#Backport of the Better End Mod for Forge 1.12.2
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:3
the thing i've noticed was that their spawnrate is lowered, but i dont think they're limited to a chunk so they start indefinitely spawning and after some time, this happens
Same thing applies with the moths im pretty sure
also i really like these connected textures they look really nice
Are the flies using the "ambient" spawn pool? I've seen mods having issues with that in the past.
Yeah, they are in the ambient section
Perhaps the cap for ambient mobs in the End could be different, or something similar
And I don't know if there are other ambient mobs around, but if they are the only ones and are monopolizing on that cap, then moving to other chunks, I could see that exponentially getting out of hand.
Yeah, that's probably the case
There are also cubzoas (jellyfish) and normal fishies
But since there are no lakes yet...
There are no fishies at all
So yeah, dragonflies are the only ones to spawn in this category
I'll take a look at it
Thanks!
leaf parts in the dry shrubland facing the wrong way
omg the weight of those
I think all of end expansions stuff by default is 1-3
They just got installed not only on leaves but on plants and grass
Is this port of betterend going to be a 1 to 1 port, or are you going to add some things that you envision into the mod as well?
Well, it'll probably be like 90% port
Not all things can be implemented on 1.12.2
Like there is no waterlogging
No netherite
No water flows
And etc
hmmm, compat could be added with fluidloggedapi and nether backports in the future?
fluidloggedapi adds waterlogging
Ah, interesting
I'll take a look at that
well direct compat doesn't have to be added, you can easily add it yourself in the configs
Fluidlogged API is notably performance intensive in its current state.
but what functions does the waterlogging need for betterend?
oh i didn't know of this
It's still getting github commits with significant performance improvements but I don't know how long that'll be.
There is a massive update coming near the end of the year or start of next year that should hopefully address that
what performance issues were reported?
There are sulfur crystals that desperately need that
And for now, I got a little bit distracted
made an addon to integrate CNPC and Cobblemon on 1.20.1
the next is 1.16.5
and after that 1.20.1, yeah
Hmm, perhaps just leave that out for the very end of the backport when fluidlogged's update should hopefully be out
Id argue 1.18.2 was also pretty popular
also, why 1.20.1 specifically, isnt there a 1.20.4?
maybe. the version is still relatively new and people said that about pretty much every version prior. 1.16, 1.18, 1.19 have been pretty much abandoned now. People are already moving to 1.21.
But its definitely the smallest of the 5 listed
so, I take that with half a microgram of salt.
well i'm probably overestimating too much i see a lot of forums hyping 1.20 and comment sections as well
and i looked at a lot of mods for 1.20 and there is a lot more variety
Personally i dont actually think itll stick around, people will move to 1.21 most likely
Then 1.22
1.20 is closer than 1.18/1.19 but.. realistically it won't happen. people can say what they want.
is 1.20.1 a good version? yes
I don't think unified versions other than 1.7.10 and 1.12.2 really exist or will exist in the future
is it going to last like 1.12 has and exist after 1.21 gets a stable footing?
unlikely
hm you're probably right
seen it happen too many times to think anything different will happen
1.16 was supposedly the next big one, and it got abandoned as soon as 1.18 came out, whicb also got abandoned when 1.20 came out
1.18 didn't survive 1.19, let alone 1.20
Its because newer versions's mods are actually really high quality and do get ported to older versions
theres the forge and fabric issue as well, but i heard theres a mod that makes it compatible between the two, though for some mods
There is really no reason to stop at some specific version
i dont like the divide that much tbh
Forge / NeoForge has pretty much 'won' that war to be blunt
After Lex got kicked off the forge team that pretty much removed most people's reasons to stay off it
There's some outliers who stick to fabric but.. most mods are on forge
The compat layer does exist but it's about as stable as you might expect
Sinytra connector i believe it was called
yes
better end is only on fabric as well
Its still quite new but it has potential
Tbh not many people actually care about BetterEnd ime
yeah i've seen more end mods for later versions
they set the right mood more, while betterend is more "alive" version of the end, instead of a desolate wasteland
It's pretty but once the novelty wears off it's just not the right direction for the End to most people who care
the only thing i want in 1.12.2 is a mod like nullscape
yeah. too much flora.
Though I realize we're actually talking in the BetterEnd backport forum
nah i still love better end
looks really nice
i think an end dimension full of life can work
just like mojang did with the nether update
Yeah. No disrespect to the mod lmao. It's got its merits. It is pretty. My pack has the End disabled but I'll still unironically use the mod and add its biomes to the Overworld.
Or they could even be neat Aether/Skyland biomes, rather than End.
I'ma be honest I don't like the 1.16 Nether biomes a lot either but I'm picky
how come?
I'ma just quote myself rather than write it out again;
My take on hell is that it should be, well, hellish. I don't have a problem with plants, as long as they are sufficiently twisted to fit the nether -
Jungles with eyes, flowers that want to eat you, everything is poisonous, and mushrooms fit the theme of decay. And there's plenty of plant/garden themes in many mythological afterlifes, especially in Greek mythology, so that's nothing new.
And I think they should be intermixed with other stuff too, like giant plains of volcanic waste. I'd treat lush biomes as small pockets of 'life' and false security amidst the otherwise lifeless dimension.
hm some of the stuff you said relates in a way to better nether 1.12, like the nether jungle and the lush parts i think are in bop?
but i like the volanic idea
but i think that is too ambitious to mojang tbh lol
Mostly the Warped / Crimson biomes are what I don't like, I don't think the plants feel particularly evil or sinister or whatever. They feel downright fluffy to me.
and I don't like the living pigmen.
piglins?
I like them solely because of their ai
like trading, not attacking you ewhen you wear gold
they feel alive to me in a way
fair. the AI could be used for another mob. piglins would literally be fine to me if they were identical but undead. :p
and they get pissed when you open chests in bastion
Yeah for a hell dimension, you wonder how there are living things
Other mods to exist just add it people just set the recepies later who mean add it for the sake of modification
Regarding the waterlogging blocks such as the sulfur crystal as said earlier, perhaps by default it can be disabled in the configs, but if it were to be enabled, fluidlogged api has to be enabled for it to work
or again, a compat can be added
wait it didn't spawn with end expansion biomes together in one world
So what happened? There were only end expansion biomes?
will test later
ive sent a screenshot a while ago with the first test of betterend, i found end expansion biomes within betterend but there are weird borders
I didn't have any luck finding End Expansion biomes.
