WorldEdit

WorldEdit

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Biome masks do not account for edge blending

zachman42 opened this issue ยท 2 comments

commented

Versions
WorldEdit version: 7.2.0-SNAPSHOT+5347-8e53aa0
Platform version: forge-1.16.3-34.0.0

Describe the bug

Biome masks are restricted to 4x4x4 increments as they are defined, even though in-game the edges are smoothed to have a more natural feel.

To Reproduce

  1. select a region. convert this area to a different biome.
  2. set a mask to that biome, then set a region larger than the original to stone. the affected area is the 4x4x4 increments rather than the exact blocks appeared.

I can understand this happening in the case of setting a biome to a different one without affecting the others, but it seems like there could be a way to use the unblended version for biome setting and blended for other operations. I have realized that the game does not yet register vertical biome data, so this could be left untouched for now.

What happened
2020-09-12_21 11 40
2020-09-12_20 58 26

What I expected
2020-09-12_20 58 54

commented

This is somewhat complex, as the edge bleeding doesn't really "exist".

It's purely client-side, and as far as I'm aware, doesn't impact mob spawning etc.

commented

that's weird, cause snowfall and ice freezing is affected by it.