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Terrain and biome ideas #8

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GrandmaPork opened this issue Oct 4, 2024 · 3 comments
Open

Terrain and biome ideas #8

GrandmaPork opened this issue Oct 4, 2024 · 3 comments
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enhancement New feature or request
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@GrandmaPork
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GrandmaPork commented Oct 4, 2024

This list and below have been adjusted by ChatGPT including ideas that I have asked it to create. It still needs to be polished and adjusted.

Terrain

Terrain should generate after river noise to prevent odd-looking river generation and build mountains around rivers in a more geographically accurate way.

Types

  • Marsh

    • Height: y = 0 to 64 (above and below sea level)
    • Description: Flat terrain with wetlands and shallow water bodies.
    • Typical Locations: Coastal areas, near rivers and lakes.
    • Special Features:
      • Mud
      • Lily Pads
      • Tall Grass
  • Steppe

    • Height: y = 0 to 64 (primarily above sea level)
    • Description: Very flat terrain with few trees; dry and grassy.
    • Typical Locations: Transition zones between forests and deserts.
    • Special Features:
      • Dry soil
      • Tall Grass
      • Sparse Bushes
  • Plains

    • Height: y = 0 to 128
    • Description: Wide, flat areas with little elevation variation, ideal for farming.
    • Typical Locations: Near rivers or as buffer zones between hills and steppes/marshes.
    • Special Features:
      • Occasional tree with wide canopy
      • Crops (Wheat, Carrots)
      • Flowers
  • Rolling Hills

    • Height: y = 20 to 128
    • Description: Gently sloping terrain with valleys between hills, providing more elevation variation.
    • Typical Locations: Adjacent to mountains, plateaus, and plains.
    • Special Features:
      • Revealed mineral/ore deposits
      • Gravels
      • Small Rocks (Custom Block)
  • Plateaus

    • Height: y = 64 to 200
    • Description: Elevated land with flat tops and steep sides; canyons form between plateaus.
    • Typical Locations: Areas with volcanic activity or ancient seabeds.
    • Special Features:
      • Stone
      • Sandstone
      • Gravel
  • Mountains

    • Height: y = 80 to 1024
    • Description: Varying heights and steepness, often in long chains; can include jagged peaks and valleys.
    • Typical Locations: Tectonic plate boundaries or volcanic arcs.
    • Special Features:
      • Plentiful in igneous stones
      • Unique ore deposits
      • Towering peaks
  • Volcano

    • Height: y = 64 to 1024 (open caldera at higher elevations)
    • Description: Conical formations with open calderas or dome-shaped structures.
    • Typical Locations: Volcanic regions or near tectonic activity.
    • Special Features:
      • Plentiful in igneous stones
      • Magma Blocks
      • Plentiful in lava

Biomes

Standard Biomes

  • Cherry Forest

    • Terrain: Rolling hills
    • Height: y = 50 to 150
    • Temperature: Moderate
    • Description: Old-growth trees with pink blossoms, light vegetation density.
    • Typical Locations: Near plains and oak forests. An rare replacement for oak forests
    • Special Features:
      • Occasional bamboo
      • Calming environment
      • Strawberries, apples, wildflowers, and bees
  • Oak Forest

    • Terrain: Plains, hills, and plateaus
    • Height: y = 40 to 120
    • Description: Medium-sized birch and oak trees with light vegetation density.
    • Typical Locations: Transitional areas between hot and cold biomes. Represents the common forest.
    • Special Features:
      • Fallen logs
      • Bushes and wildflowers
      • Apples, wheat, raspberries, and bees
  • Birch Forest

    • Terrain: Plains and rolling hills
    • Height: y = 40 to 120
    • Description: Tall, skinny birch trees with light vegetation density.
    • Typical Locations: Areas that experience moderate rainfall. An uncommon replacement for the oak forest
    • Special Features:
      • Fallen logs
      • Blueberries, raspberries, and garlic
      • Flowering Bushes and bees
  • Dark Oak Forest

