#Backport of the Better End Mod for Forge 1.12.2

1 messages · Page 2 of 1

olive crane
#

Launched successfully, and got to do ALOT of exploring!

#

Very very cool to see The End in a brand new light!

stark crow
#

:3

hard sonnet
#

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

summer wren
#

Are the flies using the "ambient" spawn pool? I've seen mods having issues with that in the past.

stark crow
#

Yeah, they are in the ambient section

summer wren
#

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.

stark crow
#

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!

hard sonnet
#

leaf parts in the dry shrubland facing the wrong way

slender plume
#

I think all of end expansions stuff by default is 1-3

stark crow
#

Ah

#

Will reduce them then

stark crow
hard sonnet
#

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?

stark crow
#

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

hard sonnet
#

hmmm, compat could be added with fluidloggedapi and nether backports in the future?

#

fluidloggedapi adds waterlogging

stark crow
#

I'll take a look at that

hard sonnet
#

well direct compat doesn't have to be added, you can easily add it yourself in the configs

vital portal
#

Fluidlogged API is notably performance intensive in its current state.

hard sonnet
#

but what functions does the waterlogging need for betterend?

hard sonnet
vital portal
#

It's still getting github commits with significant performance improvements but I don't know how long that'll be.

nimble idol
hard sonnet
#

what performance issues were reported?

stark crow
#

And for now, I got a little bit distracted

#

made an addon to integrate CNPC and Cobblemon on 1.20.1

hard sonnet
#

1.20.1 seems like the next 1.12.2, 1.7.10 in terms of golden ages of modding

#

imo

stark crow
#

and after that 1.20.1, yeah

nimble idol
nimble idol
hard sonnet
#

also, why 1.20.1 specifically, isnt there a 1.20.4?

vital portal
nimble idol
#

But its definitely the smallest of the 5 listed

vital portal
#

so, I take that with half a microgram of salt.

hard sonnet
#

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

nimble idol
#

Personally i dont actually think itll stick around, people will move to 1.21 most likely

#

Then 1.22

vital portal
#

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

nimble idol
#

I don't think unified versions other than 1.7.10 and 1.12.2 really exist or will exist in the future

vital portal
#

is it going to last like 1.12 has and exist after 1.21 gets a stable footing?

#

unlikely

hard sonnet
#

hm you're probably right

vital portal
#

seen it happen too many times to think anything different will happen

nimble idol
#

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

vital portal
#

1.18 didn't survive 1.19, let alone 1.20

nimble idol
#

Its because newer versions's mods are actually really high quality and do get ported to older versions

hard sonnet
#

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

nimble idol
#

There is really no reason to stop at some specific version

hard sonnet
#

i dont like the divide that much tbh

vital portal
#

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

nimble idol
#

Sinytra connector i believe it was called

vital portal
#

yes

hard sonnet
#

better end is only on fabric as well

nimble idol
#

Its still quite new but it has potential

hard sonnet
#

well updated to the latest version

#

betterend forge is on 1.6

#

1.16

vital portal
#

Tbh not many people actually care about BetterEnd ime

hard sonnet
#

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

vital portal
#

It's pretty but once the novelty wears off it's just not the right direction for the End to most people who care

hard sonnet
#

the only thing i want in 1.12.2 is a mod like nullscape

vital portal
#

yeah. too much flora.

#

Though I realize we're actually talking in the BetterEnd backport forum

hard sonnet
#

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

vital portal
#

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

hard sonnet
#

how come?

vital portal
#

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.

hard sonnet
#

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

vital portal
#

and I don't like the living pigmen.

hard sonnet
#

piglins?

vital portal
#

yeah.

#

but, that's just me.

hard sonnet
#

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

vital portal
#

fair. the AI could be used for another mob. piglins would literally be fine to me if they were identical but undead. :p

hard sonnet
#

and they get pissed when you open chests in bastion

#

Yeah for a hell dimension, you wonder how there are living things

split musk
# stark crow No netherite

Other mods to exist just add it people just set the recepies later who mean add it for the sake of modification

hard sonnet
#

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

hollow wagon
#

wait it didn't spawn with end expansion biomes together in one world

stark crow
hollow wagon
#

will test later

hard sonnet
#

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

olive crane
#

[When I did my test.]

hard sonnet
#

Try up the weights thats what i did

hard sonnet
#

got shaders and betterend 1.12.2 to work together, looks absolutely stunning

hybrid fractal
#

first picture has a nauseating amount of FOV, but stunning indeed

hard sonnet
#

i play on quake pro lol

#
  • wanted to get every detail in the book
hard sonnet
#

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

stark crow
hard sonnet
# stark crow 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

hard sonnet
#

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

hard sonnet
#

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

stark crow
#

Interesting

stark crow
hard sonnet
#

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

split musk
zenith rampart
#

Villagers living in The End?!

hard sonnet
split musk
hard sonnet
split musk
split musk
hard sonnet
#

they made their own villages

#

like structures

split musk
hard sonnet
#

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

zenith rampart
#

Hear me out now...

