Adding a degree of randomization to the /fill command, if the argument is included, would be a tremendous boon to map makers of all sorts, and a very straightforward implementation of it. The underlying noise algorithms already exist in structure generation and structure blocks. This command argument would thus, I hope, be relatively simple to implement, but I know better than to assume.
Example Applications:
1: /fill x1 y1 z1 x2 y2 z2 andesite replace stone 0.5
Randomly replaces half of the specified region's stone blocks with andesite, perfect for 'texturing' builds and making it look more impressive or natural.
2: /fill x1 y1 z1 x2 y2 z2 air 0.7
Carves out 70% of a specified region at random. Best used for "surface" slices (or used with the "hollow" parameter) to weather a surface, or can be used as an alternative to TNT for blasting holes in things without regard for a block's explosion resistance.
3: /fill [etc] diamond_ore replace stone 0.1
Randomly distributes diamonds through a chosen space, with only 10% of blocks affected. Treasure hunt! And with the benefit that not even the executor of the command knows which tiles are 'correct'. Obviously, can also be used with far more nefarious replacement options...
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