    • Terrain: Plains and rolling hills
    • Height: y = 40 to 120
    • Description: Large oak and dark oak trees with dense canopies and scattered mushrooms.
    • Typical Locations: Moist regions, near swamps or other forests. An uncommon replacement for oak forests
    • Special Features:
      • Fallen dark oak logs
      • Mushrooms
      • Ferns
  • Spruce Forests

    • Terrain: Plateaus, hills, and mountains
    • Height: y = 50 to 200
    • Description: Medium and small spruce trees with old-growth variations.
    • Typical Locations: Cold, northern climates or higher altitudes.
    • Special Features:
      • Carrots, potatoes, blueberries
      • Occasional snowy variant
      • Large rocks
  • Jungle

    • Terrain: All
    • Height: y = 64 to 128
    • Description: Dense vegetation with large jungle trees, busy treetops, and lush ground cover.
    • Typical Locations: Tropical regions. Higher altitudes means smaller trees
    • Special Features:
      • Fallen logs and dense vegetation
      • Vines
      • Melons, cocoa beans, sugar cane
  • Savannah

    • Terrain: Plains and steppe
    • Height: y = 0 to 120
    • Description: Grassy areas with scattered acacia trees and sparse vegetation.
    • Typical Locations: Dry, warm regions, typically near deserts.
    • Special features:
      • Dry soil
      • Tall Grass
      • Cactus
  • Mangrove

    • Terrain: Marsh
    • Height: y = 0 to 64
    • Description: Small mangrove trees with dense vegetation and exposed roots.
    • Typical Locations: Coastal areas, deltas, and estuaries.
    • Recommended Blocks:
      • Dense root clusters
      • Mud
      • Rice
  • Swamp

    • Terrain: Marsh
    • Height: y = 0 to 64
    • Description: Medium oak trees with waterlogged areas and sparse vegetation.
    • Typical Locations: Low-lying areas near rivers and lakes.
    • Special Features:
      • Rice, melons, pumpkins, and sugar cane
      • Water Lilies
      • Sludge Blocks (Custom Block?)
  • Redwoods

    • Terrain: Coastal mountains
    • Height: y = 60 to 200
    • Description: Towering redwood trees with dense canopies and ferns below.
    • Typical Locations: Pacific coastal regions with high humidity. A spruce variant
    • Recommended Blocks:
      • Raspberries and potatoes
      • Ferns
      • Moss and large rocks

Ecotones (Transition Biomes)

  • Spruce Edge

    • Terrain: Mountains and hills
    • Description: Sparse spruce trees
    • Recommended Blocks:
      • Other non-spruce trees
  • Mountainous Savannah

    • Terrain: Mountains and Savannah
    • Description: Elevated areas with acacia trees, rocky outcrops, and sparse vegetation; ideal for adventure exploration.
    • Recommended Blocks:
      • Acacia Logs
      • Stone
      • Grass Blocks
  • Tropical Steppe

    • Terrain: Steppe and Jungle
    • Description: Flat grassy areas with clusters of tropical trees; good for farming and exploration.
    • Recommended Blocks:
      • Grass Blocks
      • Palm Logs (Custom Block)
      • Tall Grass
  • Highland Marsh

    • Terrain: Marsh and Rolling Hills
    • Description: Wetland areas nestled in rolling hills; offers a variety of resources and diverse wildlife.
    • Recommended Blocks:
      • Mud
      • Tall Grass
      • Willow Logs (Custom Block)
  • Alpine Forest

    • Terrain: Mountains and Spruce Forests
    • Description: A dense forest of spruce trees in mountainous terrain; ideal for players seeking wood resources.
    • Recommended Blocks:
      • Spruce Logs
      • Snow
      • Ice Blocks
@GrandmaPork GrandmaPork converted this from a draft issue Oct 4, 2024
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GrandmaPork commented Oct 4, 2024

