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Larion is a major overhaul of the overworld generation in Minecraft that drastically alters terrain shapes and biome placement.

I wanted the terrain to be more visually stunning, reminiscent of what you'd find in epic fantasy worldbuilding, while still being small-scale and unpredictable enough to be interesting to explore in survival mode.

The biomes themselves are not altered at all, making Larion fully compatible with most biome overhauls. See below for a list of compability notes and potential solutions.

Features

  • The world is split into large continents with plenty of smaller islands in-between. Continent sizes and shapes vary wildly.
  • Temperature changes as you move north or south (z-axis).
    • If you travel far enough, it wraps back around.
    • Travelling east or west lets you stay in roughly the same temperature.
    • "Tropical" biomes (jungle, savanna etc) generate at the "equator" meaning at the highest temperature zones.
  • Mountains form large "chains" roughly similar to continental plates in real life.
    • They are also taller, usually between 200 and 300 blocks in height, but in rare cases even higher.
    • Jagged peaks are less "jagged" than usual, shaped more like real mountains.
  • World height is increased from 384 to 512 to fit the taller mountains and deeper caves
    • Build height limit is 384.
    • Lowest point is -128.
  • Terrain slopes gently upwards as you go further inland, on top of plenty small-scale height variations everywhere.
  • Smaller biomes with less predictable shapes and placement.
    • "Humidity" zones are weirder, sometimes small, sometimes large.
    • Swamps and mangroves can only appear along coasts and rivers.
    • Windswept terrain is more common and can appear anywhere.
  • Long, winding rivers that carve though terrain.
    • In low terrain they form "saddle valleys"
    • In tall terrain they will keep flowing as underground rivers.
    • Sometimes rivers form strange "knots" that look like lakes.
  • Mushroom islands are more common, smaller and oddly shaped.
  • Caves are deeper and stranger.
    • They use a different kind of noise, directly inspired by the abandoned "Worley's Caves" mod.
    • Caves are extremely labyrinthian and dead ends are common. Mostly narrow paths and mid-sized chambers.. unless you venture deep enough..
  • Numerous smaller tweaks
    • Dunes in desert biomes
    • Less ugly cliffs at coastlines
    • Less taiga in frozen zones
    • More jungle in tropical zones
    • Badlands mountains have plateaus instead of peaks
    • Probably more..!

Known issues

  • Some seeds will spawn you in water or on a tiny island in the middle of nowhere. If you want a bit more predictability when creating a world, I would recommend using World Preview.
  • World generation is not as fast as before (roughly 30% slower in my experience) because the new density functions are much more complex. However, by using these Fabric mods you can counterbalance the slowness:

List of compability notes with other worldgen datapacks/mods

Geophilic

100% compatible.

Arboria

100% compatible.

William Wyther's Overhauled Overworld

99% compatible.

So far this is my favorite worldgen mod to use with Larion, they go together perfectly.

If WWOO is loaded after Larion, mountains taller than Y=320 will be "chopped" beacuse WWOO overwrites the file that determines world height. There are two ways to solve this:

  • By using both Larion and WWOO as datapacks instead of mods, you can manually change the load order so that Larion loads last and overwrites the world height correctly.
  • By unpacking the WWOO .zip file and removing all three files named overworld.json, the issue is now gone and load order is no longer important!
  • Be sure to also use Cliffs and Coves and Navigable Rivers by the same author, as they can greatly improve coasts and rivers.

William Wyther's Expanded Ecosphere

100% compatible. WWEE only makes changes to files that Larion does not touch so they can be loaded together without issues.

These go very well together, biome diversity is significantly better.

Terralith

50% compatible. Terralith overwrites a few of the same files. By loading it before Larion you will get Terralith's new biomes and Larion's terrain, which is quite interesting, but you'll miss out on Terralith's impressive biome-specific terrain features.

Continents

Incompatible. Both overwrite density_function/overworld/continents.json, but you can still use them together if you prefer the continents of Continents.

Tectonic, Lithosphere, Cascades, Eldor

Incompatible. All these packs modify the same core files as Larion, altering terrain generation with different goals in mind. Whichever mod is loaded last will overwrite 99% of the features added by any of the other mods.

Changes to vanilla data files

To make it easier to create compability patches etc, here is a list of overwritten files along with descriptions what has been changed.

  • dimension_type/overworld.json and dimension_type/overworld_caves.json
    • Changed height and logical_height to 512
  • worldgen/noise_settings/overworld.json
    • Changed noise/height to 512
    • Two changes inside the giant final_density function
      • Modified the y_clamped_gradient that previously limited mountain height to 240-256 to be at 420-447
      • Inject the larion:overworld/river_noodle density function inside/near blend_density
    • Changed fluid_level_floodedness and fluid_level_spread using larion:overworld/river_noodle_flood to make sure river caves are always "flooded" (full of water at sea level)
    • Changed temperature and vegetation to point at my own density functions instead of inline code
  • Six density functions in worldgen/density_functions/overworld have been overwritten
    • continents, erosion and ridges have all been rewired to point at density functions in the larion scope
    • depth was edited
      • Max height changed to 448 from 320
      • Also added an extra negative number to offset to make the sea align correctly
      • Also "squashed" the offset function to 0.75 of its original height, without this hills would be too tall (looks silly)
      • Also added extra_offset (continental slopes) on top of vanilla offset
    • sloped_cheese was been modified
      • Changed "jaggedness" scale
      • Injected "dunes" noise
      • Added an extra "factor-factor" that reduces factor at mushroom islands and increases it at windswept terrain
  • cave and cave_extra_underground carvers modified
  • Ancient cities modified to move them further down and make them a bit rarer since mountains are more common.

Special thanks to


Project members

Badgerson

Member

Details

Licensed Apache-2.0
Published 3 months ago
Updated 7 days ago