woods - 128
Orchard Clearing - 163
Forested Icy Peaks -165

Badlands Edge - 232
Credits
Massive thanks to everyone who beta tested the addon to make sure everything worked well!
  • Sockthing
  • Hiracho
  • EpicAaron / A^2
  • destineternal
  • noir
  • rockoutwill
This addon makes use of K.JPG's OpenSimplex2 noise generator, which can be found here

Other credits:
  • Zhil - spiders jumping on boats :)
Copyright:
This addon is provided under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, which can be found here
Last edited by dawnraider on Sun Jun 06, 2021 1:58 am, edited 73 times in total.
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Get the Better Terrain Addon here!
Get the Vanilla Mix TP here!
Get the Conquest TP here!
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Sockthing
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Re: Better Terrain Addon v1.0 BTW 4.B0000003

Post by Sockthing »

You are amazing Dawn! Thanks for all your dedication <3
Rob wrote:Sock-ilocks then tried the momma bear's pixel size and thought that it was just right.
BTW Community SMP Server: Discord | Sock's Crops: Thread
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Yhetti
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Re: Better Terrain Addon v1.0 BTW 4.B0000003

Post by Yhetti »

Hey dawn, thanks for taking over the addon scene. You are doing such an excellent job! I just started playing a new world the other day, my first time playing in years. I'm not doing so hot on my world so far... and now you bring us this addon? sounds like I have the perfect opportunity to scrap it and start an new world with more biomes!
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dawnraider
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Re: Better Terrain Addon v1.0 BTW 4.B0000003

Post by dawnraider »

Version 1.0b is out!

Download here

Version 1.0b changes:
  • Fixed an issue where acacia trees could generate stacked on top of each other like this
  • Fixed an issue where unfinished custom villages were generating in the deco terrain world type. These villages will be properly added in a later release.
Come join us on discord! https://discord.gg/fhMK5kx
Get the Deco Addon here!
Get the Better Terrain Addon here!
Get the Vanilla Mix TP here!
Get the Conquest TP here!
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dawnraider
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Re: Better Terrain Addon v1.0b BTW 4.B0000003

Post by dawnraider »

So I realized that I forgot to add a section for credits to the addon.

Massive thanks to everyone who beta tested the addon to make sure everything worked well!
  • Sockthing
  • Hiracho
  • EpicAaron / A^2
  • destineternal
  • noir
Come join us on discord! https://discord.gg/fhMK5kx
Get the Deco Addon here!
Get the Better Terrain Addon here!
Get the Vanilla Mix TP here!
Get the Conquest TP here!
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SterlingRed
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Re: Better Terrain Addon v1.0b BTW 4.B0000003

Post by SterlingRed »

This is amazing, thank you!
Spoiler
Show
Image
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dawnraider
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Re: Better Terrain Addon v1.0b BTW 4.B0000003

Post by dawnraider »

Added missing license info

Copyright:
This addon is provided under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, which can be found here
Come join us on discord! https://discord.gg/fhMK5kx
Get the Deco Addon here!
Get the Better Terrain Addon here!
Get the Vanilla Mix TP here!
Get the Conquest TP here!
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dawnraider
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Re: Better Terrain Addon v1.0b BTW 4.B0000003

Post by dawnraider »

I'm glad everyone is enjoying the addon so far :)
Come join us on discord! https://discord.gg/fhMK5kx
Get the Deco Addon here!
Get the Better Terrain Addon here!
Get the Vanilla Mix TP here!
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dawnraider
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Re: Better Terrain Addon v1.0.2 BTW 4.B0000003

Post by dawnraider »

Version 1.0.2 has been released!
Download here

Version 1.0.2 changes:
  • Changed versioning system.
  • Fixed an issue where slimes were not spawning in swamp variants.
Come join us on discord! https://discord.gg/fhMK5kx
Get the Deco Addon here!
Get the Better Terrain Addon here!
Get the Vanilla Mix TP here!
Get the Conquest TP here!
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dawnraider
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Re: Better Terrain Addon v1.0.2 BTW 4.B0000003

Post by dawnraider »

So in an effort to keep bug tracking simple for me, can everyone log any bugs found as issues on github?

