Currently, world generation is somewhat locked to a noise-based method, which has the property of being mathematically similar on a large scale: If one zoomed out from a world far enough, there would be no features sticking out anymore.
I understand the advantages for procedurally generating a pseudo-infinte world. Still, more thematically-driven worldgen datapacks could really benefit from a way of using non-noise functions for world generation as well.
My idea is the following:
Adding a way of getting the location of a chunk in worldgen datapacks so the coordinates are accessible like noise functions are currently (e.g. "minecraft:x") would enable us to precisely define the features of a world. This should be applicable to define temperature, vegetation, erosion and other properties of world generation.
Thanks in advance!
Please sign in to leave a comment.
0 Comments