Farlanders
😛

hard sonnet
#

oh i heard of that mod

nimble idol
#

Im still depressed about how broken that mod actually is on 1.12

hard sonnet
#

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

nimble idol
#

No its actually a very old mod

split musk
hard sonnet
#

not that i know of no

nimble idol
#

Its definitely at least 10 years old now

hard sonnet
#

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

zenith rampart
hard sonnet
#

unless if compat is made

split musk
nimble idol
#

Farlanders is arr and would need some mod to patch all its bugs before you could really consider that

split musk
nimble idol
#

But yeah in theory it would be cool

hard sonnet
#

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

zenith rampart
stark crow
slender plume
#

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 trollface ||

#

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

nimble idol
slender plume
#

i think most people would remove stygian end if better end is installed

nimble idol
#

Perhaps, but the option us there if they want it

slender plume
#

that's true

nimble idol
#

Nether api fixes quite a lot of its issues

slender plume
#

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

nimble idol
#

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 😅

slender plume
nimble idol
#

It is a lot of work

slender plume
nimble idol
#

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"

slender plume
#

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

summer wren
hard sonnet
#

Is that because it doesn't fit the end narrative of being a dead-desolate wasteland?

summer wren
#

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

nimble idol
#

Yeah... Unfortunately ill also have to make some adjustments

#

Some to better end and some to my lore as well probably

nimble idol
#

Still, incredibly happy to see it ported

short harness
#

But it's great to have it as an option!

olive crane
#

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.

nimble idol
#

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

turbid rain
#

anyways i need to go back to the bioweapons lab

fading sky
wet plank
#

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. ❤️

split musk
#

It is bro mods are becoming way much good in this version i hope we will see more modpack with the latest mods

amber lodge
#

The Coalition Grows

olive crane
#

Indeed.

hollow wagon
#

oooh hoping for first release on curseforge

stark crow
#

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)

hard sonnet
#

Take your time with it

fading sky
#

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.

stark crow
#

Injecting mixins into the world generator

hard sonnet
#

doesn't nether api support cave biomes?

#

Oh nvm, this is about cave dungeons/structures didnt read the msg above

vital portal
#

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.

tiny surge
vital portal
#

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.

tiny surge
vital portal
#

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.

tiny surge
#

Im not specifying a given seed

vital portal
#

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

stark crow
#

I'm getting back to BetterEnd port!

olive crane
#

Still really excited to see it

stark crow
#

Now going to work on all those ambient things

#

Like fog, music, particles

stark crow
#

Right now going to inject new constants into MusicType enum...

#

Not sure how NetherAPI author thought to do that

stark crow
#

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

#

Not sure if sulphur springs terrain should generate that way

#

No waterlogging on 1.12.2, sadly

olive crane
stark crow
#

But it's very buggy?

pliant drum
#

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

stark crow
#

I see

stark crow
#

Added fog

#

And hopefully custom music and ambient sounds

#

(not sure about that though)

stark crow
#

So what's left

#

Structures

#

And Caves

#

And that's all?

#

Ah

#

I completely forgot about the particles!

hard sonnet
#

Are some blocks functioning yet as well?

hard sonnet
# stark crow Hmmm

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

twilit tinsel
split musk
stark crow
#

:3

stark crow
#

Since for now it's just for the worldgen

pliant drum
stark crow
#

It is running more than once, actually

#

Probably just something went wrong with the arguments

#

I'll debug that

toxic portal
stark crow
#

Great!

stark crow
#

By the way

#

Do you know any mods that add nonvanilla particles on 1.12.2? (Except Botania)

stark crow
#

Ah, thanks!

pliant drum
#

no problem

slender plume
cobalt beacon
# slender plume <@137069366884827136> knows how to add FluidLogged API, from what he told me it...

https://github.com/SirSquidly/Oceanic-Expanse/blob/master/src/main/resources/assets/oe/fluidlogged_api/whitelist.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.

GitHub

A 1.12.2 Minecraft Mod which adds various pieces of ocean-based content. - SirSquidly/Oceanic-Expanse

#

I believe you can also do more specific fluidlogged behavior if you want? I haven't experimented with the file much.

pliant drum
#

I implement IFluidLoggable and use Optional.Interface annotation

cobalt beacon
pliant drum
#

I did that to one interface which I already use to give the fluidlogging illusion. Works like a charm.

stark crow
#

First attempt to generate a cave

#

And inside

#

Looks almost nice

stark crow
#

Great success!

stark crow
#

with the stalactites

stark crow
#

So caves are hopefully done

#

So now just structures

#

and particles

split musk
#

That's a huge W

stark crow
#

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

pliant drum
#

i hope nbt files have versions like resource packs

stark crow
#

It probably has some kind of version

#

Though on 1.12.2 it seems to be ignoring this thing

pliant drum
#

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

stark crow
#

I think it's a plugin for minecraft mod devs

pliant drum
#

i see

stark crow
#

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)

pliant drum
#

try not to hardcode that fix

stark crow
pliant drum
#

so i can transform it to load that stuffs

#

using my mod

stark crow
#

Alright, I'll try to make some kind of generalized solution

pliant drum
#

the joke here is forge should've handled it trolley

stark crow
#

Ah, forge should have done many things...

