#Structures generating in the ocean under terralith skylands biomes

29 messages · Page 1 of 1 (latest)

torpid anvil
#

I'm trying to solve an issue with structures being generated from other mods in the oceans underneath the skylands biomes.

I tried to make a datapack and modify the is_forest.json and remove the skylands biomes for example (as one of the structures generates in forest biomes) and It didn't work.

How can I go about fixing this? it looks really silly to have a bunch of floating things in and on the water that shouldn't be there.

tardy urchin
#

making an addon datapack to fix it likely won't work due to how tag overriding works. you'd have to edit terralith itself and remove Skylands from the tag

#

and this issue is fixed for the next Terralith version already, but we still have a bit of ways left until that version is completed

torpid anvil
#

So I'd have to edit the JSON from the jar file and run the modified jar?

I asked one of the developers for additional structures, and they said I can make a separate tag and have a list of all the biomes minus the Skylands biomes and use that for where the structures will generate but that seems like an enormously tedious amount of work just to have a few things not generate in the water lol

#

I was considering using the mod biome replacer and just replacing the Skylands biomes with ocean for now. But I was hoping that there was another way because I really do like the Skylands biomes and I wanted to keep them lol

tardy urchin
#

they said I can make a separate tag and have a list of all the biomes minus the Skylands biomes
yes, this is technically a correct solution. however. making a datapack to override file means you need to completely override it. this is bad, because every single mod you have installed (that uses biome tags) will add biomes to it without overriding. this is how everything is compatible. but the second you override it with your own thing, then you remove everyone else's biomes with whatever you put. so you either need to manually add every single biome to that tag that the rest of the mods add, or you just screwed over the rest of the mods that used it. or if you load your first instead of last, it means your changes will have zero effect (which is what i assume took place in your screenshot since you said you tried it).

that's why i recommend you edit the JSON file inside of the jar. it isn't any more different or difficult, as the file structure is the exact same in both for Terralith. as long as you don't redistribute that jar, you're completely fine

torpid anvil
#

well i plan to play with some friends, so would the change only be required server side?

#

removing the biomes from the tag in the jar definitely seems to be the easiest solution.

tardy urchin
#

yes, just needed server side

#

if you join a server, you do not need to have terralith installed on the client

torpid anvil
#

ok awesome, i'll do that. thank you for the help!

torpid anvil
#

will the update also happen to fix the mineshaft generation from Yung's better mineshafts? or should i report this to their discord?

tardy urchin
#

are you on forge or fabric?

torpid anvil
#

I'm on forge

#

47.2.17

#

mc 1.20.1

tardy urchin
#

i was about to give forge-specific instructions, but because of how YUNG's Better Mineshafts is coded, i think you need to do both.

The skyland biomes are in multiple tags, so make sure they're removed from all of them. here's an overview of the forge tags they're in, and here's an overview of the fabric (c) tags they're in

#

but otherwise, yes, removing them from tags should correctly prevent yung's mineshafts from generating

torpid anvil
#

alright i'll remove the tags and regenerate the world and see what happens

tardy urchin
#

make sure you completely stop and start the server - just in case if you're regenerating without it

#

a lot of worldgen stuff won't correctly update without a proper server/world restart - i don't remember if biome tags are part of it, but best to ensure

torpid anvil
#

right now i'm testing in a seperate instance. that way i can delete and recreate the world with the same seed and coordinates for testing.

torpid anvil
#

it seems to have worked, thank you for the help!

tardy urchin
#

glad to hear it worked!

torpid anvil
#

I'm really glad that it did, I really didn't want to disable the sky biomes. It was going to be a last resort.

Everyone else that I talked to kept telling me just to replace the tags in a data pack or make a custom tag and write in every single biome and that was just so much tediousness, which would have to be done for every single mod that generates a structure.

I figured there had to be a better way 😂

#

And then I thought, who better to ask than the actual developers of terralith

#

Which in hindsight I probably should have come here and asked first...

#

That would have saved me a couple hours of headache..

#

I only just recently learned how to make a data pack and tags have been unnecessarily confusing to me. Especially with so many tags and so many different directories and the fact that they kind of all build upon one another sometimes.