Real badlands clay bands and a real biome temperature table

The bandlands rule cycled four terracotta colours off a per-column random draw.
Vanilla generates a 192-entry band table once per world, from a random source
named clay_bands, and reads it at the block's height shifted by the
clay_bands_offset noise. Brown, red and light grey terracotta were never placed
anywhere; the stripes were the wrong thickness and did not line up between
neighbouring columns. All seven colours now appear.

The temperature condition matched a hand-written list of eleven biome names.
Replacing it with the temperature field read out of the jar's 65 biome JSONs
fixes one of them: deep_frozen_ocean reads cold by name but its base
temperature is 0.5, so vanilla does not freeze it. taiga and the pine taigas
were the other way round -- excluded by name, and correctly so, but by
coincidence rather than by data.

Two parts of the vanilla calculation are left out and documented where they
belong: the height adjustment that cools peaks, and the "frozen" modifier that
warms scattered patches of frozen ocean. Both need PerlinSimplexNoise. Neither
is reachable from the overworld tree in a way that shows: the single condition
that consults temperature sits under a frozen_ocean biome check, below a water
check, and decides whether a hole in the ocean floor ices over. The snowy
mountain tops come from biome selection, not from here -- which is not what the
plan for this commit assumed.

The per-column *rand.Rand threaded through SurfaceContext goes away with the
old bandlands rule; nothing needs it now that vertical_gradient rolls
positionally.
This commit is contained in:
Master290 2026-07-27 02:31:10 +03:00
parent c19e5f0e4f
commit 3a255b52e1
8 changed files with 289 additions and 68 deletions

View file

@ -302,6 +302,48 @@ func main() {
fmt.Printf(" OK: %d of %d grass columns carry 2+ blocks of dirt\n", banded, allGrass)
}
// Badlands banding: the clay band table is 192 entries of seven terracotta
// colours. The stand-in it replaced cycled four, so brown, red and light
// grey never appeared anywhere in the world.
fmt.Println("\n=== Badlands clay bands (expect several terracotta colours down a column) ===")
terracottas := map[uint16]string{
12912: "terracotta", 11444: "white", 11445: "orange", 11448: "yellow",
11452: "light_gray", 11456: "brown", 11458: "red",
}
seenBands := map[uint16]int{}
badlandsCols := 0
for cx := int32(-300); cx < 300 && badlandsCols < 8; cx += 7 {
for cz := int32(-300); cz < 300 && badlandsCols < 8; cz += 7 {
name := world.BiomeNameAt(od, int(cx)*16+8, int(cz)*16+8)
if name != "minecraft:badlands" && name != "minecraft:eroded_badlands" && name != "minecraft:wooded_badlands" {
continue
}
ch := gen(cx, cz)
for lx := 0; lx < 16; lx += 4 {
for lz := 0; lz < 16; lz += 4 {
for wy := world.MinY + world.WorldHeight - 1; wy >= world.MinY; wy-- {
if _, isBand := terracottas[ch.GetBlock(lx, wy, lz)]; isBand {
seenBands[ch.GetBlock(lx, wy, lz)]++
}
}
}
}
badlandsCols++
}
}
if badlandsCols == 0 {
fmt.Println(" (no badlands in the scan area)")
} else {
for id, label := range terracottas {
fmt.Printf(" %-11s %d\n", label, seenBands[id])
}
if len(seenBands) < 6 {
fmt.Printf(" FAIL: only %d of 7 terracotta colours placed\n", len(seenBands))
} else {
fmt.Printf(" OK: %d of 7 terracotta colours across %d badlands chunks\n", len(seenBands), badlandsCols)
}
}
// 2) Cross-section at chunk (0,0): column x=8, over full Y, ASCII.
fmt.Println("\n=== Cross-section chunk(0,0) z=8, x=0..15 (side view, top 96 blocks near surface) ===")
c := gen(0, 0)

View file

@ -32,7 +32,7 @@ const dataVersion26 = 4790
// first time it ran: chunkAt prefers the store over the generator, so the
// already-explored area around spawn keeps its old terrain and every later fix
// looks like it did nothing in exactly the place you are standing.
const generatorVersion = 5
const generatorVersion = 6
// generatorVersionTag is the NBT key holding generatorVersion. It is namespaced
// because it is ours, not part of the vanilla chunk format.