[When I did my test.]
Try up the weights thats what i did
got shaders and betterend 1.12.2 to work together, looks absolutely stunning
first picture has a nauseating amount of FOV, but stunning indeed
Absolutely amazing!
I was wondering, is the betterend backport going to be exclusive to the 1.16 version or the later versions e.g 1.20, because I've played the two and noticed differences
Well, I though of only doing 1.16.5->1.12.2
And what are the differences?
The better end for 1.20 has end villages, while im pretty sure the 1.16 version doesn't. I think there were other differences I saw but I would have to look more it into it. For example with the end villages, it would be difficult to replicate because there are copper blocks, barrels from the later versions
So perhaps a twist could be made for the 1.12.2 port but i dont know whether it's necessary
And of course the minor ones such as smithing templates from later versions but those can be left out
There are subtle differences in biomes as well, for example in better end 1.16.5 forge, the crystal mountains I saw, the crystal moss only generates at the outlines of the islands of which the mountains generate at
while in 1.20.1 the crystal moss generates around the crystal mountains. Additionally, there is something called a "moss cover" which lays ontop of the end stone like leaf piles, which isn't present in the 1.16 version.
it could possibly be an issue because paulevs did say that the 1.16.5 forge version is unstable. Overall, it's up to you whether you would like to include these features from the fabric version
Also, the obsidian pillars for the end dragon fight are actually in the fabric version, the forge version uses the default pillars I'm sure of. I tried to get them to work in the 1.16 version, but no such was found
Interesting
I ported it from 1.16.5 Forge and there are custom pillars
Strange, was it beethoven92's version or someoneelsewastaken's version?
I found a forked 1.16 version belonging to someone else and it had the custom pillars, but I couldn't find one on beethoven92's ver
If the difference is only end villages why not just build only that i don't think that would make any difference of there is only an additional structure difference
Villagers living in The End?!
there's also biome differences if you look up
Yeah cause stonks lol
the villages for some reason dont have anyone inhabiting them, it's just there for some reason
Oh.
There will be vanilla villages also that biome differences
So empty villages so nobody living so why wasn't that loot or there is something living there
its not vanilla villages
they made their own villages
like structures
there's loot in them yeah
Hope there will be something exclusive to get otherwise i will just loot the structure blocks instead
They just made custom lootables for the barrels you find, you can find smithing templates there
that's what i mainly found
along with other better end miscallenous
but obviously no smithign templates
Hear me out now...
Farlanders
😛
oh i heard of that mod
Im still depressed about how broken that mod actually is on 1.12
end villages if you want to see them
i never knew it was on 1.12
i only thought it was on like the later versions
No its actually a very old mod
Is there any Backport for something table templates or just add something like that
not that i know of no
Its definitely at least 10 years old now
the villages also have copper blocks and other 1.12+ items there
i wouldn't suggest a 1:1 port of the structures would be feasible
New theory alert!
The Farlanders once lived in The End, but evacuated to the Overworld when the Fell Knights invaded.
unless if compat is made
I like the sound of that
Good structure but something should inhabit the is we include farlanders in this and make them spawn into these villages that would be great
Farlanders is arr and would need some mod to patch all its bugs before you could really consider that
Yeah deeper depths do have these blocks so it is possible now but if someone doesn't want to install deeper depths they still need to include the blocks which results in the clash or can be disabled in the config
But yeah in theory it would be cool
if the villages are to be ported, they have to be tweaked slightly, luckily most of the blocks used are from the betterend mod itself
but its up to goodbird if they want to port it or not
soul campfire + weathered coppered blocks
tbh i think porting some of the fabric stuff can be considered later on
I agree, the 1.16.5 version already has a boatload of content to port over to 1.12.2. Let Goodbird process the mod at their own pace.
I used beethoven92's version
tbh i think i'd be against end villages
I feel the closest we got to an end village currently is the lamented islands || except its just that every living thing there hates you or has some horrific past
||
I am trying to add more with config options with the better end becoming a thing, such as query for biomes for certain structures to be in since we'll have more more than 4 biomes in the end
variants for structures depending on biome might be a different thing, as another goal of end expansion is unifying and enticing other people to use current backport mods. as of my recent compat (indev), End Expansion has candles/and other blocks from deeper depths spawning in structures with deeper depths installed
With better end + end expansion + stygian end i think we might end up with more than 20 end biomes
i think most people would remove stygian end if better end is installed
Perhaps, but the option us there if they want it
that's true
Nether api fixes quite a lot of its issues
that as well, as I was originally going to make end expansion have deep compat with stygian such as dungeon variants for the biomes
but with better end idk anymore, as thats a lot of biomes and structure files to cover
as even with better end and stygian end in a modpack, if people know what end expansion is there just gonna bum rush to those biomes cause they know they'll get dungeons/bosses/better armor and such. so I'm trying to make it more workable with more biomes in, just indecisive how I'ma do that
Its kind of crazy to think that after 7 entire years, the end and nether are finally about equal in content on modded 1.12
Infact the end probably has an edge with better end coming out and the incredible work youve done end expansion
Well, i say "coming out", we might reach the 8 year mark by then actually 😅
yeah, I was pretty set and stoned on having the ash wastelands as the final update, but it didn't feel right with 2 main course bossses, as per typical modded minecraft, the 3 bosses per dimension lmao
It is a lot of work
the port requests have been getting more frequent
so thats a good sign (bring them players back to 1.12)
Honestly with all the backports happening i really dont see much of a reason to not go back even for the people who think 1.12 is "too old"
yeah i think its getting more to kind of what mods do you like the most
are you a heavy thaumcraft player, or do you absoluetely love alexs caves
which is nice to see honestly, as yes I have played future versions a lot more frequently and i like the set of mods on x version. however, i still miss seeing this in my world or seeing that. at the end of the day it just makes you wish there was some multi version way of playing all of them together but the biggest difference as of currently between new version "vanilla" and old is world height, ancient cities, and datapacks ig
even 1.7.10 has most of its backports in on that version and its own unique mods to it
Not to be a contrarian, but I think I'm more likely to keep Stygian end and not use Better End for RotN. Or if I use better end, I will probably disable all but one biome.