Template
Github link
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dawnraider
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Re: Better Terrain Addon v1.0.2 BTW 4.B0000003

Post by dawnraider »

Accidentally left some debug code in causing only wetlands to generate on clients.
Fixed version: http://www.mediafire.com/file/o6yfu5zou ... b.zip/file
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dawnraider
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Re: Better Terrain Addon v1.1.0 BTW 4.B0000003

Post by dawnraider »

Version 1.1.0 has been released!
Download here

Version 1.1.0 changes:
  • Added beta terrain gen world type. This world type uses BTA biomes but generates terrain based on old beta 1.7.3 terrain. Any seeds that worked in beta will work with this world type, although caves, ores, etc. will be different. This world type is also fully functional with with all vanilla features such as strongholds, villages, mineshafts, ravines, etc.
  • Added skylands world type (modified from the old sky dimension generator from beta). I make no claims that this is in any way balanced, I simply added it as something fun and unique. It is currently incomplete as it does not generate villages, temples, witch huts, or strongholds as they interacted very poorly with the skyland terrain. I will be making further adjustments to this world type to enable these structures.
  • Changed how deco worlds are created. Instead of selecting a separate world type at world creation, there is now a button to toggle whether deco is enabled. Internally these are still handled as separate world types (only server owners should need to care about that).
  • Changed mineshaft components to not generate if they would be entirely floating, and to only generate the shaft supports if they would actually be supporting blocks. This mostly affects skylands generation but may have small effects on other BTA world types. Vanilla world gen as always is unaffected.
  • Changed (increased) the depth of terracotta in badlands.
  • Changed tall grass and flowers to spawn already covered in snow in snow biomes if they are able to see the sky.
  • Changed how fallen logs generate to have variance in their direction and to generate with a stump at one end.
  • Changed red roses to spawn with the same frequency as other flowers in deco world types.
  • Fixed an issue where emerald ore always spawned as first strata ore in BTA biomes.
  • Fixed an issue where biome specific textures through MCPatcher did not work in BTA jungles or deserts.
Come join us on discord! https://discord.gg/fhMK5kx
Get the Deco Addon here!
Get the Better Terrain Addon here!
Get the Vanilla Mix TP here!
Get the Conquest TP here!
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destineternel
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Re: Better Terrain Addon v1.1.0 BTW 4.B0000003

Post by destineternel »

Skylands are plains nuts in a good way.

Image
<DaveYanakov> I know I overuse them and put them in inappropriate places but they just feel so good.
<icynewyear> shit is delicious
<MagikEh> Don't try to give me da D
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dawnraider
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Re: Better Terrain Addon v1.1.0 BTW 4.B0000003

Post by dawnraider »

Yeah yesterday I spent some time playing through skylands and it is the wackiest most unique time I have ever had playing BTW. It was a ton of fun playing something completely different.

I do really want to get structures working so that it can actually be a proper playable world type.

Also I added your screenshot to the OP :)
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dawnraider
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Re: Better Terrain Addon v1.1.1 BTW 4.B0000003

Post by dawnraider »

Version 1.1.1 has been released!
Download here

Version 1.1.1 changes:
  • Added skylands generation to the nether in skylands worlds. Ghast spawn rate has been significantly reduced in this world type given that tunneling is far less viable.
  • Changed (increased) the number of surface water lakes in skylands given that there are no oceans. This improves the ability to farm and build mechanical builds which require water, and increases the frequency of sugar cane in biomes in which it can appear.
  • Changed (increased) the number of surface lava lakes in skylands given that cave lava does not generate, making obsidian easier to aqcuire.
  • Changed (increased) the number of times the game will attempt to generate dungeons in skylands to offset the number of dungeon spawns that fail from being in the void.
  • Fixed an issue where skylands would always generate grass near y=64 even if the biome should not generate grass.
  • Fixed an issue where sand and gravel beaches in beta terrain were generating incorrectly.
  • Fixed an issue where the game would crash in multiplayer when generating savannas in beta or skylands if the server did not have deco installed.
  • Fixed an issue where mineshafts were generating improperly in skylands in multiplayer.
Come join us on discord! https://discord.gg/fhMK5kx
Get the Deco Addon here!
Get the Better Terrain Addon here!
Get the Vanilla Mix TP here!
Get the Conquest TP here!
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dawnraider
Posts: 1876
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Re: Better Terrain Addon v1.1.2 BTW 4.B0000003

