Near harad fertile has to be replaced by several biomes as it was split up in update 34
Biome Variants are a feature of the mod that enable greater variation in biome generation without the need to create many similar variations of each base biome. They are generated as a second layer over the biomes themselves, and can alter terrain features of that biome, most notably height, hilliness, tree coverage, tree types, and grass coverage.
The types of biome variants that can generate in a biome are defined for each biome in the code. Normal biomes get the generic biome variants and combinations of the oak forest/spruce forest variants, Oak wood type biomes do not have spruce-including variants, Spruce wood type biomes do not have oak variants, forest biomes have clearings and hills, and swamps are different all together. Variants cannot mix or overlap; that is to say, there is only one layer of variants on top of the base biomes.
In Middle-earth, the current biome variant is shown in the F3 debug screen on the left-hand side along with other biome information.
A complete list of biome variants follows. Note that no biome has all of these, and some, such as Mordor, have none.
For biome variants that do not occur in a significant number of Middle-earth's biomes, a list of biomes is added to show where these can generate.
These variants appear in a wide range of different biomes.
|Standard||The placeholder biome variant. Regions with this variant generate according to the biome's base properties.|
|Flowers||A version of the biome with an abundance of flowers. Relatively rare.|
|Forest||A more forested version of the biome. The trees which are generated are the same as those generated by the base biome. A plains-type biome that generates this variant will resemble a typical forest-type biome. A relatively common biome variant.|
|Light Forest||A variant that increases tree coverage, but not as much as the forest variant.|
|Steppe||A very flat version of the biome, with few trees.|
|Barren Steppe||A steppe, but with no trees. Structures may generate here more commonly due to the simple terrain and lack of trees. Offers very little cover from any hostile eyes.|
|Hills||A hillier version of the biome, but not as hilly as the mountain variant. Does not alter the base height of the biome. One of the most common variants.|
|Forest Hills||A version of the hills variant that also increases tree coverage.|
|Mountains||These are basically highlands made up of mountainous areas towering above the surrounding terrain. They are generally open areas with little tree coverage, steep slopes, and fairly flat summits. Sometimes these can cover quite large areas, forming highland regions that hold deep valleys.|
|Lake||A lake. Lakes can be many sizes, ranging from small ponds to huge lagoons. They may sometimes have small islands in them. Lakes are usually rare, but the Far Harad Jungle biome generates small lakes very commonly. See below for a quite interesting ᚱᚢᚾᛖ (rune).|
|River||Rivers are special biome variants that replace the vanilla generated river biomes. The mods rivers have a better fit in the biomes where they are generated.|
|Scrubland||Scrublands are typically areas with very poor, sandy and/or rocky soil. This results in very little tree growth and the vegetation is dominated by low growing scrubs (stunted trees/shrubs) and bushes.|
|Scrubland Hills||The scrubland hills are a hilly type of scrubland.|
|Wasteland||Wasteland is a very barren biome and can vast stretches of the terrain consist of barren rock. The soil is generally very poor and vegetation is sparse. The landscape can both consist of flat plains and rolling hills.|
These variants add new tree types in addition to changing the biome's properties.