Is that because it doesn't fit the end narrative of being a dead-desolate wasteland?
Kinda, yes. After all there's no lack of content in RotN that makes us need a lush and thriving End to explore. That role is fulfilled by other dimensions and biomes.
I don't want an empty End, but I also don't want straight up forests and grass everywhere (for RotN only!).
So I just hope people don't forget about other mods just because End Expansion and Better End exist
Yeah... Unfortunately ill also have to make some adjustments
Some to better end and some to my lore as well probably
Still, incredibly happy to see it ported
This. I'm not sure i'll use better end because it doesn't really match my vision of the end. If i end up using it, large parts will be disabled
But it's great to have it as an option!
I always saw The End as sort of a "broken world", kind of like the Outlands from World of Warcraft.
So I'm really happy to see the port since it allows me to sort of "complete the look and feel" of The End being basically a broken alien world.
Currently my end is severely overrun by thaumcraft taint so the colorful trees and plants heavily clash with that, however i could probably use that to show just how destructive the corruption is to the environment or something
@turbid rain hey mr loreman please don't kill me over this, just dm me your complex thoughts on the idea as i fear for the safety of this channel
finally he says something consistent xdd
anyways i need to go back to the bioweapons lab
I hadn't seen the changelog for the better end versions for 1.20.1 so I was unaware of the addition of end villages. I already knew about the addition of raw end metals distinct from ore blocks as of the versions for 1.17, but the end villages are new for me.
I just wanted to pop in and say that I've been following this thread almost everyday. It's always a huge boost checking out the latest updates.
I also wanted to give a huge thanks to @stark crow for this incredible backport. And, @slender plume for the incredible work on End Expansion. It's heartwarming seeing the End finally getting some love in 1.12.2. ❤️
It is bro mods are becoming way much good in this version i hope we will see more modpack with the latest mods
The Coalition Grows
Indeed.
hoping for first release on curseforge
Same here
Ah, for now, actually, I switched to CNPC-Cobblemon-Addon on 1.20.1 once again
(promised too many things to different people, so need to do many things at once)
Take your time with it
For the Underground biomes, I'm wondering if I should ask around if anyone is available to work on a cave structure API for 1.12.2. This may also make it easier for @slender plume to spawn cave dungeons and structures from the End Expansion mod inside Better End biomes.
A few people have also been wanting to see a backport of cave biomes from 1.18+ so this may also be helpful to minimize compatibility issues with Quark underground biomes.
We could sacrifice some compatibility and implement the end cave in the way they are made in 1.16.5
Injecting mixins into the world generator
doesn't nether api support cave biomes?
Oh nvm, this is about cave dungeons/structures didnt read the msg above
I'm working on a template for overworld cave biomes using a fork of Cave Generator, JED, and Dimensional Control. Started last night, won't be able to finish it until next week.
It uses a dummy 'proxy' dimension to pull the biome provider from for the cave biomes, so it doesn't break any compatibility and can even be interfaced by other mods like CraftTweaker without any changes needed.
Cave Generator has a pretty robust structure generator already.
One hangup is that there isn't an API for other mods to hook into and add their own presets, they'd have to be a separate optional download bar significant changes that I'm definitely not going to be the one to make.
Ngl that sounds interesting. Pseudo 3d biomes
That's exactly what it is lol.
In some ways it's better as you can stack as many as you want in the same 'spot'. My modpack uses.. 8 or 9 proxy dimensions
though I guess a caveat is that it's 1 biome per chunk.
for performance reasons.
What concerns me is that theres a fair chance that incompatible biomes end up being paired together. eg. very warm biome up top, cold in middle, hot on bottom or something like that
By default, yes.
It's totally possible to 'sync' the surface and underground biomes. But it's complicated.
Generate both the surface and cave biomes using Dimensional Control with the same seeds for heat zones, or generate using exactly the same script as surface biomes up to the point the biomes are generated and then deviate for the cave biomes.
I do that for my own pack, but it's not something I'd expect someone else to.
Theyre random seeds though.
Im not specifying a given seed
I'm not talking about world seeds
Every genlayer in Dimensional Control has a seed
a modifier to the world seed
just use the same seeds in the relevant genlayers
I'm getting back to BetterEnd port!
Sweet!
Still really excited to see it
Right now going to inject new constants into MusicType enum...
Not sure how NetherAPI author thought to do that
Ugh
1000000 moths
I definetely need to do something with those little flying creatures
But at least the cactus now does not cut the fabric of reality with its needles
Hmmm
Not sure if sulphur springs terrain should generate that way
No waterlogging on 1.12.2, sadly
There's Fluidlogged API, but...
But it's very buggy?
it isn't buggy
it's just not fps friendly and jbredwards doesn't release the new version where he fixed everything including the fps problems
I see
Added fog
And hopefully custom music and ambient sounds
(not sure about that though)
So what's left
Structures
And Caves
And that's all?
Ah
I completely forgot about the particles!
Are some blocks functioning yet as well?
Regarding the sulfur springs, I think the 1.12 version's a bit too uniform, whereas in the 1.16 version, it's more random with how the blocks generate. And obviously in the 1.16 version there are hotsprings there
same with the umbra valley to an extent
Bruh ametur number we need a million more of these
:3
Interesting
Well, yeah, I need to fix the functioning blocks too
Since for now it's just for the worldgen
answer to do that thing is octaves (running the noise function more than once)
It is running more than once, actually
Probably just something went wrong with the arguments
I'll debug that
I heard he's going to continue working on it in January
Great!
By the way
Do you know any mods that add nonvanilla particles on 1.12.2? (Except Botania)
https://github.com/CaliforniaDemise/Backportium/blob/main/src/main/java/surreal/backportium/client/particle/ParticleConduit.java
https://github.com/CaliforniaDemise/Backportium/blob/main/src/main/java/surreal/backportium/client/ClientHandler.java#L328
https://github.com/CaliforniaDemise/Backportium/blob/main/src/main/java/surreal/backportium/tile/v1_13/TileConduit.java#L274
Ah, thanks!
no problem
@cobalt beacon knows how to add FluidLogged API, from what he told me its just a json
You just make a file called whitelist.json, place it in your assets folder, within a folder called fluidlogged_api.
