This Minecraft Terrain Generation Mod Is Infinitely Customizable…

Some Minecraft terrain mods are incredibly realistic, some are vanilla friendly… Then there’s mods like this! It doesn’t really generate terrain in any particular manner, that part comes down to you. Enjoy!

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*Download TerraMath here:*
https://modrinth.com/mod/terra-math

*Other mods included in the video:*

Complementary Shaders –
https://modrinth.com/shader/complementary-reimagined

Distant Horizons –
https://modrinth.com/mod/distanthorizons

Fresh Player Animations –
https://modrinth.com/resourcepack/fresh-player-animations

Leawind’s Third Person –
https://modrinth.com/mod/leawind-third-person

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*Formulas for terrain generation! (order of appearance)*

*Arches:*
sin(sqrt(x^2+y^2)/10)*cos(z/15)*20

*Ridged Mountains:* round(sin(x/6+sin(z/8))*cos(sqrt(x^2+z^2)/10)*6)+abs(cos(z/8+cos(x/6))*sin(sqrt(x^2+z^2)/12)*4)

*Twisting Spires:* round(sin(x/8)*cos(z/10)*sqrt(x^2+z^2)/20)*15+abs(cos(x/12)*sin(z/15)*sqrt(x^2+z^2)/30)*10

*Layered Waves:*
abs(sin(x/10)*cos(y/10)*z/10)*15

*Hollow Lands:* mod(floor(sin(x/10)*20)+floor(cos(y/10)*20),2)*20+sin(z/15)*10

*Staggered Chunks:*
sigmoid(x/20)*sigmoid(z/20)*20 + round(sin(x/10))*5 + round(cos(z/10))*5

*Smooth Mountain:* 20*sin(sqrt(x^2+y^2)/15)*cos(z/10)*tanh(sin(x/10)*cos(y/10))+pow(sin(z/30),3)*30

*Mega Ramp:*
clamp(sin(sqrt(x^2+y^2)/20)*cos(z/10)*exp(-abs(z-30)/15)*50,0,30)-z/5

*Points & Valleys:* sin(x/5)*cos(z/5)+0.5*sin(x/10)*cos(z/10)+0.3*sin(x/20)*cos(z/20)+0.1*mod(x,10)*mod(z,10)

*Ominous Wall:*
mod(floor(sin(x/10)+cos(y/10)*10),2)*20-z

*CYLINDER:*
max(sin(sqrt(x^2+y^2)/25)*30-abs(z-20),tanh(z/10)*20*sin(x/15)*cos(y/15))

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Music
Taswell – Volume Beta
https://c418.bandcamp.com/track/taswell

37 Comments

  1. Is anyone smart enough to make a formula where an area (big or small) around spawn is amplified and then the rest of the world is basically normal?

  2. I have absolutely no idea what I am doing. I just chucked a bunch of random equations from the list.

    1×1 block wide wall everywhere and they reach build limit: sqrt(clamp(tan(x),10,15)*clamp(cos(y),10,20)*clamp(sin(z),10,30))

    watery mess: sigmoid(sin(x))*sigmoid(sin(y))*sigmoid(sin(z))-acos(clamp(y,0,4))

    Random one (haven't played): clamp(sqrt(x),5,50)+clamp(cbrt(x),5,50)/clamp(sqrt(y),5,50)+clamp(cbrt(y),5,50)/clamp(sqrt(z),5,50)+clamp(cbrt(z),5,50)

    Ping the break minecraft with your dumb ideas guy for me boys!

  3. This ones pretty cool, its like a matrix but spherical

    128*tanh(sin(x)+cos(y)+sin(z)+.5*erf(x/3)+atan(z)*sigmoid(y)+gamma(sign(x)+2)/10+mod(x,10)/20+beta(mod(y,5)+1,2)+sigmoid(z))

  4. So, yeah, this needs two things:
    Multiple formulas, that can either be stacked or used separately.
    And a few different basic noise patterns built in. Perlin noise especially.
    Absolutely, fully customizable minecraft maps would be SO cool y'all. lol

  5. From my (1 youtube video's worth of) terrain generation knowledge, all this mod does is take the place of the terrain generation algorithm.

    From what I can remember, a heat map is generated which determines biome temperature, which influences what biomes go where, which influences what kind of terrain is generated, which tunnels, structures, ores, and vegetation are generated in and on.

    This predicts what kind of worlds you see with this mod: Biomes are where they should be but their the terrain looks like something straight from desmos, but the buildings and vegetaion all look like they generated properly, albeit in rediculous places.

  6. If this one doesn't utilize the "Cursed" tag on Modrinth… 🤣

    Anyway, this is an interesting proof of concept, 'cause I agree that the terrain gen tiling as it is currently is a bit limiting for "really crazy" to take place. I can appreciate it worked with at least one biome expansion mod that you tested (and could probably work with many others), but it probably has zero current (or planned, if I had to guess) compat with other terrain gen mods as well. Understandable, since they'd likely all be messing with the same area of code.

    Meanwhile, I'm over here questioning how to stitch together multiple terrain gen mods, with carefully set, and configured rules for how the final generated world should look (with the usual variations in spawn seed so it isn't just a static pre-built world with no surprises, or special interest scenery), and the mere thought of that is so perplexing I've not even downloaded anything to get started with poking around to see how the candidates tick. A rightfully intimidating prospect when you aren't versed in even one code language, let alone whatever compiled spaghetti makes up a minecraft mod. 😓
    Warning to any readers who made it this far; I'll never see any replies, because no notifs.

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