Coal Ore

  • Reference: Gneiss

  • Terrain: Mountains, badlands, hills

  • Biomes: Stony Peaks, Frozen Peaks, Jagged Peaks, Badlands, Meadows

  • Height: y = 60+

  • Structure: Thin seams and scattered lenses, similar to real coal deposits

  • Volume: 50-100 ore blocks (to match real-world coal seam thickness)

  • Generates with: Hardened mud, terracotta, clay

  • Flags: Presence of sedimentary layers like shale or clay

  • Mountains:

    • Structure: Thicker seams near the surface
    • Volume: 80-150 ore blocks
    • Generates with: Hardened mud, terracotta, clay
    • Flags: Layers of shale or limestone, common in coal-rich areas

Iron Ore

  • Reference: Banded Iron Formation
  • Terrain: Hills, mountains, plains
  • Biomes: All
  • Height: y = 0-150
  • Structure: Layered bands resembling BIF (Banded Iron Formations) found in sedimentary deposits
  • Volume: 100-300 blocks (large deposits, typical of iron formations)
  • Generates with: Limestone, claystone, tuff, sandstone
  • Flags: Red or brown staining on the surface (indicating iron oxidation)

Copper Ore

  • Reference: Porphyry Copper Deposits
  • Terrain: Plains, Steppe
  • Biomes: Plains, Badlands
  • Height: y = 30-150
  • Structure: Large porphyry deposits, with veins and smaller clusters in lower levels
  • Volume: 80-200 blocks (mimicking large copper deposits in porphyry structures)
  • Generates with: Basalt, andesite, sparse copper ore blocks
  • Flags: Green-stained ground (copper oxidation, malachite), sparse copper bits on the surface

Gold Ore

  • Reference: Vein Gold Deposits
  • Terrain: Mountain ranges, steppe
  • Biomes: Stony Peaks, Badlands
  • Height: y = 0-100
  • Structure: Small vein clusters in the upper levels, with richer deposits deeper down
  • Volume: 20-50 ore blocks per vein (reflecting real-world vein mining)
  • Generates with: Andesite, basalt
  • Flags: Quartz veins visible in nearby rocks, gold nuggets found in riverbeds (placer deposits)

Lapis Ore

  • Reference: Lapis Lazuli
  • Terrain: Limestone caves
  • Biomes: Limestone-rich biomes
  • Height: y = 40-100
  • Structure: Small but concentrated deposits near limestone
  • Volume: 4-10 ore blocks
  • Generates with: Limestone, calcite, diorite
  • Flags: Limestone caves, blue speckles in nearby rock

Emerald Ore

  • Reference: Emerald Deposits
  • Terrain: Mountainous areas
  • Biomes: Stony Peaks, Jagged Peaks
  • Height: y = 80+
  • Structure: Small clusters within granite and basalt formations
  • Volume: 5-10 ore blocks (reflecting the rarity of emeralds in nature)
  • Generates with: Basalt, granite, calcite
  • Flags: Presence of pegmatite rock (large crystals) and green veins in surrounding stone

Diamond Ore

  • Reference: Kimberlite Pipes
  • Terrain: Deep volcanic regions
  • Biomes: Volcanic Peaks, Stony Peaks
  • Height: y = -40 to -500
  • Structure: Concentrated in vertical tube formations (representing kimberlite pipes)
  • Volume: 5-15 ore blocks per tube
  • Generates with: Basalt, kimberlite-like rock
  • Flags: Volcanic activity, black basalt structures around the pipes

Lead Ore (Galena)

  • Reference: Galena
  • Terrain: Mountains, hills
  • Biomes: Badlands, Stony Peaks
  • Height: y = 20-150
  • Structure: Medium-sized veins (galena typically occurs in medium-large deposits)
  • Volume: 30-80 ore blocks
  • Generates with: Limestone, dolomite, calcite
  • Flags: Grayish surface rock, similar to galena's metallic sheen