Post by dawnraider »

Version 1.1.2 has been released!
Download here

Version 1.1.2 changes:
  • Added the ability for temples and witch huts to spawn in skylands, although they may sometimes be floating over the void still.
  • Changed sandy beaches in beta terrain to spawn with red sand in outback and badlands.
  • Refactored several aspects of how world types are handled internally to make adding new types easier.
  • Fixed an issue where the recent change to terracotta depth caused badlands to generate terracotta all the way to bedrock.
Come join us on discord! https://discord.gg/fhMK5kx
Get the Deco Addon here!
Get the Better Terrain Addon here!
Get the Vanilla Mix TP here!
Get the Conquest TP here!
Mesh
Posts: 210
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Re: Better Terrain Addon v1.1.2 BTW 4.B0000003

Post by Mesh »

I think a little bit of wee just came out. Will deffo be using this when we finally come back :)
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dawnraider
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Re: Better Terrain Addon v1.1.3 BTW 4.B0000003

Post by dawnraider »

Version 1.1.3 has been released!
Download here

Version 1.1.3 changes:
  • Removed space in the filename to assist users on linux.
  • Added a new option to use vanilla sized biomes in standard BTA generation. The world types are "BTASmall" and "BTASmallDeco" for server owners.
  • Added the ability for clay to replace grass in standard (waterlogged) generation. This allows clay to form on shores in grass like it does in sand variants.
  • Added the ability for tall grass, reeds, and saplings to grow on grassy clay.
  • Changed how the end generates in all BTA world types to create slightly more interesting terrain.
  • Changed (increased) the height to which iron will generate from 64 to 80 in skylands given that at any given time the player is likely to be much higher in elevation that in vanilla.
  • Changed sugar cane in skylands to no longer be restricted by biome given how rarely it still generates.
  • Fixed an issue where fungal forest and fungal forest lowlands did not have the same grass color.
  • Fixed an issue where clay patches that overlapped would always generate dirt clay even if the rest of the patch was based on a different block type.
Come join us on discord! https://discord.gg/fhMK5kx
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Re: Better Terrain Addon v1.1.3 BTW 4.B0000003

Post by Sarudak »

I had a freeze generating a world which might be related to you mod. No crash or stack trace so I'm not sure it's of any use to you. It just locked up on "Loading World Converting World" I had been able to generate a number of worlds successfully before this. I have deco, terrain addon and the API installed over BTW and that's it.

The world seed is 608762299638869669 using Better Terrain with Deco Enabled On. The freeze repros if I attempt to recreate the same world
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dawnraider
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Re: Better Terrain Addon v1.1.3 BTW 4.B0000003

Post by dawnraider »

Already responded on discord but I'm putting a message here too for posterity.

I do not believe this to be an issue with my addon as I have had the exact same thing happen with vanilla generation on seeds which tried to dump me in the ocean.
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dawnraider
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Re: Better Terrain Addon v1.2.0 BTW 4.B0000003

Post by dawnraider »

Version 1.2.0 has been released!
The release structure has been changed for this release. Releases are now available on github, with separate downloads for client and server.
Download here

Note: This release adds several new biomes and world generation options. However, I have specifically made sure that existing worlds are unaffected and as such you do not need to worry about compatibility when upgrading to this version. However, it is still good practice to backup your worlds.

Version 1.2.0 changes:
  • Added expanded configuration to BTA world creation. This allows selecting and deselecting biomes to include in world generation, as well as other configuration options. In addition, this allows me to add new biomes without breaking old worlds by tying the biome list to the save file. To generate any of the new biomes added in this release, you will have to create a new world.
  • Added the ability to replace sand generation with beta's sand and gravel beaches on world creation.
  • Added the ability to disable oceans on world creation. Future releases will allow for finer control than a strict toggle.
  • Added willow groves as a new swamp variant (witches, slimes, reeds).
  • Added icy peaks as a new mountain variant (emeralds, silverfish).
  • Added patagonia as a new plains variant (villages, pumpkins) which spawns occasional tall, stony mountains within (emeralds, silverfish).
  • Added grasslands as a new plains variant (villages, pumpkins).
  • Added siberia as a new taiga variant (wolves).
  • Changed skylands cloud height to render below the bottom of the world (reduced y level from 8 to -8).
  • Changed how tropics generates sandy shores to match valley. This does not affect existing worlds so will not cause seams.
  • Fixed an issue where reeds could not generate along rivers in jungles.
  • Fixed an issue in the create world menu where buttons would overlap on low resolution screens or at very high GUI scales.
  • Fixed an issue where the gui would not properly reflect world configuration when using the recreate world option.
Biome screenshots:
Spoiler
Show
Willow Grove - Witch Hut, Slimes, Reeds
Image

