Geological structures to improve diorite and granite generation
Let's face it, the patchy generation of diorite and granite make large surfaces of exposed stone a bit of an eye sore. With the new noise caves in 1.17, the problem is more noticeable than ever. We can improve this situation with geological structures: stratigraphy, fault planes, and igneous intrusions. These structures could be used by knowledgeable players to find ores or desirable rock types.
Sedimentary rocks (stone, calcite, sandstone, even coal ore) would generate in 1-16 block thick layers. 1-block thick layers of tuff could represent volcanic ash deposits. These layers might be slightly tilted for more variation. Only granite would generate below the lowest layer. Different biome-sized stratigraphic regions would have different layers, and would meet at fault planes.
Fault planes would be planar boundaries like biome borders which extend at an angle through the ground. Surface terrain generation would change at these fault planes, leaving angled stone planes exposed on one side. Ores would be more common near these planes, which knowledgeable players could use to their advantage.
Igneous intrusions, multi-chunk-scale columns of granite and diorite stretching from surface to bedrock, would cut through the layers. They would be fairly rare, but more common in mountain biomes. Some ores would be more common in these intrusions. Basalt, andesite, and tuff could generate in rare biome-scale deposits near the surface, especially in mountain biomes, forming volcanic provinces.
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