Silver Ore

  • Reference: Silver Mining
  • Terrain: Mountainous regions
  • Biomes: Stony Peaks, Badlands
  • Height: y = 50+
  • Structure: Narrow veins associated with lead deposits
  • Volume: 10-40 blocks (silver is typically found in small quantities)
  • Generates with: Galena, calcite
  • Flags: Gray metallic specks in rock, often found near lead ore

Zinc Ore (Sphalerite)

  • Reference: Sphalerite
  • Terrain: Hills, mountains
  • Biomes: Badlands, Stony Peaks
  • Height: y = 20-150
  • Structure: Medium veins, often near lead deposits
  • Volume: 40-80 ore blocks
  • Generates with: Limestone, galena
  • Flags: Yellow streaks in rock, indicating the presence of sphalerite

Sulfur Ore

  • Reference: Sulfur Deposits
  • Terrain: Volcanic regions
  • Biomes: Volcanic Peaks, Badlands
  • Height: y = 10-100
  • Structure: Pockets near volcanic activity
  • Volume: 20-50 blocks (sulfur occurs in small deposits near vents)
  • Generates with: Basalt, lava
  • Flags: Yellow crystals near hot springs or volcanic vents

Bauxite Ore

  • Reference: Bauxite
  • Terrain: Tropical, desert regions
  • Biomes: Jungle, Savanna
  • Height: y = 20-80
  • Structure: Layered deposits near the surface, typically in tropical soils
  • Volume: 50-100 blocks (reflecting large bauxite layers)
  • Generates with: Clay, limestone
  • Flags: Reddish ground, indicating iron-rich soils and bauxite presence

Sapphire Ore (Corundum)

  • Reference: Corundum
  • Terrain: Mountains, hills
  • Biomes: Stony Peaks, Badlands
  • Height: y = 100+
  • Structure: Small clusters in metamorphic rock
  • Volume: 5-10 blocks (sapphires are rare in nature)
  • Generates with: Granite, limestone
  • Flags: Blue flecks in surrounding rock, metamorphic rock formations

Iridium Ore

  • Reference: Iridium Deposits
  • Terrain: Deep underground, volcanic regions
  • Biomes: Volcanic Peaks, Badlands
  • Height: y = -100 to -500
  • Structure: Extremely rare, small deposits in volcanic pipes
  • Volume: 5-15 blocks
  • Generates with: Basalt, granite
  • Flags: Metallic streaks in volcanic rocks

Cinnabar Ore (Mercury)

  • Reference: Cinnabar
  • Terrain: Volcanic areas
  • Biomes: Volcanic Peaks, Badlands
  • Height: y = 10-80
  • Structure: Small deposits near geothermal activity
  • Volume: 10-30 blocks
  • Generates with: Basalt, claystone
  • Flags: Bright red veins in nearby rock, sulfur deposits

Tungsten Ore

  • Reference: Wolframite
  • Terrain: Mountains
  • Biomes: Jagged Peaks, Stony Peaks
  • Height: y = 30-100
  • Structure: Dense veins, often found near tin deposits
  • Volume: 30-50 blocks
  • Generates with: Granite, pegmatite
  • Flags: Dark, heavy rocks with metallic sheen

@GrandmaPork
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GrandmaPork commented Oct 4, 2024

Minecraft and Modded Block List

Soil Types

  • Grass

    • Description: Generic soil with vegetation; provides a basic layer for other plant life.
    • Recommended Use: Ideal for creating natural-looking plains, meadows, and gentle transitions between biomes. Use it to blend areas with varied vegetation for a more seamless landscape.
  • Dirt

    • Description: Generic soil; serves as a base layer for most biomes.
    • Recommended Use: Best for foundational layers in forests, hills, and other biomes. Use it as a filler to ensure smooth terrain transitions and natural-looking slopes.
  • Coarse Dirt

