GM4_Datapacks
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Sky Dimension
Implements a sky dimension "Celesterra" for 1.20.3 using noise and density functions to create islands that adhere to biome borders. This is a heavy WIP; most updates will be shown on discord (this channel), but the current milestones can be seen below. This module does not currently use beet, thus will fail the Github Action since it's just a normal data pack right now.
TO-DO List:
- [x] make specific areas of void based on the
continentalnessdensity function router - [x] make islands groups within the land masses based on the
temperaturedensity function router - [ ] make different types of island groups based on
erosion,continents, andridgesdensity function routers- [x] low erosion, low continentalness, low ridges: huge, mostly flat islands
- [x] low erosion, low continentalness, high ridges: large main island with small ice island that have waterfalls
- [x] low erosion, high continentalness, low ridges: mountainous islands
- [x] low erosion, high continentalness, high ridges: cave islands
- [x] normal erosion, normal continentalness: default islands based on the
vegetationdensity function router to split island groups into separate islands- [x] create 4 bands of islands spanning the height of the dimension
- [x] vary the height of the islands within a band to make the main bands less obvious
- [x] add "stair" islands in between island groups that span from the lowest band to the main band
- [x] high erosion, low continentalness, low ridges: "bowl" island
- [x] high erosion, low continentalness, high ridges: normal terrain split into small island blobs
- [ ] high erosion, high continentalness, low ridges: extreme climate islands
- [x] high erosion, high continentalness, high ridges: small, very tightly packed islands, spanning the entire dimension height
- [ ] populate biomes
- [ ] add structures
- [ ] extras (sky dimension packaged expansions)
There are some placeholder biomes to explore the different areas while this is still a draft:
-
ocean: void -
beach: high erosion, low continents (small island blobs following normal terrain "bands") -
sparse jungle: high erosion, high continents (many small islands spanning entire dimension height) -
bamboo_jungle: low erosion (huge islands) -
snowy_slopes: mountainous terrain -
cherry_grove,desert,snowy_plains,taiga,dark_forest,swamp: normal terrain (each of those are a different temperature range with 2 other biomes in that temperature range) -
snowy_slopes: mountainous terrain -
badlands: mesa terrain -
mushroom_fields: "bowl" terrain (large wall ring with smaller islands inside) -
dripstone_caves: cave islands -
gm4_sky_dimension:floating_falls