The whitelist.json you just put in the ids of blocks you want supported. That's literally it.
I believe you can also do more specific fluidlogged behavior if you want? I haven't experimented with the file much.
I implement IFluidLoggable and use Optional.Interface annotation
You only gotta do that if you need any of the logic in your code
I did that to one interface which I already use to give the fluidlogging illusion. Works like a charm.
Great success!
Now working perfectly fine, without the cut cubes
with the stalactites
That's a huge W
By the way, in BetterEnd 1.16.5 there are some village-like structures like mansions, houses, broken end ships, etc
But they are made as .nbt files
And those .nbt files contain a lot of broken states
Like blockstates with waterlogged and with missing blocks like chains
and other things like that
so they also need to be fixed
And then there will be some nice structures
i hope nbt files have versions like resource packs
It probably has some kind of version
Though on 1.12.2 it seems to be ignoring this thing
if its a versioning thing i might look into it
also is it a plugin to show what it has or is it a readable file
I think it's a plugin for minecraft mod devs
i see
since the file itself is in GZip format
I think at some point I'll just write a mixin that ignores all the missing blocks and tells about them
so that I could easily fix all those files
(since there are around 20-30 of them)
try not to hardcode that fix
Alright, I'll try to make some kind of generalized solution
the joke here is forge should've handled it 
cant even read blockstate jsons properly...
Huh, im really curious to see what the houses/mansions look like, ive only seen broken end ships and ruined portals as a matter of fact in the 1.16 ver
Each time I tested 1.16.5 BetterEnd, I stumbled upon a house in the blossoming spires biome
Do you mind sending a screenshot, I still can't seem find to find it?
ah just as i say i can't find one, i find one. is that the house?
I am available for This project
But... we already have someone working on it tho?
do they mean assisting perhaps?
Ok
@fading sky, this project is still marked as open, could you please mark it as "being worked on"?
Andrex was a scammer ignore them
Ah, alright
But still, I think it's reasonable to mark the project as being worked on, isn't it?
Totally, it lets people know
I have edited the tags accordingly. Thank you for your work you put into it and I'm sorry I couldn't be more helpful.
I hope you will be able to help with testing soon!
Is the current alpha build on github? I'll set up an installation this week.
I hope to finish the structures soon, and then publish a build somewhere here
And if testing goes well, I'll publish the first curseforge release
Well
Don't know if there should be that many stacked ponds
Actually, I need to go through all the biomes
and check for all the features that should spawn there
Like I noticed that in amberlands there were no tiny orange bushes
And now I added them
and they contain a block with a broken blockstate
so they should be fixed
Looks amazing, comig along rlly nicely
And what can you say about the sulphur springs biome? Should it contain that many stacked pools?
I think it's slightly bit too many pools. Im pretty sure the water in the biome is meant to have a greenish yellow - blue shade as well
Interesting
I also thought about it
I should double check the water color field
Does not seem like it
from the sulphur springs biome there should be these little structure things as well
oh strange, I'll look more into it
Yeah, suplhur springs need a lot more work
It has quite a large feature list
and I've seen just 1-2 of those
this is what i was talking about
Yeah, that is strange
i assume there are no plants in the water as well due to water logging
I should probably also load the real 1.16.5 client
unless you wanna do fluidloggedapi compat
Maybe one day
and actually, the plants probably will be there, but just replacing the water fully
god damn it 1.12 : (
:c
right now I'm looking at the code of suplhur springs biome
And I suppose those stacked pools are called geysers
I also found one sulphuric cave before
But we don't have the lakes
and the vents
and probably the water plants
im pretty sure thee are meant to be vents inside of the pools as well and it generates bubbles / smoke coming from the pools itself
and again not possible i assume
Smoke should be possible at some point
Ah
wouldnt the vents itself have to be water logged as well?
That looks gorgeous!
Well, they should be, yeah
but for now they can be full block like
yeah i agree
but yeah, it'll definetely not look that great
functionality > appearance imo
Well, I though that BetterEnd at all is more for appearance
Like all the worldgen mods
the vents do serve a purpose they just jet stream you up when you go in it
its like the bubble columns in the later verisons yeah
That could be done, probably
and the water columns could probably be reimplemented too
Like have you ever played Thaumcraft mod?
i played a bit of the 1.7.10 when i was like 10 lol
does that have any water columns?
There is a block called arcane levitator
And it's basically like the water columns
if you stand on it, you are slowly ascending
if you press shift - you are slowly descending
And it's even on 1.7.10
So yeah
oh i see, would that be easy to implement?
We could do that probably
But not in this update
I hope to publish a release with all the worldgen till Christmas
best christmas present
as of now do biomes have the foliage and plants implemented?
Like all those furnaces, chests and other things
the aeternium might be a bit tricky though
Mostly
Just some tiny things don't generate
I should go and check the biomes using such lists
Like in the morning I already checked Amber Lands
and found out that glowing pillars don't summon
Those are the tiny orange bushes
is it the light orange blocks with the leaves around it
oh are you saying that they grow into the plants?
Well, those things are meant to be plants
And they were missing in the amber lands before
and now they do exist
oh i see now
here they are now
looks pretty yeah
oooh
No lamp inside and half of the stem is missing
how does the fog in the biome look in this version? i see some fog there
and that's the real biome
Yeah, there is fog now
But on 1.12.2 you can only control the color, not the density
Is that a netherapi thing or is just 1.12?
so on 1.12.2 it just looks like yellowish sky
Well, it's an option from vanilla minecraft, but it's locked in regular forge
and NetherAPI unlocks it for the modders
We are missing these tall orange things
Those are lanceleaf
I'm late, but the water color is caused by the actual base water texture/opacity difference. If you use mods that backport modern water, it would probably look correct.
Ah, I see
Thanks!
By the way, I just noticed...
It's dark in the end on 1.16.5
and on 1.12.2
Ah
nevermind
It's just my brightness settings
Now it looks much more ominous
yeah the trees are missing the bulb mosses which give off light
oh wait i see them there
in this current build do they not emit light
Yeah
The next version will actually contain a lot of patches
The leaves will also stop showing space inside
and so will the cacti
and other nonsolid things
Right now relaunching MC
And hoping to see those things
They are called lanceleaf, by the way
And that'll be it for the Amber Lands
It should hopefully be the first fully ported and fixed biome
and there are plenty more
This looks beautiful
Luckily it's almost two weeks before Christmas
those plants need 5*4=20 states
So unfortunately it seems that it won't be the biome we finalize...