|Dense Oak Forest||A forest of densely clustered oak trees. This variant greatly increases the tree coverage of the biome and also adds a new tree type: huge oak trees similar to those found in Lothlórien and Fangorn but not quite as large.|
|Dense Dark Oak Forest||A dense forest with many normal and huge dark oak trees. This variant is unique to the Drúwaith Iaur.|
|Dense Birch Forest||A dense forest with many normal, large and huge birch trees.|
|Dense Spruce Forest||A dense forest with many normal and large spruce trees.|
|Dense Oak/Spruce Forest||A dense forest with many normal and large oak and spruce trees, and many huge oak trees.|
|Dense Lebethron Forest||A dense forest with many normal and large Lebethron trees. This variant is unique to Ithilien.|
|Dead Oak Forest||A version of the biome with increased tree coverage and added dead oak trees.|
|Dead Spruce Forest||A dead forest with dead spruce trees.|
|Dead Oak/Spruce Forest||A dead forest with both dead oak and spruce trees.|
|Oak Shrubland||A version of the biome with many short shrubs on the ground.|
Single tree type dominated forestsEdit
|Aspen Forest||A forest dominated by Aspen trees.|
|Birch Forest||A forest dominated by Birch trees.|
|Beech Forest||A forest dominated by Beech trees.|
|Maple Forest||A forest dominated by Maple trees. Relatively rare.|
|Larch Forest||A forest dominated by Larch trees.|
|Pine Forest||A forest dominated by Pine trees.|
These relatively small biomes represent the cultivated fruit orchards of Middle-earth. The following variants are defined:
|Shire Orchard||An orchard type exclusive for the Shire, containing apple, pear and cherry trees.|
|Apple-Pear Orchard||An orchard containing apple and pear trees.|
|Orange Orchard||An orchard containing orange trees.|
|Lemon Orchard||An orchard containing lemon trees.|
|Lime Orchard||An orchard containing lime trees.|
|Almond Orchard||An orchard containing almond trees.|
|Olive Orchard||An orchard containing olive trees.|
|Plum Orchard||An orchard containing plum trees.|
|Date Palm Orchard||An orchard containing date palm trees. This orchard type is exclusive to Near Harad Fertile and Rhúdel.|
|Pomegranate Orchard||An orchard containing pomegranate trees. This orchard type is exclusive for Near Harad Fertile and the Rhúdel.|
These biome variants are only found in specific biomes or specific types of biomes.
|Forest Clearing||A clearing in the surrounding forest. Only found in forest biomes.|
|Swamp Upland||A version of the the biome with fewer pools, higher land generation, and many more trees. Only found in swamp biomes.|
|Swamp Lowland||A variant of the the biome that is flat and watery, like a vast pool choked with bits of land and quagmire. Only found in swamp biomes.|
|Baobab Savannah||A variant of the Far Harad Savannah with a light forest of Baobab trees.|
|Red Boulders||A variant of the Near Harad Desert with boulders made of red sandstone.|
|Rohan Boulders||A variant of Rohan with boulders of Rohan rock.|
|Dense Jungle||A variant of the Far Harad Jungle with enormous Jungle and Mahogany trees, much larger than those found in other 'dense' variants, in addition to increased tree coverage.|
|Vineyard||A variant found exclusively in Dorwinion. This is one of the two places where Grapevines grow and the only place where Vinekeepers and Vinehands can be found.|
Other notable featuresEdit
The terrain generation for the Mod's biomes differs in many respects from that of Vanilla Minecraft. Here are a few notable features that may strike the eye when you're travelling Middle-earth:
- The soil has patches of barren dirt, gravel and podzol. The variety of which is dependent on the biome variant.
- Forested biomes and biome variants have fallen leaves on the ground to give the impression of leaf litter.
- The occurrence of clay deposits is more randomised and less clustered (as it is in Vanilla MC).
- Vegetation is much richer. Some biomes and variants have special, or even unique flowers and, while many biomes and their variants share a large number of types of common vegetation.
- Many trees and tree variants are added in comparison to Vanilla MC. Some are widespread, some are unique to specific biomes.
- The wildlife is equally enriched. Some biomes have unique wildlife, while many have a lot of very common animals such as birds and butterflies.
- Apart from the numerous structures created as faction or biome specific builds, there are also a number of structures that generate randomly in a great number of biomes, independent of the biome variants. These are: orc dungeons, stone ruins and, as of Public Beta 28, a fair number of various smaller stone ruins.
- Quite a few biomes have unique rock types, like Rohan and the Red Mountains giving these biomes a unique look and feel.
- The Mod also uses customised code to spawn caves and ravines. You will certainly notice this as travelling greater distances. Lava lakes are generally not present on higher altitudes, except in a few biomes, like Mordor and the Far Harad Volcano biome.
- Finally, the terrain generation is far more realistic, and more suitable for a Middle-earth themed Mod, than that of Vanilla Minecraft.
|“|| ᛚ The lake seems interminable to men,|
if they venture on the rolling bark
and the waves of the lake terrify them
and the courser of the deep heed not its bridle.