Alternate Terrain Generation (ATG) is a complete replacement for the vanilla overworld terrain generator which radically changes the way the world looks, and the way in which you will play. It was originally created for Minecraft 1.5 to address issues with the juxtaposition of hot and cold biomes, and to introduce more realism into the way the world was generated as a whole. Rather than picking a biome for a region and then building the terrain for that biome, ATG generates a series of fields for height, temperature, rainfall and more, in order to derive the final biome from these. The result is a smoother variation in the terrain, and biomes which would realistically be found adjacent to one another. ATG also adds a noticeable degree of verticality to the world, and you may find flat plateaus on the sides of rolling hills as high as 150 or more, with the biggest of the snow-capped mountains potentially sporting active or extinct volcanic craters towards the upper limit of the map’s height.
When starting a new world, select the ?
ATG ? Alternate? world type in the settings. For dedicated servers, set the ?level-type? in server.properties to
ATG. You’ll need to start a new world after that, because the level-type is only considered when creating an entirely new world save folder.
A cold shoreline, with gravel and sandy gravel beaches.
Mountainside with EBXL trees and river.
Rivers don’t always work as well as they might?
A rolling shrubland area.
Shrubland and EBXL meadows.
A snowy coast with steppe on the left.
A forested valley.
Another view of the same valley.
There are still a few issues with generation at the interface between deserts and hilly zones.
Tundra dotted with steppe.
Large mountain in a cold, dry area.
Swampy coastal inlet.
Flat terrain exists, but at higher altitudes than vanilla.
Swampy coasts cause small cliffs.
Mountain slopes can be very steep, but tend to not be sheer cliffs.
Volcano lava spout ? these are found on the highest mountains and reach to bedrock.
Another swamp coast, showing layered plateaus up a hill.
A hilly desert.
Gravel beaches appear when temperature drops, but before snow.
Transitional biomes: Meadow/plains -> shrubland -> woodland -> forest.
EBXL autumn trees appear as groves in forests.
A cold valley.
A lake between two mountain ridges.
A wooded coast at the interface between hot and temperate.
Sandy coastal areas are common where the sea gets shallow.