Civcraft2Import:Shards

Shards ---

Civcraft has a number of different worlds called shards.

Shards + End:

Naunet - Ocean &amp; Underwater caves

Eilon - Forest

Abydos - Mesa

Volans - Floating Islands

Tjikko - Spruce Forest

Ulca Felya

Sheol - Nether

Isolde - Ice Mountains

Ovid - The End

Drakontas

Padzahr

Tigrillo - Jungle

Rokko Steppe - Plains/Savannah

Custom terrain

12 shards and The End

RealisticBiomes will be a thing, though it will be different from 2.0

Most shards will contain multiple biomes, though they will be biomes of the same category

Harder shards will contain more endgame materials

Vanilla spawners

Leaning towards border long teleportation between shards

Some shards will be a single biome

Certain player friendly, spawn shards

Certain shards will better suit certain resources in a RealisticBiome sense

Ore generation will be different to 2.0 and vary between shards

Citadel durability values will be tweaked

No world border vaults

Method of moving between shards still being decided (e.g. vanilla portal, command, walk in)

Circular Shards, either 1000 or 3000 radius

Deterrents from building next to shard borders (possible reinforcement degrading)

Plans to add shards after world start

Caves

Floating island shard with no bedrock, lava/water flow likely nerfed for lag prevention

Cobweb factory + cobwebs in world

Impossible to AFK minecart ride between shards

Possibly factory for custom tree saplings

Some mountains to sky limit

Nether world

Some shards will contain debuffs making it harder to live there

Custom mobs will have better loot

No vanilla chunks and any that appear will be eradicated

Nether world accessable same way as all other worlds

Smaller overall map size to reduce lag and more player interaction&gt;retention

Possible inability to teleport between shards when combat tagged

Probable cooldown between shard teleports

Plentiful quartz in nether shard

Shard dependent ore generation

Rokko Steppe shard will be good for horse breeding

Food, wood, &amp; Iron in starter shards

Factorymod recipes to be changed

Animals will probably be able to move between shards

We will probably be able to find out what shard we’re in (hopefully from tab)

Each shard connected to multiple shards

Underground world with no sky access, most difficult world to live in

PMs and groupchat will work as normal (across shards)

Possibly a slight increase in view distance from 2.0