What: Add clearing sub-biomes to (most) forested biome families.
Why: Since average biome size has been buffed in C&C Part II, meaning it can become repetitive (depending on the player) to explore the same wooded areas.
Another part is that some biomes are dense with foliage. Adding a less forested version of these would offer a new niche to survival players, allowing them to build in an otherwise inaccessible biome.
How: This part is highly open for discussion. What I suggest as a start is to make sparse versions of the forest vegetation features, maybe halving or quartering the spawn count of trees. These can be implemented into sub-biomes that must generate:
- completely inside the parent biome without touching its own bordering biomes
- in a noise pattern that creates small, semi-common patches inside the parent biome.
Mob spawns may make more sense if they were tweaked (e.g would a fox be found as often in a taiga clearing?)
The old growth taiga biomes may look out of place with a clearing, so these and/or any other biomes that make less sense could be left as-is.
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