    • Description: Gravelly dirt that spawns in patches; allows for better water drainage.
    • Recommended Use: Perfect for adding natural trails, dry riverbeds, and slightly worn-out paths in forests or near water bodies. Helps create realistic erosion effects.
  • Dried Dirt

    • Description: Dry patches and strata scattered in savannahs and deserts; indicates arid conditions.
    • Recommended Use: Can be used to create dry riverbeds or simulate drought conditions.
  • Mud

    • Description: Replaces dirt underwater; provides a soft, squishy texture.
    • Recommended Use: Useful for swampy areas and near water bodies.
  • Peat

    • Description: Found as deposits and strata in swamps; accumulates organic material.
    • Recommended Use: Can be used in crafting or as a fertilizer in modded recipes.
  • Clay

    • Description: Strata layer/deposit found under swamps, rivers, lakes, and oceans; ideal for crafting.
    • Recommended Use: Used for making bricks, flower pots, and clay blocks.
  • Earthen Clay

    • Description: Strata layers in hills and badlands; has a more varied texture.
    • Recommended Use: Great for building and crafting, adds more detail to terrain.
  • Grassy Earthen Clay

    • Description: Strata layer that hits the surface; combines properties of clay and grass.
    • Recommended Use: Useful in transitional zones between hills and plains.
  • Loam

    • Description: Rich soil found in redwood forests; suitable for diverse vegetation.
    • Recommended Use: Enhances the aesthetic of forest biomes and improves farming efficiency.
  • Podzol

    • Description: Found in coniferous and boreal forests; promotes unique plant growth.
    • Recommended Use: Ideal for spruce and fir tree environments.
  • Overgrown Podzol

    • Description: Replaces grass generation and smoothens transitions between biomes; promotes unique vegetation.
    • Recommended Use: Useful in creating lush, forested areas.

Sand Types

  • Sand

    • Description: Found in deserts, beaches, and high erosion areas; can be used for glass crafting.
    • Recommended Use: Essential for creating beaches and dunes.
  • Overgrown Sand

    • Description: Replaces grass generation and smoothens transitions in sandy areas; allows for vegetation to grow.
    • Recommended Use: Useful for creating beach and desert ecosystems.
  • Sandy Dirt

    • Description: Found in dunes, beaches, and riverbanks; has sand mixed with dirt.
    • Recommended Use: Perfect for transitioning between sand and dirt in coastal areas.
  • Grassy Sandy Dirt

    • Description: Found on beaches and riverbanks; supports plant life in sandy environments.
    • Recommended Use: Can be used for aesthetic transitions in coastal areas.
  • Vitrified Sand

    • Description: Found in small patches and strata in deserts; has a glass-like appearance.
    • Recommended Use: Adds unique texture to desert landscapes.

Other Soil Types

  • Silt

    • Description: Replaces dirt in swamps; fine-grained soil that retains moisture.
    • Recommended Use: Ideal for swampy areas, enhances waterlogged environments.
  • Grassy Silt

    • Description: The main soil type in swamps; allows for diverse plant growth.
    • Recommended Use: Useful in creating vibrant swamp biomes.
  • Permafrost

    • Description: Replaces dirt in tundras and forms a layer underneath the ocean floor; frozen ground.
    • Recommended Use: Can be used for icy biomes and creates unique building challenges.
  • Grassy Permafrost

    • Description: The main soil type in tundras; allows for limited plant growth.
    • Recommended Use: Useful in creating realistic tundra environments.

Metamorphic: formed with pressure as strata layers

  • Will be main stone based on where it forms
    Igneous: Solidified Magma
  • Will spawn in stratas and clusters throughout the world or as large rocks in mountains
    Sedimentary: Formed by sediments deposited by water or air
  • Will spawn in giant layered deposits in low elevations under rivers, lakes, and generally randomly throughout the world

Stone - Main stone

Igneous:

  • Granite - Found near plate boundaries in deposits.

