*This idea has probably been suggested quite a bit before, but I am suggesting it (hopefully) in a way that is different and easier to implement.
The OptiFine mod, used by many players for boosting performance, allows for much more customization in resource packs than is currently in vanilla, including biome-specific block models, which allow you to change the appearance of a block depending on which biome or dimension it is placed in. I propose adding this as a parameter to blockstates at the very beginning of the file, encompassing “variants” or “multipart”. To make blocks non-biome-specific, you could use “all” as the biome, which would make it use the same model(s), regardless of biome. However, any “biome” parameters after that group of models would override it. For example, say I wanted to make a campfire look normal in every biome except the soul sand valley, in which I wanted it to look like a soul campfire. In this case, I could put the normal campfire model inside a “biome”: “all” parameter, and underneath that, I could put the soul campfire model inside a “biome”: “soul_sand_valley” parameter. This way, the “soul_sand_valley” parameter would override the “all” parameter. This would allow for much more customization in resource packs without having to use mods.
(Besides, you’re kind of already adding OptiFine features to the game anyway [spyglass, shader support] so why not?)
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