Create Sifting

Create Sifting

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Sifting condition: local temperature, humidity, vegetation, wierdness

Syndaryl opened this issue ยท 1 comments

commented

Describe the Suggestion

Minecraft overlays 4 key noise layers that are used in determining biome (among other things), which gives information about the local climate and "wierdness". Being able to restrict certain sifting recipes to certain value ranges for these four fields would give fine control without tethering to exact biomes, meaning it can be dropped into a modpack with arbitrary biome-adding mods.

Some examples:

  • sifting snow blocks or a new "crushed ice" block for snowballs and various other things only being available below a temperature of 0.2
  • sifting mud (or waterlogged dirt) being restricted to areas with high humidity and vegetation (for swamps, mangrove swamps, etc)
  • Sifting sand being restricted to either beach biomes or high temperature, low humidity, low vegetation biomes
  • Restricting the production of more exotic resources (from Ars saplings to crop Essences) to areas with high "wierdness" (in vanilla, I think this is just the Mooshroom biomes and possibly Dark Oak/Pale Gardens, but many mods add various magical forests, fairy glades, haunted swamps, and whatever).

This would be most useful in a modpack something like the polar opposite of the Skyblock/Stoneblock/Oceanblock type packs that normally use sifting mods. Instead of encouraging (or enforcing) hunkering down in one limited area for most of your gameplay, this would be for modpacks that encourage exploration and establishing multiple bases in widespread areas.

Some kinds of Create play in particular are very enhanced by this kind of requirement. If the intent is to push players towards exploration, building multiple satellite factories, building railways, and setting up automated delivery, this is very useful.

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commented

Sounds fun!
Ill give it a try and see which properties I can access from the biome.