Or we could do a trick
We'll only summon this plant in 3 rotations instead of 4...
that way it'll be 5*3=15...
Just wanna jump in and say keep up the great work! All the pics you post really help tell the story and the progress is impressive. Kudos goodbird.
Great success!
So far it's my most favourite biome
Just look at it!
and in full brightness
That looks so good
The godly textured bushes and small trees do so much for character. Gotta hand it to paulev
the itch behind my neck to completely make end expansion dlc that has better end as a dependancy is getting more and more prevalant
and the biome blend also looks glorious!
Umbrella Jungle
unfortunately, sometimes there are some holes in the ground
But we can call them caves for now
Blossoming Spires
i think the blossoming spires are by far one of my favs out of the bunch
it kind of hits that feel of how hard it is to traverse the jungle, but in the end i think its quite nice. it adds obstacles to say the least
Dry shrublands
Umbra valley
Ice starfields
Ugh
That's not looking great...
Dragon graveyards
Shadow forest
absolutely stunning
Yeah, the caves definetely need those floating mushrooms all over the place!
So most of the biomes are ready now
The problems are with three biomes now
Sulphur springs: no lakes, too mane geysers
Crystal mountains: no mountains!
And megalake biome: no lakes!
Foggy mushroomlands
how's performance wise when around these biomes?
those bushes lost their stems again...
Well, I can't really check, since I always have 10-30 FPS in Minecraft
With betterend or without it
hm i guess we'll see when the release comes then
By the way, the one thing that's also missing is the ambient particles
But for some reason the ambient particle function from NetherAPI just does not work...
could you implement it without nether api?
For now - I need to find at least the small end lakes
I tried that, but it didn't work for some reason
I even tried to put the default vanilla flame factory there
And still no effect at all
interesting
you know what
let me try it on end expansion cause currently the particles are by block
it'll be a few hours, but i'll let you know
Actually, it's late night for me
So I should go to bed right now
But tomorrow I'll definetely read all your messages
Good night :3
Very pretty
Sulphur springs are now fixed
Finally there are some lakes
And not that many geysers
But the desert lakes still look a bit bad...
they leave those square frames around
Caves
After fixing a lot of exceptions falling out of every hole, the caves started to look a bit nicer
Any success with the cave pumpkins yet? Otherwise, I'll wait for you to fix the other issues first. It's looking good so far.
Cave pumpkins?
This is one example of a cave pumpkin from the Better End mod being used to craft cave pumpkin pie (From the mod Wiki). It is the item in the center of the 3x3 grid. I might've misremembered how they generate in the 1.16 version of the mod.
It seems that it's from 1.20.1
On 1.16.5 there are no pies and no pumpkins
What does this pumpkin pie do exactly is there any catch to it?
I've never actually crafted the cave pumpkin pie in this mod so I don't know.
Nice looking lakes!
No square borders anymore
Dark lake in chorus forest
Right now I'm think of creating a build
There are still no crystal mountains, unfortunately
But it's already pretty stable
Right now I'll make some tiny tests with the structures
But even if they won't succeed, we can always return back to the previous version
The reason I'm thinking of releasing the mod without structures is that with the structures enabled it's loading the world like 10 times slower
Hello-hello!
Did you manage to test the particles in your mod?
And also, have you ever used NetherAPI for end structure generation?
Was the water this blue in the 1.16 ver? I think they were lighter in colour no? Might be because of the fog or lighting
Probably
Maybe that's because the lakes a mostly in the mushroomlands biome
and the water there is that blue
and if the lake was in the neon oasis biome
then it would be of a lighter color
Ah i was thinking of the neon oasis
That clears things
Do we have an eta for another test build?
It depends on what I'll see with the structure
But I really hope to make a CF release before Christmas
im so sorry
:3
so incredibly sorry
Lmao
i believe it was mentioned higher up that its because 1.13 changed the water light calculations
if you install a mod like aqua acrobatics it should look lighter, i think
Today/tomorrow I hope to make a bit more tests related to at least mountains
since I really liked those aurora mountains
and I'd like to see them on 1.12.2
If it looks promising (right now everything is almost ready, it just does not work)
then I'll try to fix that soon
and maybe tomorrow/the day after tomorrow we'll have another test build here
and if everything goes well (if there won't be 1000 crashes like it was the first time)
then we'll go for CurseForge
so that's something like eta
yeah I think it might be something nether-api's end for the end handler specifically
as the nether stuff works fine for particles
I have, but not too much, only for the Ashed King's fortress
if you're wanting to spawn structures and or want to have a locate command to find it
I would just look at this source https://github.com/Jboymercs/bomd/tree/main/src/main/java/com/dungeon_additions/da/util/commands
its more reliable than nether-api's stuff for locate commands
but still in testing, as sometimes with using mine there just won't be a structure there, but that is most likely cause the structure gen said no we can't spawn here
as the locate command can't read y level stuff as of now
so for structures that need solid ground to spawn such as the lich tower, sometimes the lich tower will refuse to generate in a area that the locate command deemed that theres one here because the generation rules said the ground is not flat enough lmao
but if you're unbothered by having a locate command attached with the structures, you can look at any end expansion structure besides the Ashed King's Fortress
The main problem I'm having right now is determining the current Y level at the moment of structure generation
Thanks!