View file

@ -123,13 +123,12 @@ func generateVanilla(od *worldgen.OverworldDensity, fluidPicker worldgen.FluidPi
sctx = surfaceRule.NewContext()
}
for lz := 0; lz < 16; lz++ {
rng := newColumnRand(baseX+lx, baseZ+lz, int(seed))
if ruleErr == nil {
applySurfaceRule(od, surfaceRule, sctx, &columns[lx][lz],
baseX+lx, baseZ+lz, lx, lz, &worldSurface, biomeName[lx][lz], rng)
} else {
fillLegacySurface(&columns[lx][lz], surfTop[lx][lz], rng)
baseX+lx, baseZ+lz, lx, lz, &worldSurface, biomeName[lx][lz])
continue
}
fillLegacySurface(&columns[lx][lz], surfTop[lx][lz], newColumnRand(baseX+lx, baseZ+lz, int(seed)))
}
}(lx)
}
@ -275,7 +274,7 @@ func substance(aq *worldgen.Aquifer, fluidPicker worldgen.FluidPicker, x, y, z i
// One *rand.Rand is created per column (not per block) — bandlands/gradient
// consume from it sequentially, which is correct because vanilla seeds those
// per-column too. This avoids ~98k rand.New allocations per chunk.
func applySurfaceRule(od *worldgen.OverworldDensity, rules *worldgen.SurfaceRuleSet, sctx *worldgen.SurfaceContext, out *[WorldHeight]uint16, wx, wz, lx, lz int, worldSurface *[16][16]int, biomeName string, rng chunkRand) {
func applySurfaceRule(od *worldgen.OverworldDensity, rules *worldgen.SurfaceRuleSet, sctx *worldgen.SurfaceContext, out *[WorldHeight]uint16, wx, wz, lx, lz int, worldSurface *[16][16]int, biomeName string) {
top := -1
for i := WorldHeight - 1; i >= 0; i-- {
if out[i] != StateAir {
@ -299,7 +298,6 @@ func applySurfaceRule(od *worldgen.OverworldDensity, rules *worldgen.SurfaceRule
sctx.SurfaceDepth = surfaceDepth
sctx.MinSurfaceLevel = od.MinSurfaceLevelAt(wx, wz, surfaceDepth)
sctx.Steep = steepAt(worldSurface, lx, lz)
sctx.Rng = rng.toRand()
minY := MinY
stoneDepthAbove := 0
waterHeight := worldgen.NoWaterAbove

