作者:rebot | 分类:地图
Minecraft 版本: 1.20.1
平台: forge
标签: adventure game-mechanics worldgen
A dynamic terrain mod that adds a gradual erosion system to the game, slowly transforming the routes you travel more often through into beautiful and realistic (yet still vanilla-friendly!) looking paths. Make your world feel more immersive by etching the story of your explorations onto the landscape.
These are the parameters that govern the mod's logic and which can be tweaked to taste in the config file. The current default values are the ones that felt the best for me so far, but of course you may find some that work best for your own experience so please feel free to experiment with them.
Due to the erosion logic being essentially subtle but progressively noticeable overtime, TRMT works as a nice world building add-on to other terrain generation (Terralith, Tectonic, Biomes O'Plenty, Oh The Biomes You'll Go), exploration (Distant Horizons, Voxy) and nature focused (Serene Seasons) mods.
Compatible with Xaero's World Map, JourneyMap and VoxelMap. The roads more travelled are also visible from a bird's eye view!
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Any plans on porting to other mod loaders and platforms?
Yes, definitely. NeoForge and Forge support will be included in the next update. When I'm done with those ports I will work on a Paper port and then a Bedrock port.
What about other versions?
I will be attempting a port to 1.16.5 and 1.12.2 soon.
Is it compatible with other mods that add mounts and vehicles?
In principle yes, as long as they are registered by the game as mounts. As for more complex mods like Create Aeronautics (been asked about this one a lot!), I will work on making it compatible soon as I'm done with the NeoForge port.
_What other mod compatibilities are planned?__
For the time being, I will be working on adding compatibility with Create Aeronautics, Via Romana and Countered Terrain Salbs. For other terrain generation mods that add their own custom blocks I also wish to add compatibility, but this will require a little bit more work. Will post updates on this regard further down the road.
How is this performance-wise?
Fairly cheap. Erosion data is stored sparsely and in a self-cleaning way with reference to the block position, meaning that only blocks that have been stepped on but haven't transformed yet are tracked. As for how de-erosion works, each erosion entry also stores a timestamp which gets compared with the current gametime when a block has not been stepped on for a determinate amount of time. This is done using random ticks and only when a chunk is loaded, so it doesn't pose any more of an additional burden on the system than saplings becoming trees normally do (which is negligible).
Can de-erosion be turned-off?
Yes. You can use the deErosion toggle on the config.
Can I use this in an already generated world?
Absolutely.
What happens to the eroded paths if I uninstall the mod?
Eroded blocks can be turned into their vanilla variants by running /trmt convert-to-vanilla on loaded chunks. Otherwise they will simply turn into air.
Traveller, there is no road. The road is made by walking.Antonio Machado
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