    • Biome/Terrain: Mountain ranges, cliffs, or new Plate Boundary biome with tectonic activity.
  • Andesite - Main stone in mountains and volcanoes.

    • Biome/Terrain: Mountain biome, volcanic craters, or new Volcanic biome.
  • Diorite - Found in patches in mountains, often near convergent plate boundaries.

    • Biome/Terrain: Mountain biome or a new Plate Boundary biome with tectonic uplift and fault lines.
  • Basalt - Found in columns in areas with high volcanic activity, common in oceanic crust.

    • Biome/Terrain: Basalt Deltas in the Nether, volcanic fields, or oceanic crust near underwater volcanoes or mid-ocean ridges.
  • Magma - Molten rock found beneath the Earth's crust, concentrated in magma chambers or volcanic conduits.

    • Biome/Terrain: Deep layers under volcanic biomes or underground Lava Pools beneath active volcanoes.
  • Smooth Basalt - Found in large strata beneath the oceans. Sparse strata near beaches. Almost none under continents.

    • Biome/Terrain: Under deep oceans, Deep Ocean biomes, or along oceanic volcanic ridges and Underwater Volcanic Zones.
  • Rhyolite - Felsic stone, rich in silica, found primarily in volcanic areas.

    • Biome/Terrain: Volcanic craters or a new Felsic Volcano biome, where magma cools quickly.
  • Scoria - Molten blobs of rock ejected from volcanoes. Small but common deposits around volcanoes.

    • Biome/Terrain: Found around Volcanic Peaks, new Volcanic Ash Plains biome with volcanic debris.

Metamorphic:

  • Tuff - Extrusive igneous rock made of compacted volcanic ash. Found in strata around volcanic activity.

    • Biome/Terrain: Mountain biome near volcanoes or volcanic fields.
  • Deepslate - A slated stone found starting at y-700 and lower. Can be changed to just slate

    • Biome/Terrain: Deep underground in Deep Caverns or a new Subterranean Abyss biome, below y-700.
  • Schist - Found in high-pressure metamorphic zones, typically associated with mountain ranges.

    • Biome/Terrain: Mountain biomes, particularly in areas where tectonic activity has uplifted metamorphic rock.
  • Pyrite - Common iron mineral (fool’s gold), often found in large deposits in both metamorphic and sedimentary rocks, frequently near copper.

    • Biome/Terrain: Near large Copper Deposits in Mountain biomes or a new Copper Basin biome.

Sedimentary:

  • Dripstone - Found in dripstone caves. Dripstone caves will only spawn in limestone deposits

  • Sandstone - Layer of rocky ground beneath deserts and beaches, formed from compacted sand.

    • Biome/Terrain: Desert biome, beneath sand dunes or beaches.
  • Limestone - Main stone in shallow oceans and canyons.

    • Biome/Terrain: Shallow Warm Ocean biome, or a new Canyon biome with limestone cliffs.
  • Red Rock - Main stone in badlands.

    • Biome/Terrain: Badlands biome, forming the majority of the terrain.

Minerals:

  • Calcite - Found around crystals.

    • Biome/Terrain: Within Amethyst Geodes or a new Crystal Cavern biome.
  • Amethyst - Found in geodes, surrounded by calcite.

    • Biome/Terrain: Amethyst Geodes, with potential geode clusters in mountainous or cave biomes.
  • Rough Quartz - Found in geodes, surrounded by calcite.

    • Biome/Terrain: Amethyst Geodes or newly expanded Quartz Geodes.
  • Malachite - A copper-related mineral, found above copper deposits, within stalactites, or as coatings in caves and crevices.

    • Biome/Terrain: Near Copper Veins in Dripstone Caves or Stalactite Caverns.