View file

@ -0,0 +1,87 @@
package worldgen
import "math"
// bandlands.go ports SurfaceSystem's badlands clay banding: a 192-entry table
// of terracotta colours generated once per world, indexed by height plus a
// noise offset. It is what gives badlands their horizontal stripes.
//
// The previous stand-in cycled four colours off a per-column random draw, which
// produced stripes of the wrong thickness in the wrong places and never used
// brown, red or light grey at all.
const clayBandCount = 192
// clayBands is the generated band table plus the noise that shifts it
// horizontally.
type clayBands struct {
bands [clayBandCount]uint16
offset *NormalNoise
}
// bandAt is SurfaceSystem.getBand.
func (c *clayBands) bandAt(x, y, z int) uint16 {
// Math.round, which is floor(v+0.5) — not Go's round-half-away-from-zero.
shift := int(math.Floor(c.offset.GetValue(float64(x), 0, float64(z))*4.0 + 0.5))
return c.bands[((y+shift)%clayBandCount+clayBandCount)%clayBandCount]
}
// newClayBands is SurfaceSystem.generateBands: terracotta everywhere, then
// orange stripes at random intervals, then runs of yellow, brown and red, then
// white bands flanked by light grey.
func newClayBands(random RandomSource, offset *NormalNoise) *clayBands {
c := &clayBands{offset: offset}
terracotta, _ := surfaceBlockID("minecraft:terracotta", nil)
orange, _ := surfaceBlockID("minecraft:orange_terracotta", nil)
yellow, _ := surfaceBlockID("minecraft:yellow_terracotta", nil)
brown, _ := surfaceBlockID("minecraft:brown_terracotta", nil)
red, _ := surfaceBlockID("minecraft:red_terracotta", nil)
white, _ := surfaceBlockID("minecraft:white_terracotta", nil)
lightGray, _ := surfaceBlockID("minecraft:light_gray_terracotta", nil)
for i := range c.bands {
c.bands[i] = terracotta
}
// The stride is added to the loop variable, so the ++ at the end of each
// iteration is part of the spacing — as it is in vanilla.
for i := 0; i < clayBandCount; i++ {
if i += int(random.NextIntN(5)) + 1; i >= clayBandCount {
continue
}
c.bands[i] = orange
}
c.makeBands(random, 1, yellow)
c.makeBands(random, 2, brown)
c.makeBands(random, 1, red)
whiteBandCount := nextIntBetweenInclusive(random, 9, 15)
for i, start := 0, 0; i < whiteBandCount && start < clayBandCount; i, start = i+1, start+int(random.NextIntN(16))+4 {
c.bands[start] = white
if start-1 > 0 && random.NextBoolean() {
c.bands[start-1] = lightGray
}
if start+1 >= clayBandCount || !random.NextBoolean() {
continue
}
c.bands[start+1] = lightGray
}
return c
}
// makeBands is SurfaceSystem.makeBands: six to fifteen runs of one colour, each
// a few bands wide, dropped at random offsets.
func (c *clayBands) makeBands(random RandomSource, baseWidth int, state uint16) {
bandCount := nextIntBetweenInclusive(random, 6, 15)
for i := 0; i < bandCount; i++ {
width := baseWidth + int(random.NextIntN(3))
start := int(random.NextIntN(clayBandCount))
for p := 0; start+p < clayBandCount && p < width; p++ {
c.bands[start+p] = state
}
}
}
// nextIntBetweenInclusive is RandomSource.nextIntBetweenInclusive.
func nextIntBetweenInclusive(random RandomSource, lo, hi int) int {
return lo + int(random.NextIntN(int32(hi-lo+1)))
}

