Archived Different Biomes Per District ( For Some )

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Conflee

Me an the bois at 3 am lookin for BEANS!
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Hello! This is a simple suggestion to cover something that has come up in my work with MassiveBound. I was inspired by the biome change in the Slums from Plains to Swampland to add alternate textures to add random patches of mold and moss to planks in the Slums, to give variety and add to the feel of the District.

It occured to me though that the Slums is the only district with a unique Biome. The rest of the city, and most of the Regalia Map, is Plains. Giving different Districts unique Biomes opens up the possibility for further District-specific textures, which could help diversify the city, as well as give more building options for World Staff and Players decorating.

The Specifics:

The Cathedral District - mutated_plains
The New Ithanian District - mutated_plains
The Harbor District - beaches
The Garden District - mutated_forest


Texture Changes:

These are just some minor 'recommended' texture changes. Meaning little things I think help the world pop per biome. I've already done a lot of work with Slums Textures, and honestly I love making textures so much, so I would be more than willing to contribute to this. If not officially then if the biomes are accepted, I would make it part of MassiveBound.

mutated_plains - Give marble variations and slabs/stairs a slightly darker shade. Give jungle and acacia textures a more refined, smooth look, as currently they are a bit jagged and rough looking.

beaches - Add random textures to crafting tables to make them have the normal texture, mixed in with various alternate crate designs for variety. Add dark patches to planks, subtle and not overly obvious but enough to break things up and make the harbor look slightly rougher. Darken the brick colors a bit.

mutated_forest - Add some slight texture to the colored clay blocks, making them feel a little rougher and less smooth and flat. Brighten the colors for leaves a little, as well as the sky layer.

plains - As this biome is global across almost all of the city (a little less so if this is accepted) these are general tweaks to random textures to amplify the feel of the city as a whole in minor ways. Adding random lids to some TNT blocks for variety. Adding a couple crate variants to the work bench. Adding a couple painting variations. Add a blending effect between gravel and podzol, grass and podzol, grass and dirt, and dirt and podzol, to blend them together in a smoother way and make landscaping look a little more appealing.

forest_hills - For detailing purposes, forest_hills would be essentially a copy of the plains Biome, with the exception that web blocks would appear more like smoke. The intent is that specific areas can be selected and have this used to further the tried and tested method of web blocks to simulate smoke, to the next level, while not making it a thing in ALL cases. Essentially letting World Staff pick and chose which blocks to make smoke instead of having all webs look like smoke like some packs do.

Web Ideas - To further the idea of using webs for things, web in other biomes could have different looks similar to Conquest but without the use of meta data. As an example, since stone_beach Biomes make water blood, it would make sense for them to make web look like, butchered meat. This is a lot more finicky so its less ideal and would need to be used carefully.



And again as I have already basically stated above but i'll take it out and clarify more. Im 100% willing to make textures for this. Its a goal of sorts for me that once MassiveBound 3.0 is ready, I want to try and make it official, and get it put into the main Pack (as was mentioned by Fong once in a thread, which got me thinking about it originally). The pack becomes infinitely more enjoyable the more people who have it, because more people see the custom items (and post-3.0 custom blocks). I have a lot of free time and its something I actually enjoy consistently, unlike my on-and-off love of writing, or building. Its less intensive but more creative in some ways, working around the frameworks and code others have documented and trying to find interesting tricks to make the game look better and feel more immersive.
 
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I intend to learn how to do this myself and then include it into the official texturepack.
 
I intend to learn how to do this myself and then include it into the official texturepack.
Inside the CTM folder, where all the normal connected texture stuff goes, you make a file for whatever it is, ie 'acacia', then in that a properties file named block# where # is the base ID. So for planks, 5.

tiles=400-412
metadata=4
method=random
biomes=swampland

The rest is pretty simple. Tiles are the names of the textures you want it to use. (numbers are easiest because you can to 10-15 and it will use all numbers from 10 to 15, no long lists of crap). They seem to have to be unique per block or it causes issues though, so they cant repeat in the pack and seem to need to be just flat numbers. You can list the biomes with a space between each and thats all.

The thing im struggling with right now is having multiple separate connected textures for one block- IE adding rusty iron bar variants to the pack is my goal atm.

https://gyazo.com/a50274bc186f1f8d0a40c03692171d1d

Those are some textures ive gotten done now- though I cant figure out how to make signs biome specific either since they seem to be sudo-entities like paintings. Documentation is a bit fickle there.
 
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A little bit of a bump to this idea since it seemed to be partially acted on, with the Park being a Jungle for a short time, though its gone back to plains since the Arken deaths.

To key in a few other things that are possible with properties files and CTM, I created these:

35a84999e125480256e030637d719e35.png


Essentially what this is is making the pack survival world friendly, by changing the Bedrock texture so that it only looks like the blue-gray brick pattern from heights 5-123, that way natural bedrock in the overworld floor and the floor/ceiling of the nether look natural, and adding biome-specific glowstone to the hell biome so that the nether doesn't look quite so derpy anymore. All included in 3.0 which will release on the 26th.
 
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