Replacing Fictional Stones and Crystals:

  1. Asurine (fictional, azure color):

    • Replace with: Lapis Lazuli - A deep blue metamorphic rock used as a semi-precious stone.
    • Biome/Terrain: Found in Deep Mines or new Blue Rock Ravine biome, rich in Lapis veins.
  2. Crimsite (fictional, crimson color):

    • Replace with: Ruby - A precious gemstone, variety of corundum, known for its crimson red color.
    • Biome/Terrain: Found in Mountain Mines, or a new Ruby Cliffs biome where rubies spawn in crystal formations.
  3. Veridium (fictional, green color):

    • Replace with: Emerald - A variety of beryl, known for its deep green color.
    • Biome/Terrain: Found in Mountain Biomes or a new Emerald Peaks biome, with high emerald deposits.
  4. Ochrum (fictional, ochre color):

    • Replace with: Goethite - A brownish-yellow iron oxide mineral, often found in ochre clays.
    • Biome/Terrain: Badlands biome or a new Ochre Basin biome, rich in iron and ochre deposits.
  5. Scorchia (fictional, ashy color):

    • Replace with: Obsidian - A naturally occurring volcanic glass, often black but can appear gray or smoky.
    • Biome/Terrain: Volcanic Peaks or Lava Lakes in the Nether, or in Volcanic Craters.

@Steveplays28 Steveplays28 added this to the v1.0.0 milestone Oct 12, 2024
@Steveplays28 Steveplays28 added the enhancement New feature or request label Oct 12, 2024
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GrandmaPork commented Dec 7, 2024

General brainstorming assistance:

It’s important to categorize the world into three temperature types:
Hot, moderate, cold
Arid, temperate, and humid will be important later

These categories should have their own unique pros and cons that increase/decrease as you travel to other temperatures.

MODERATE is easily the best temperature range to be in. The player will normally have the most readily available resources. Early game may solely take place in a moderate temperature biome.
HOT and COLD will be equally difficult to live in with greater moistures being the easiest to live in. Whether or not the player settles in one of these biomes will likely depend on preference so it must be noted that a “native” to these temperature ranges should receive bonuses and/or nullified negatives that foreigners will have to deal with (until they adapt). This may include: specialized armor made by resources only from these temperatures, and higher weapon damage from more valuable metals only in these temperatures.

Moisture will be what makes a region truly difficult to live in. ARID for HOT and COLD regions will have almost 0 early game resources, making them an undesirable location. HUMID on paper will likely be the most desirable due to the over abundance of early game resources like wood. That being said, it’s an extreme and likely could/should be balanced by an increase in difficulty of settling in these areas, either due to increased dangerous predators or lots of large trees to cut down. Or both.

Combining the two gives us various sub-categories with biomes. On top of these categories, sub-sub-categories, or: "Ecotones", can be added to blend transitions, though they will be important later. Temperature and moisture sub-categories will make up the largest and most prominent biomes. While it is possible for multiple biomes to fit the same sub-category (i.e. plains and sunflower plains), they should have the same loot and resources, with the exception of a few theming additions.

Here's a rough idea of how sub-categories can be balanced.

HOT ARID: This will be the generic Minecraft desert and badlands, also a double extreme. Pros may include late game resources like: Oil and valuable chest loot, maybe larger ore deposits. Cons: Impossible to live in during early game, no other necessary resources
HOT MODERATE: Savannas, single extreme. Pros: More valuable resources and deposits. More mid-game viable loot. Cons: Not as easy to live in,
HOT HUMID: Jungles, double extreme. Plentiful in wood and similar resources. Hostile environment makes it difficult to live in. Old (forgotten?) riches can be found within the earth and extra (carbon based?) ores.

TEMPERATE ARID: Plains, single extreme. Pros: Plentiful in cattle and early-game resources, generally easiest to live in, easiest to settle in, easy to farm in. Cons: Limited resources, few endgame resources.
TEMPERATE MODERATE: Birch and oak forests, no extremes.

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