View file

@ -0,0 +1,99 @@
package worldgen
// biome_temperature.go holds each overworld biome's base temperature, extracted
// verbatim from the "temperature" field of data/minecraft/worldgen/biome/*.json
// inside the 26.1.2 server jar. It replaces a hand-written list of biome names
// that guessed at which ones were cold.
//
// The surface rule tree consults it through exactly one condition
// (minecraft:temperature), which decides whether a hole in a frozen ocean floor
// freezes over.
// biomeTemperature maps a biome to Biome.getBaseTemperature().
var biomeTemperature = map[string]float32{
"minecraft:badlands": 2.0,
"minecraft:bamboo_jungle": 0.95,
"minecraft:basalt_deltas": 2.0,
"minecraft:beach": 0.8,
"minecraft:birch_forest": 0.6,
"minecraft:cherry_grove": 0.5,
"minecraft:cold_ocean": 0.5,
"minecraft:crimson_forest": 2.0,
"minecraft:dark_forest": 0.7,
"minecraft:deep_cold_ocean": 0.5,
"minecraft:deep_dark": 0.8,
"minecraft:deep_frozen_ocean": 0.5, // temperature_modifier: frozen
"minecraft:deep_lukewarm_ocean": 0.5,
"minecraft:deep_ocean": 0.5,
"minecraft:desert": 2.0,
"minecraft:dripstone_caves": 0.8,
"minecraft:end_barrens": 0.5,
"minecraft:end_highlands": 0.5,
"minecraft:end_midlands": 0.5,
"minecraft:eroded_badlands": 2.0,
"minecraft:flower_forest": 0.7,
"minecraft:forest": 0.7,
"minecraft:frozen_ocean": 0.0, // temperature_modifier: frozen
"minecraft:frozen_peaks": -0.7,
"minecraft:frozen_river": 0.0,
"minecraft:grove": -0.2,
"minecraft:ice_spikes": 0.0,
"minecraft:jagged_peaks": -0.7,
"minecraft:jungle": 0.95,
"minecraft:lukewarm_ocean": 0.5,
"minecraft:lush_caves": 0.5,
"minecraft:mangrove_swamp": 0.8,
"minecraft:meadow": 0.5,
"minecraft:mushroom_fields": 0.9,
"minecraft:nether_wastes": 2.0,
"minecraft:ocean": 0.5,
"minecraft:old_growth_birch_forest": 0.6,
"minecraft:old_growth_pine_taiga": 0.3,
"minecraft:old_growth_spruce_taiga": 0.25,
"minecraft:pale_garden": 0.7,
"minecraft:plains": 0.8,
"minecraft:river": 0.5,
"minecraft:savanna": 2.0,
"minecraft:savanna_plateau": 2.0,
"minecraft:small_end_islands": 0.5,
"minecraft:snowy_beach": 0.05,
"minecraft:snowy_plains": 0.0,
"minecraft:snowy_slopes": -0.3,
"minecraft:snowy_taiga": -0.5,
"minecraft:soul_sand_valley": 2.0,
"minecraft:sparse_jungle": 0.95,
"minecraft:stony_peaks": 1.0,
"minecraft:stony_shore": 0.2,
"minecraft:sunflower_plains": 0.8,
"minecraft:swamp": 0.8,
"minecraft:taiga": 0.25,
"minecraft:the_end": 0.5,
"minecraft:the_void": 0.5,
"minecraft:warm_ocean": 0.5,
"minecraft:warped_forest": 2.0,
"minecraft:windswept_forest": 0.2,
"minecraft:windswept_gravelly_hills": 0.2,
"minecraft:windswept_hills": 0.2,
"minecraft:windswept_savanna": 2.0,
"minecraft:wooded_badlands": 2.0,
}
// coldEnoughToSnow is Biome.coldEnoughToSnow: below 0.15 the biome gets snow
// and ice rather than rain.
//
// Two parts of vanilla's calculation are not reproduced, both because they need
// PerlinSimplexNoise, which we do not have:
//
// - the height adjustment, which cools a column above sea level + 17 and so
// puts snow on peaks in otherwise temperate biomes. No rule in the
// overworld tree reaches this condition above that height.
// - the "frozen" temperature modifier, which warms scattered patches of
// frozen_ocean and deep_frozen_ocean. Its absence makes frozen-ocean ice
// uniform where vanilla leaves open water in it.
//
// An unknown biome reads as warm, which is the safe direction: it leaves the
// default block alone rather than icing something over.
func coldEnoughToSnow(biome string) bool {
temperature, ok := biomeTemperature[biome]
return ok && temperature < 0.15
}

View file

@ -17,6 +17,7 @@ type Loader struct {
rs *RandomState
dfCache map[string]DensityFunction
interpolated []*Interpolated
bands *clayBands
}
// OverworldDensity is the parsed final_density plus the set of Interpolated
@ -446,3 +447,17 @@ func (l *Loader) parseSplineValue(v any) (DensityFunction, error) {
}
return l.parseNode(v)
}
// clayBands builds the world's badlands band table on first use. It is seeded
// from the root positional factory hashed by name, as SurfaceSystem does.
func (l *Loader) clayBands() (*clayBands, error) {
if l.bands != nil {
return l.bands, nil
}
offset, err := l.noiseField("minecraft:clay_bands_offset")
if err != nil {
return nil, fmt.Errorf("clay_bands_offset noise: %w", err)
}
l.bands = newClayBands(l.rs.Positional().FromHashOf("minecraft:clay_bands"), offset)
return l.bands, nil
}

