#Modded Biomes (such as Atmospherics rainforest) do not generate the no mans land cave biome

1 messages · Page 1 of 1 (latest)

ornate sable
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do you have terrablender installed?

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and what biome mods do you have in your instance

bronze jewel
bronze jewel
ornate sable
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could you check the terrablender config? see if it has an option to disable overworld generation

bronze jewel
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also ive noticed that some modded features from create dont generate in the cave biomes either, is that also a terrablender issue?

ornate sable
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hm

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like the orestones?

bronze jewel
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yeah

ornate sable
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they should generate just fine I've played with them

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lemme look in the files one sec

bronze jewel
ornate sable
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yeah it places it in all overworld biomes

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I think you're just being unlucky

bronze jewel
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ah ok

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thanks for your time btw

ornate sable
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it's fine

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update me on how it goes

bronze jewel
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also you were right about the create ores they do generate i just got unlucky

ornate sable
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hm

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I will look into this

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@gaunt nova does blueprint stop our cave biomes? thought you might know from your experience playing with it

gaunt nova
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yeah it does do that

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under its biomes specifically

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when i get back to working on abnormans land datapack im gonna have abnormals biomes placed using biolith to fix this issue

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wait a second i wonder if i add the caves biomes through datapack will it still not work under blueprint ones?

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I can test rq

ornate sable
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you could add them through blueprint datapack or by putting abnormals biomes in biolith datapack

gaunt nova
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I was just wondering if it had something to do with the caves biomes being implemented the way it is in NML

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(I have NML caves disabled in the config and readded using datapack cause the way it is normally caused some issues for me when i wanted to add features to them)

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but testing rn it doesnt fix it at all so nevermind

ornate sable
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and how do you add them using datapack, what parameters

gaunt nova
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For whatever reason, adding placed features to either nml cave biome only worked in single biome worlds, in normal gen it just doesn’t work, unless i add the features to the c:is_underground tag

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which has a bunch of biomes i dont want to add the features to, hence me needing to readd them myself

gaunt nova
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I have it -1 to 1 for all noises except for depth, which for basic caves is min 0.2, max 0.5 and for depths min 0.5 max 1.0

ornate sable
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and what's the offset?

gaunt nova
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just 0

ornate sable
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then no other underground biomes would spawn..

gaunt nova
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yeahhh i have the other underground biomes use the replace function for that

ornate sable
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oh

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ic

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yeah ig that's the better approach for a modpack

gaunt nova
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just with weight set to 0.2, and it lets me make cave biomes specific to the caves or depths layer!

ornate sable
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but yeah the reason in nml we use a mixin to replace biomes that aren't tagged as caves is because we wanna work with all cave mods