I think that we should wait with the structures...
if you want, I can set up my basic world gen code that I've used for End Expansion?
however with y level stuff being determined, I can't attach a locate command with it since the current stuff for the locate command can't detect y levels
Well, I'll do more testing myself with the current system
And for now
I think I should do a test release
So
Building the mod
and after that we'll probably do a CF release
For all of those who has been waiting
That's a test release of BetterEndForge ported to 1.12.2!
p.s. the mod requires you to have NetherAPI and MixinBootstrap installed
Excited to see the progress
So far so good, I do think the biome fogs are extremely overpowering to the point you can barely see the skybox itself. I heard many ambient noises and biome music which was nice.
performance wise, world gen is quite slow and i found moving between biomes can freeze the game for some time. https://spark.lucko.me/nGPFtIKFK3 . I think there may be a memory leak as well, not sure the cause at the moment, but the ram is slowly creeping up
https://mclo.gs/m5qY3q5#L405 I did get a crash at one point
Previous issues such as tree decaying, two shulkers spawning inside of each other in end cities do remain, but moth spawn rates seem to be controlled now which is nice. It's coming along really nicely, I will do some more looking around later
Holy shit I accidentally left minecraft on with better end while playing fortnite and my whole pc just started buggin out lmao
yes give mc all your memory
Your pc Gets Cooked lol
I have a hunch that the change in ambient biome music and sounds may have to play a role with the massive memory spikes. I observed while travelling between biomes, sometimes the whole game freezes and cuts to a biome music / sound
also I think some of the lighting may have to do with worldgen, installing Alfheim greatly improved it overall
no joke i had to switch the power supply off because cursor was stuttering so much and i couldn't close my pc properly
Ugh
I don't even know where to find that leak, honestly...
Although...
I think maybe try to disable the biome sounds / music for now and make another build
Maybe I do have an idea
I'll take a closer look at trees dacaying and shulkers
What about the slowness - well...
that's just how it works
Complicated worldgen takes time
but I'll also take a closer look at it
Installing alfheim greatly improved world gen time for me, I think it may have to do with something about the lighting but I'll double check
Yeah, it's definetely lighting
Each time you set the block, it does a lighing recheck
is it a 1.12.2 issue mainly?
does 1.16.5 have better checks or something?
I don't think the terrain generation itself is causing the memory leaks, I think its a factor of the biome sounds altogether and maybe the fog (I'll do a run without the fog enabled)
Then it might be NetherAPI issue, actually
Was about to say yeah
since ambience is fully made via NetherAPI
And yeah, I'll make a special build for you without the ambience
So that you could test it
Ok hopefully that solves it
yeah i moved across two biomes, the game froze for a good 5 seconds and my memory went from 2gb - 9 gb usage
and the biome sounds changed
Ah
I took a closer look at what happens with the light checks - and it seems that the checks are almost the same...
At least the checks are invoked in the same places
Ah
I was referring mainly to the vanilla versions, I know the later versions have different lighting engines
And the mechanics of light checks are completely different
Probably on 1.12.2 and 1.16.5 the lighting engines are also different
yeah
Maybe a look at other 1.12.2 mod repositorities and how their lighting works could work
so far alfheim acts as a bandage to the lighting issues in the current builds, but biomes with heavy emphasis on lighting such as the blossoming spires and lantern woods do lag quite a lot
If the way the light checks are changed I think it would benefit to performance greatly, I haven't seen any other things affecting world gen aside from ambience / lighting
Right now I'm going to do two builds
One is -sounds
and the other is -sounds and -fog
Also, the leaves will no longer decay
but I still didn't manage to fix the double shulker problem
And also there will be some other fixes
Terrain dig speed fix
path xray fix
neon cactus fix
hopefully flying mosses fix
hanging blocks (bush fur, mosses, etc) not getting removed fix
Awesome, I'll look at it once it's up
no sound version
https://filetransfer.io/data-package/zSfVae86#link
no sound no fog version
https://filetransfer.io/data-package/OMJaECyu#link
Just done a quick run it was the ambient sounds that caused the memory leaks yes
Ah
also
tomorrow we can perform another test
return the music
but not the ambient sounds
Yeah that's fine, I'll also look at those tomorrow too
Dont think its meant to render like that
Given how much ram you have compared to my potato, I'm scared what will happen if I run the current alpha build with ambient sounds.
In the meantime, I'll test the version without ambient sounds to look for other potential bugs.
i have a potato as well so im a bit worried, but i guess itll put my carefully selected optimization mods to the test
Which ones are you using? I'll see if I have any of those on my separate modded survival world already.
alfheim lighting engine
entity culling
fermiumasm
noisethreader
nothirium
paperfixes
particle culling
stellarcore
universal tweaks
vintagefix
I allocated 8gb. Game was running at 2gb usage but shot to around 12gb usage loading in the sounds. The current build has none of that. It runs on around 1-2 gbs
Oh btw i encountered some possible cascading world gen stuff, which literally shot my memory usage to past 8gb. I was hoping the chunks would unload and get a profile ready but my memory was being eaten away by something that made my ram exceed 8gb of usage ill look into it tomorrow
I've only got 4gb RAM total on my 10 year old laptop.
Yeah, i think its fine to test it but the moment you see the world gen pause and chunks are not loading in after about 30 seconds, i would task mangaer minecraft asap if i were you
Actually
For the whole time I was running my client with 1.5 GB RAM
And it worked totally fine
Though I'm always playing without the sound...
That's why I probably didn't get that awful ambient sound leak
And also, there is no more cascading worldgen in BetterEnd
if it needs to load something in other chunks, it just holds that data, until those other chunks are loaded
This is a version with ambient sounds but without music
https://filetransfer.io/data-package/ObYHM0o4#link
And here is a version with no ambient sounds but with music
https://filetransfer.io/data-package/uwJKib6q#link
Bad news, it's both of them. Though, the ambient sounds is more significant in its impact. I'd suggest try to implement how the 1.16.5 version implements its ambient sounds
hm, I encountered what I was experiencing before. There was a specific region that took up 10gb trying to generate
I'll do more testing
https://mclo.gs/NO4Xuyz I installed worldgen profiler and it indicates there is cascading worldgen
probably not the smartest thing to do but im trying to load in chunks so i can get a profile
https://spark.lucko.me/ixSMJw3GPI my pc basically died out, but I got another profile, something about InvertedScatterFeature generation that might play a role
Well, the log will tell that it's cascading gen, but it's actually not true
it starts to generate the border chunk
But it's almost empty
it's just endstone basically
and it'll definetely not trigger any other chunks
Ugh, it got into the depth of recursion...