View file

@ -4,7 +4,6 @@ import (
"encoding/json"
"fmt"
"math"
"math/rand"
)
// surface.go implements the vanilla SurfaceRules interpreter: a rule tree that
@ -59,10 +58,6 @@ type SurfaceContext struct {
// the interpolated preliminary surface level plus SurfaceDepth less 8.
// above_preliminary_surface tests Y against it.
MinSurfaceLevel int
// Rng is a per-column deterministic source for the bandlands rule. It is
// seeded by the column so results are stable across runs.
Rng *rand.Rand
// noiseValues holds one sample per noise the rule tree's noise_threshold
// conditions reference, refreshed once per column by BeginColumn. Vanilla
// caches these the same way, through LazyXZCondition.
@ -107,29 +102,13 @@ func (r conditionRule) Apply(ctx *SurfaceContext) (uint16, bool) {
return r.then.Apply(ctx)
}
// bandlandsRule reproduces the vanilla badlands coloured-clay banding: a
// deterministic per-column pattern of terracotta colours at certain Y bands. We
// approximate the 8-band rotation using the column RNG; exact band geometry is
// captured well enough to read as badlands.
type bandlandsRule struct{}
// bandlandsRule reads the world's clay band table at the block's height,
// shifted horizontally by the clay_bands_offset noise. It is what stripes the
// badlands.
type bandlandsRule struct{ bands *clayBands }
func (bandlandsRule) Apply(ctx *SurfaceContext) (uint16, bool) {
orange, _ := surfaceBlockID("minecraft:orange_terracotta", nil)
if ctx.Rng == nil {
return orange, true
}
// Vanilla chooses band by Y + a per-column random offset; the rotation
// cycles white/orange/yellow/orange terracotta. Pick from the cycle by Y.
white, _ := surfaceBlockID("minecraft:white_terracotta", nil)
yellow, _ := surfaceBlockID("minecraft:yellow_terracotta", nil)
switch (ctx.Y + ctx.Rng.Intn(7)) % 4 {
case 0:
return white, true
case 1, 3:
return orange, true
default:
return yellow, true
}
func (r bandlandsRule) Apply(ctx *SurfaceContext) (uint16, bool) {
return r.bands.bandAt(ctx.X, ctx.Y, ctx.Z), true
}
// ---- Condition tests ---------------------------------------------------
@ -188,27 +167,13 @@ func (t waterTest) Test(ctx *SurfaceContext) bool {
return y >= ctx.WaterHeight+t.offset+ctx.SurfaceDepth*t.surfaceDepthMul
}
// temperatureTest passes when the (column) temperature is below freezing — the
// snow-at-height rule. We fold temperature into the biome name (snowy_*
// biomes) rather than sampling the temperature noise, so pass for cold biomes.
// temperatureTest passes where the biome is cold enough for snow and ice
// rather than rain. The overworld tree uses it once, to freeze holes in a
// frozen ocean floor.
type temperatureTest struct{}
func (temperatureTest) Test(ctx *SurfaceContext) bool {
return isColdBiome(ctx.BiomeName)
}
// isColdBiome reports whether the biome should receive snow cover. We use the
// biome name rather than the temperature noise for simplicity; this matches
// the visible result for the standard overworld biomes.
func isColdBiome(name string) bool {
switch name {
case "minecraft:snowy_plains", "minecraft:snowy_taiga", "minecraft:snowy_beach",
"minecraft:snowy_slopes", "minecraft:jagged_peaks", "minecraft:frozen_peaks",
"minecraft:frozen_river", "minecraft:frozen_ocean", "minecraft:deep_frozen_ocean",
"minecraft:ice_spikes", "minecraft:grove":
return true
}
return false
return coldEnoughToSnow(ctx.BiomeName)
}
// yAboveTest passes when Y clears an anchor, with optional surface-depth and
@ -445,7 +410,11 @@ func (p *surfaceParser) parseRule(raw json.RawMessage) (SurfaceRule, error) {
return conditionRule{test: test, then: then}, nil
case "minecraft:bandlands":
return bandlandsRule{}, nil
bands, err := p.loader.clayBands()
if err != nil {
return nil, err
}
return bandlandsRule{bands: bands}, nil
}
return nil, fmt.Errorf("surface: unknown rule type %q", obj.Type)
}