Icy Peaks - Emeralds, Silverfish
Image

Patagonia - Village, Pumpkins, Emeralds, Silverfish
Image

Grasslands - Village, Pumpkins
Image

Siberia - Wolves
Image
Come join us on discord! https://discord.gg/fhMK5kx
Get the Deco Addon here!
Get the Better Terrain Addon here!
Get the Vanilla Mix TP here!
Get the Conquest TP here!
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dawnraider
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Re: Better Terrain Addon v1.2.1 BTW 4.B0000003

Post by dawnraider »

Version 1.2.1 has been released!
Download here

Version 1.2.1 changes:
  • Added plains, modified from the vanilla version.
  • Added BTA versions of river and frozen river. This does nothing except allow me to control how decorations spawn in them.(most notably allowing me to limit vanilla sand spawning for better shorelines).
  • Added the ability for desert temples to spawn in steppes.
  • Changed how version compatibility is handled internally to have finer control. This largely only concerns server owners and is detailed in the server section of the OP.
  • Changed the biome colors of grasslands slightly.
  • Changed the position of buttons in the BTA world configuration menu.
  • Fixed an issue where badlands edge, badlands river, outback river, and red sand beach were generating regular sand near sea level instead of red sand when better shorelines were enabled.
  • Fixed an issue where toggling buttons in beta or skylands configuration would change the text of the oceans button to on, despite the fact that those world types cannot generate oceans.
  • Fixed an issue where the better shorelines button was enabled when creating beta and skylands worlds, despite the setting not affecting those world types (beta always has it turned on, and there is no sea level in skylands to generate shores).
  • Fixed an issue where the setting for better shorelines was always being set to true at world creation regardless of the state of the button in the configuration menu.
  • Fixed an issue where sand would not generate underwater at all in legacy (pre 1.2.0) worlds.
  • Fixed an issue where jungle hills would spawn standard rivers within them and not jungle rivers, leading to mismatched water color.
  • Fixed an issue where jungle rivers did not spawn enough sand when using vanilla sand generation.
  • Fixed an issue where willow groves were not able to spawn witch huts, reeds, or slimes.
Come join us on discord! https://discord.gg/fhMK5kx
Get the Deco Addon here!
Get the Better Terrain Addon here!
Get the Vanilla Mix TP here!
Get the Conquest TP here!
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dawnraider
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Re: Better Terrain Addon v1.3.0

Post by dawnraider »