I see
The music is hardcoded on 1.12.2, you can't add it
and the ambient sounds on 1.12.2 don't exist at all, probably
Interesting
That's a shame, well I can add it on my own using music triggers or Musify
I'll try find some issues now
Do you know what could be causing it? The logs did say it was a result of cascading world gen but I'm genuinely not sure
I was just thinking, yeah. Offering the sounds as a separate "pack" to use with MT or musify would be neat and avoid this issue
That's an interesting idea
i believe thats what the betweenlands does
I see that there was a recursive issue and I'm going to fix it
That spark profiler i sent wasn't as a result of the 10gb+ ram world gen btw, it was recorded after a delay in world gen for a good 30 seconds
By the way
Does anybody know if the dev of NetherAPI still exists (is he doing modding still)?
Maybe we should ask him for the fixes?
Yes, but he doesn't have any open channels other than GitHub afaik
Either github or CF you can contact him
I know @slender plume talked with him some time ago
Yeah, the recursion is probably the reason why it lagged for 30 seconds
And as for the memory...
You should probably get a memory (heap) dump
And send it to me
So that I could analyze it and find the leak reason
I believe spark offers an option to do that
I'll try and see its documentation now
im sure jbredwards would be happy to add whatever netherapi support is required for this betterend backport, since thats what he's done with basically all nether and end generation mods so far, but from what i understand, he's currently quite busy with collage and is working on a 3.0 release of fluidlogged to fix its performance
Ah, I see
that being said, i dont have contact with him or anything, so maybe that information is outdated now
october 4th
i believe in another reply he mentioned releasing 3.0 in january, so maybe after he does that you could get in touch and see what he has to say about it
I mean, he is still active on git somewhat, I submitted an issue on nether api a month ago and he did see it
I think the best way atm is probably submit an issue and let him know in advance
Ok regarding I think the recursive world gen is also causing the memory usage to increase. I found a world where it had the same problem of chunks not loading in + ram increasing steadily. I then copied the world and set the render distance to 2 so that it would hopefully load the missing chunks quicker without exploding my PC and I managed to get a spark profile https://spark.lucko.me/kUt93msDcY
it still goes on about the inverted scatter feature
I'll still try do a heap dump but the problem with trying to do that is the chunks have to be fully loaded first in order to do one with spark's heap dump otherwise the world freezes forever
And in the logs as well it still says it was as a result of "cascading world gen lag"
So I think we have our answer
and also investigate what was that thing, why haven't I notice it and if it can do memory explosion
recursive worldgen is now fixed
I made another copy of the world of which the issue has been happening, it is now fixed
Great!
The only issues left with performance is now light checks
damn it runs like a dream holy
and also memory doesn't surge up anymore, I'll look around a bit more
for some reason the chunk here just refuses to load in, but the world still seems fine to run but after refreshing chunks it just doesn't budge
Well, that sometimes happens to minecraft, yeah
I put some other issues I found in this doc, some are repeated, some give a bit more clarity than before, some are new and there are possible suggestions
just don't wanna fill this whole thread
I just felt like if i send everything here one by one its gonna fill up everywhere so i thought it would better if i just condensed it into one doc, I can send the individual screenshots here if you want
So that one
3. tree parts and foliage are decaying (except for flowers in grasslands).
Is fixed
That's more of NetherAPI issue once again
since I just passed the color (RGB) to NetherAPI
the color is directly ported from BetterEnd 1.16.5
and NetherAPI rendered it
ah I see, could the fog intensity be decreased somehow?
Once again, NetherAPI issue - on 1.16.5 you can change the intensity, while NetherAPI doesn't allow you to do that
oof, i guess its fine, its just sometimes when i walk into certain biomes i feel like ive been flashbanged lol
the leaves...
well
Originally you could see the space through them at all
So I decided to make them transparent like that
ugh
Ah i see
By the way, for the future, it's better to send the images and bugs here
so that I could react and respond them here
without copying it like that
Yeah sure
Fixed
Regarding stalictites and neon cacti, they don't break when you break the base as well
Fixed
Hopefully fixed
slime model looks a bit iffy here too
Interesting
Probably some texture got lost
Though I tested them before and they worked fine
I'll look more into it now actually, I have other mods installed for performance and I'll see if its affecting how they render somehow
yeah they still render like that with just better end in
and what biome slimes are they?
forgot to mention there are these floating guys in amberlands
i found them in foggy mushroomlands
they have different textures for different biomes
Yeah
and they appeared in the foggy mushroom list
But try spawning an end slime in amber lands
im not sure the command to spawn them in 1.12.2... There aren't spawn eggs, what is the string for the end slimes?
leaf part rotation + leaf parts still act like solid blocks and not passable like foliage
Also I haven't seen any amber end slimes spawning in the amber lands as well
I think it's betterendforge.end_slime
Interesting
success, also the slimes do emit the particles enderman emit, Im not sure if its intended to be like that
I suppose that's intended
they look nice either way
The are now not solid anymore
that is the slime that isnt rendering properly all the other slimes render properly when spawned
Hopefully fixed
Hopefully fixed the rotation
also neon cacti are meant to have an emissive glow
Fixed
And also made fialux glow
(those latern ending vines in lantern woods)
Also added more lights
to mosses
and other things that need light
(on 1.16.5 setLightLevel required an integer number from 0 to 15 and on 1.12.2 it requires a float number from 0 to 1)
and if you pass something greater than 1, it'll just not glow at all
Fully glowing fialux tree
Correctly rotated fur
there are now a lot of vines
those were the inverted scatter things that were not generating and causing the recursive errors
Even managed to fix the floating mosses!
It looks glorious!
here is a version with all those patches
Tomorrow will look for the cause of double shulkers bug (something is causing another city to spawn)
and probably will look at the Alfheim code
got this random crash while travelling across the biomes https://mclo.gs/5aijrci
Tree moss and foliage still decays though
Placing this polypore on the ground top will cause your game to crash https://mclo.gs/vBLpxRY
This also applies to the tree moss as well
I think just placing foliage that is meant to be stuck to a block sideways on top of the ground will just crash your game
It seems to be just something in the minecraft code
Weird
Fixed surface gen
Fixed shroom caps
Also, for now cacti will not drop (it causes them to break fully)
and suphur springs surface is also fixed
Double shulker is once again a NetherAPI problem
For modded biomes in generates the end city once, and then invokes the populate with vanilla, which generates in again
@slender plume, could you please test, if in your end expansion biomes each end city also has doubled shulkers?