View file

@ -1,9 +1,6 @@
package worldgen
import (
"math/rand"
"testing"
)
import "testing"
// loadTestRules compiles the overworld surface rule set at a fixed seed.
func loadTestRules(t *testing.T) *SurfaceRuleSet {
@ -47,7 +44,6 @@ func TestSurfaceRuleNoPanic(t *testing.T) {
ctx.SeaLevel, ctx.MinY = 63, -64
ctx.MinSurfaceLevel, ctx.WaterHeight = 80, NoWaterAbove
ctx.SurfaceDepth = 3
ctx.Rng = rand.New(rand.NewSource(1))
for _, b := range biomes {
ctx.BiomeName = b
for y := 0; y < 100; y++ {
@ -70,7 +66,6 @@ func TestSurfaceBedrockFloor(t *testing.T) {
ctx.BiomeName = "minecraft:plains"
ctx.MinSurfaceLevel, ctx.WaterHeight = 62, NoWaterAbove
ctx.SurfaceDepth = 3
ctx.Rng = rand.New(rand.NewSource(1))
state, ok := rules.Apply(ctx)
if !ok {
t.Fatal("no rule matched at bedrock floor")
@ -116,21 +111,37 @@ func TestSurfaceBlockIDResolution(t *testing.T) {
}
}
// TestIsColdBiome confirms the snow-cover predicate recognises cold biomes so
// the temperature condition routes snowy biomes to snow.
func TestIsColdBiome(t *testing.T) {
cold := []string{"minecraft:snowy_plains", "minecraft:frozen_peaks", "minecraft:grove"}
// TestColdEnoughToSnow pins the temperature predicate against the biome table
// extracted from the jar. deep_frozen_ocean is the interesting case: the name
// reads cold but its base temperature is 0.5, so vanilla does not freeze it —
// the hand-written list this replaced got it wrong.
func TestColdEnoughToSnow(t *testing.T) {
cold := []string{
"minecraft:frozen_ocean", "minecraft:frozen_peaks", "minecraft:frozen_river",
"minecraft:grove", "minecraft:ice_spikes", "minecraft:jagged_peaks",
"minecraft:snowy_beach", "minecraft:snowy_plains", "minecraft:snowy_slopes",
"minecraft:snowy_taiga",
}
for _, b := range cold {
if !isColdBiome(b) {
t.Errorf("isColdBiome(%q) = false, want true", b)
if !coldEnoughToSnow(b) {
t.Errorf("coldEnoughToSnow(%q) = false, want true", b)
}
}
warm := []string{"minecraft:desert", "minecraft:plains", "minecraft:badlands"}
warm := []string{
"minecraft:desert", "minecraft:plains", "minecraft:badlands",
"minecraft:deep_frozen_ocean", "minecraft:taiga", "minecraft:windswept_hills",
}
for _, b := range warm {
if isColdBiome(b) {
t.Errorf("isColdBiome(%q) = true, want false", b)
if coldEnoughToSnow(b) {
t.Errorf("coldEnoughToSnow(%q) = true, want false", b)
}
}
if coldEnoughToSnow("minecraft:not_a_biome") {
t.Error("an unknown biome read as cold")
}
if len(biomeTemperature) != 65 {
t.Errorf("biome temperature table has %d entries, want 65", len(biomeTemperature))
}
}
// TestWaterCondition pins SurfaceRules.WaterConditionSource against the