Version 1.3.0 has been released!
Download here

Version 1.3.0 changes:
  • Added climate zones. This can be configured at world creation, and is enabled by default. This means biomes will now be clustered according to their climate: Snowy, cold, temperate, tropical, or arid. Climates are randomly distributed, then smoothed to prevent disjointed transitions between climates. A full list of which biomes belong to which climate is available in the OP.
  • Added height-dependent snowfall in cold biomes. Snow will fall anywhere in these biomes above y=95. This only affects new worlds.
  • Added frozen springs as a new snowy biome which can generate reeds.
  • Added boreal forest as a new cold taiga variant (wolves) and renamed the old boreal forest to temperate forest.
  • Added mangal (mangrove forest) as a new temperate jungle variant (temples, jungle spiders, reeds).
  • Added arid forest as a new arid forest variant (duh). Arid forest also replaces woods as a sub-biome for plains in new worlds.
  • Added shield as a new cold taiga variant (wolves).
  • Added brushland as a new cold plains variant (villages, pumpkins).
  • Added highlands as a new temperate mountain variant (emeralds, silverfish).
  • Added pockets of water to wetlands, willow grove, jungle, and rainforest, similar to how vanilla generates water in jungles and swamps. This only affects new worlds.
  • Added small oasis pockets inside lush deserts in addition to the large ones. This only affects new worlds.
  • Added the ability for reeds to spawn in patagonia, plains, and temperate forest. In the new climate distribution system it was possible to have extremely large distances between biomes which could spawn reeds, which could be a problem given how vital they are early game. So this, combined with frozen springs above, ensures every climate is capable of spawning reeds in at least one biome. However, tropical climates remain where reeds can be found most commonly.
  • Added the ability for melons to spawn on the surface in jungle variants (jungle, rainforest, tropics, mangal).
  • Added the ability for emeralds and silverfish to spawn in dunes.
  • Added a hook for other addons to add their own biomes to BTA world generation.
  • Changed configuration menu to have biome configration on its own page.
  • Changed the formatting of the generator options string. The old format will still be processed correctly for old worlds but will not contain any new options. The new format ignores whitespace, has labels for all options, and is order-agnostic.
  • Changed ocean size configuration to be a scale from 1 (off) to 10 (vanilla), defaulting to 5.
  • Changed (increased) possible biome size ranges to 0.5x to 4x vanilla (Original BTA was 2x, vanilla large biomes is 4x). As a part of this, small world types have been deprecated as biome size information is now handled through generator options. These world types will continue to function for existing worlds but may no longer be created.
  • Changed the default biome size to vanilla sized biomes as the new climate zone system tends to spread out dissimilar biomes further than before.
  • Changed the display name of a few biomes in world configuration to match the generic name rather than specific sub-biome names. Internal biome names remain the same, and are still listed in the OP (internal biome names only concern texture pack authors using MCPatcher).
  • Changed oases to no longer spawn sand from better shorelines. This only affects new worlds.
  • Changed biome colors for plains and steppe.
  • Changed tundra to no longer be a valid biome for world spawn.
  • Fixed an issue where frozen rivers weren't frozen. Any which have generated in your world in the last release that weren't frozen will naturally refreeze as you spend time near them. The biome locations were correct, just not the precipitation data.
  • Fixed an issue where wetland hills and willow grove hills would spawn standard rivers within them and not jungle rivers, leading to mismatched water color.
  • Fixed an issue where beta and skylands world types always generated vanilla sized biomes, regardless of world configuration settings.
New biomes:
Spoiler
Show
Frozen Springs
Image

Boreal Forest
Image

Mangal
Image

Arid Forest
Image

Shield
Image

Brushland
Image

Highlands
Image
Come join us on discord! https://discord.gg/fhMK5kx
Get the Deco Addon here!
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dawnraider
Posts: 1876
Joined: Sun Dec 11, 2011 7:00 pm

Re: Better Terrain Addon v1.3.0

Post by dawnraider »

Sarudak wrote: Thu Mar 25, 2021 11:26 am I had a freeze generating a world which might be related to you mod. No crash or stack trace so I'm not sure it's of any use to you. It just locked up on "Loading World Converting World" I had been able to generate a number of worlds successfully before this. I have deco, terrain addon and the API installed over BTW and that's it.

The world seed is 608762299638869669 using Better Terrain with Deco Enabled On. The freeze repros if I attempt to recreate the same world
Ok after having done more testing for the addon I've run into exactly this issue and it is actually different from the issue I thought it was. Will investigate. The issue is likely an infinite loop somewhere.
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dawnraider
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Joined: Sun Dec 11, 2011 7:00 pm

Re: Better Terrain Addon v1.3.1

Post by dawnraider »

Version 1.3.1 has been released!
Download here

Version 1.3.1 changes:
  • Fixed an issue causing the game to generate highlands instead of mountains. Any highlands generated in the previous release will be converted to mountains. Worlds created before 1.3.0 will revert to exactly how they were before 1.3.0. This may cause slight biome color seams in 1.3.0 worlds but given that the two biomes have exactly the same terrain generation will not cause any terrain seams. MCEdit may be used to replace biome id 125 with 145 to make the biomes colors match what they should, or MCEdit can be used to delete any of those chunks and the game will generate them correctly the next time you are in the area.
  • Fixed an issue where frozen springs would still generate cherry trees if deco was installed but deco world generation was disabled.
Come join us on discord! https://discord.gg/fhMK5kx
Get the Deco Addon here!
Get the Better Terrain Addon here!
Get the Vanilla Mix TP here!
Get the Conquest TP here!
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