Since that super call will probably do that thing
Should i do a heap dump on why there were memory leaks involving the ambience / biome music as in end expansion's ambience it doesnt happen
Ah, interesting
Well, you could try
But probably I should just take a look at end expansion ambience code
Yeah ill do it it later
And in what EndExpansion biomes there is ambience?
In ash wastelands it has its own sound track
And in the end i think there are ambient sounds i heard
Not sure if it was biome specific though
Becaude i heard ambient sounds everywhere
End expansion at the moment has only one biome
Ah, so there is something like random ambient sound
As far as I understand, the default ambient sound is played once when you enter the biome
While random ambient sound plays each tick with a chance of 0.05%
Everytime i enter ash wastelands it plays thr soundtrack
Interesting
Yeah it has its own unique structures
Im sure its a nether api issue
If it comes down to that
And EndExpansion has its own way of playing music, actually
Could that be implemented in better end?
Probably
@hard sonnet, so what do you think about the next plans of the mod?
asking you, since you are the most active person and tester here
Most of the tiny issues like rendering shroom caps, flying mosses and etc were fixed
We have some NetherAPI issues like
ambient sounds, music, particles, shulkers
And there is a performance issue with the light
(jeffn deserves a spot on the eventual cf page for his active testing, like damn that's some dedication)
I could probably take NetherAPI and fix some of the things myself...
though not sure if jbredwards will be happy about that...
Fixing the light issues - well, I'm not sure if I should reinvent Alfheim
Did you open an issue or try to contact him through cf?
Not yet
But maybe I should do it first, yeah
But I actually prefer to fix most of the issues myself, not bothering the great modding masters
Even if there is no open source for the mod, I take my fix structure, do a partial decompile and fix the mod :3
Maybe I should do something like PR for NetherAPI
I seem to remember he explicitly made the mode close sourced so people wouldn't steal his stuff, but was super open to letting in anyone who had genuine interest in the code for doing something productive. Maybe that was other dev though, so take it with a grain of salt
I would look through his message history here, but I'm from phone and at work
It seems that NetherAPI in particular has an open source
Though the mod is published under ARR...
Ok, this statement isn't specifically about his mods, but it certainly confirms his stance. #mods-discussion message
I would suggest maybe backporting some features of the fabric ver such as end villages if people want it, adding compat with other mods such as fluidloggedapi and futuremc (mainly for the tools as smithing tables are involved i believe). As of now, I'm not sure if the current builds of better end, stygian or end expansion would generate together, so if they don't work well, compat could be made between them
I would be honored lol
The thing I'm most interested in is toggleability of features. I would love using parts of this mod, but there are entire biomes, blocks, and structures that would personally not work for me in RotN. Not sure if that's planned already.
From the current config you can enable / disable biomes, caves, generation chances and other stuff too
it looks pretty configurable
huh you can customize how island generates from the looks of it
there is already a config
is it functional?
Hmmm
I highly doubt that you can customize the generation of an island
But I should at least check if the config is functioning at all
I'll see as well
And what do you think about the functional blocks, ores and things like that?
Like there are still no ores...
And the smelter isn't working
And also, when should we do the first CF release?
oh i thought you were focusing on terrain generation first, then focusing on functional blocks
do you just plan to make the first CF release just for biomes
if so, functional blocks can be added yeah
Yeah, I thought so
as its 1.12.2 some things would need to be tweaked
My thoughts was:
- biomes from 1.16.5
- functional blocks from 1.16.5
- other versions
- some tricky compats
Or maybe the compats and then other versions
since porting from even higher versions...
It might be quite complicated
yeah...
I was thinking that too
For example, some biomes generate a bit differently in the later versions, as seen with the crystal mountains
I'm not sure if that could be backported
I think probably the CF release should include biome functionality, next updates can focus on compat and functional blocks
the second image is just shaders probably
oh i took that second image with shaders lol not a goodlook
i was mainly talking about the blue grass block generating around the crystals
ill get another screenshot without shaders nw
Ah, I see
Adding grass or not is actually not that big of a deal - it can be fixed quite easily
Also, I've noticed that better end 1.16 version seems to have completely overhauled how end islands generate as seen with the config, but the 1.20.1 version uses vanilla generation and builds upon it using biomes
but i feel like that should be a nether api thing to overhaul end island generation
Having separate generation per biome is a tall order, as not even the overworld does that. Technically the generation in the ow for all biomes is the "same" and only the parameters for min-max altitude and height variation change, but that's not the same as changing the actual generation per biome; they all use the same noise generator.
Making islands have different shapes based on biome would be on a different level.
Not saying it's impossible, but just that it's harder than it seems at a first glance because of the way the world provider and the chunk provider interact with each other.
Yeah, the main problem is that biomes are per-block
and not per-island
Could a solution be then, generate end islands with variable altitudes, would that work?
That might be possible, if the islands were separated
but if not, there is a chance that it will be quite unbalanced
Yeah, NetherAPI could change its own biome and chunk provider, and it would automatically apply to all the mods dependant on it
sometimes biomes generate with squares popping out, I assume it has to do with something with cave biomes, but I assume it's being worked on, so is there any point of reporting it here
Ah, that's really weird
I was flying around and there were no such things already
And you have a ton of them
glowing grasslands seem to be missing a few foliage generating and those tall glowing plants are not rendered correctly
yeah I've noticed quite a lot of them, but I assumed they were being worked on so I wasn't really sure whether to report it here
In these released builds are there any WIP issues that shouldn't be reported here?
Ah, so these things should not look like bare stems...
I wonder what could happen to them...
also in the sulphur springs biome, could the RGB values of the water be changed to better suit the biome? For reference I think it would look better if the water was more yellow-green? I get that the water works differently in 1.12.2 but I think the default colour can be changed. Curious to see
Also fish and some marine life do not spawn in these ponds, not sure if its also WIP - this accounts for other biomes too
Will the first CF release include structures as well?
Yeah, that's totally possible
Actually, right now there is no WIP
But yeah, I should find out what happened
And also
I should probably build another version for you
maybe even with changing the water color
Maybe something like that?
yeah that looks good
sulphur spring caves usually spawn with their ends being completely exposed, not sure if that can be patched
that looks really good
That might be intentional?
Looks a bit weird near the other biomes