PineReseen Posted 10 hours ago Report Posted 10 hours ago I've noticed recently that the worldgen variables (raininess, temperature, fertility, etc.) are distributed rather unrealistically, at least when considering fertility and raininess. Here's an exercise, create a new standard world, and set your gamemode to creative and your spawnpoint to the coldest possible choice. Now, fly around and use the "/wgen pos climate" command and see all the results. Odds are, you might find a place like this: The yearly average is colder than it is in Aklavik, Canada! And that place gets only 266mm of rain, compared to Berlin's 532mm and London's 754mm! Hell, NASA said that: Quote [...] Precipitation in the tundra totals 150 to 250 mm a year, including melted snow. That's less than most of the world's greatest deserts! [...] And you are telling me that this even colder place in the game is supposed to be 99% rainy? Oh, and also it's above 50% fertility! The only soil that spawns here is barren soil and forest soil, that does not deserve anything above like, 25%. What do we do to fix this, and why is this even a problem? The reason I'm making this post at all, is that while I was making a custom arctic plant, I kept running into issues where it was too fertile/too rainy in these sorts of areas. That was obviously not the case if you looked at the soil, but the numbers said otherwise, and so my flower couldn't spawn in way more places than was expected. Another issue is that this detracts from realism for no good reason. Trees should not be spawning here at all (or at least not as much as they currently do), and reducing rain and fertility would cull at least some of the larch trees. Fixing this may also provide the world with better-defined emergent biomes. So, how to fix this? I propose that raininess, fertility, forestation, and shrubbery be all dependent on one another (or latitude) in some way, unlike how it seems now. For example: - Raininess has a cap (maximum value) depending on latitude. For example, the place in the picture could have around 30% max rain. The world generation would then adjust itself so that a variety of rain values would be generated instead of majority 30%. This cap would also be reduced or removed in temperate climates, and reappear again in very dry ones. - Fertility is capped by raininess. I propose that the increase of the cap in fertility compared to raininess is a bell curve (Numbers not fully accurate): At 50% raininess, the increase of the fertility cap would be for example around 15%, so you'd get an additional 15% increase in the fertility cap for the transition between 49% and 50% raininess. (The numbers are really rough here, but I think it gets the point across). At 1% and 99% rain you'd get very little increases in fertility. - Forestation and Shrubbery would probably be capped by fertility. All these numbers would then be used to generate trees and flowers and shrubs like they are now. That's the suggestion! I really hope that an improvement to this system will be made eventually, since it seems very arbitrary as of now. Thanks for reading!
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