#

Many things it's not doing...

pliant drum
#

cant even read blockstate jsons properly...

hard sonnet
stark crow
hard sonnet
#

ah just as i say i can't find one, i find one. is that the house?

quiet forge
#

I am available for This project

short harness
hard sonnet
#

do they mean assisting perhaps?

stark crow
#

@fading sky, this project is still marked as open, could you please mark it as "being worked on"?

amber lodge
#

Andrex was a scammer ignore them

stark crow
#

Ah, alright

stark crow
amber lodge
#

Totally, it lets people know

fading sky
stark crow
fading sky
stark crow
#

And if testing goes well, I'll publish the first curseforge release

stark crow
#

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

hard sonnet
#

Looks amazing, comig along rlly nicely

stark crow
hard sonnet
# stark crow Well

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

stark crow
#

Interesting

#

I also thought about it

#

I should double check the water color field

#

Does not seem like it

hard sonnet
#

from the sulphur springs biome there should be these little structure things as well

stark crow
#

here is the line for that

#

and that colour is

hard sonnet
#

oh strange, I'll look more into it

stark crow
#

It has quite a large feature list

#

and I've seen just 1-2 of those

hard sonnet
#

this is what i was talking about

stark crow
#

Interesting...

#

Right now we have more of this

hard sonnet
#

Yeah, that is strange

#

i assume there are no plants in the water as well due to water logging

stark crow
#

I should probably also load the real 1.16.5 client

hard sonnet
#

unless you wanna do fluidloggedapi compat

stark crow
#

Maybe one day

#

and actually, the plants probably will be there, but just replacing the water fully

hard sonnet
#

god damn it 1.12 : (

stark crow
#

: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

hard sonnet
#

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

stark crow
#

Smoke should be possible at some point

hard sonnet
stark crow
#

Ah

hard sonnet
#

wouldnt the vents itself have to be water logged as well?

stark crow
stark crow
#

but for now they can be full block like

hard sonnet
#

yeah i agree

stark crow
#

but yeah, it'll definetely not look that great

hard sonnet
#

functionality > appearance imo

stark crow
#

Well, I though that BetterEnd at all is more for appearance

#

Like all the worldgen mods

hard sonnet
#

the vents do serve a purpose they just jet stream you up when you go in it

stark crow
#

Ah

#

Didn't know that

hard sonnet
#

its like the bubble columns in the later verisons yeah

stark crow
#

and the water columns could probably be reimplemented too

#

Like have you ever played Thaumcraft mod?

hard sonnet
#

i played a bit of the 1.7.10 when i was like 10 lol

#

does that have any water columns?

stark crow
#

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

hard sonnet
#

oh i see, would that be easy to implement?

stark crow
#

We could do that probably

#

But not in this update

#

I hope to publish a release with all the worldgen till Christmas

hard sonnet
#

best christmas present

stark crow
#

<3

#

And after that I'll probably work on the functional stuff

hard sonnet
#

as of now do biomes have the foliage and plants implemented?

stark crow
#

Like all those furnaces, chests and other things

hard sonnet
#

the aeternium might be a bit tricky though

stark crow
#

Just some tiny things don't generate

stark crow
#

Like in the morning I already checked Amber Lands

#

and found out that glowing pillars don't summon

#

Those are the tiny orange bushes

hard sonnet
#

is it the light orange blocks with the leaves around it

#

oh are you saying that they grow into the plants?

stark crow
#

Well, those things are meant to be plants

#

And they were missing in the amber lands before

#

and now they do exist

hard sonnet
#

oh i see now

stark crow
#

here they are now

hard sonnet
#

looks pretty yeah

stark crow
#

still some issues

hard sonnet
#

oooh

stark crow
#

No lamp inside and half of the stem is missing

hard sonnet
#

how does the fog in the biome look in this version? i see some fog there

stark crow
#

and that's the real biome

stark crow
#

But on 1.12.2 you can only control the color, not the density

hard sonnet
#

Is that a netherapi thing or is just 1.12?

stark crow
#

so on 1.12.2 it just looks like yellowish sky

stark crow
#

and NetherAPI unlocks it for the modders

#

We are missing these tall orange things

#

Those are lanceleaf

summer wren
#

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.

stark crow
#

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

hard sonnet
#

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

stark crow
#

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

stark crow
#

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

split musk
stark crow
#

Luckily it's almost two weeks before Christmas

stark crow
#

The only thing I hate in 1.12.2

#

Is the limitation to only 16 blockstates

stark crow
#

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...

molten copper
#

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.

stark crow
#

Great success!

#

So far it's my most favourite biome

#

Just look at it!

#

and in full brightness

summer wren
#

That looks so good

#

The godly textured bushes and small trees do so much for character. Gotta hand it to paulev

slender plume
#

the itch behind my neck to completely make end expansion dlc that has better end as a dependancy is getting more and more prevalant

stark crow
#

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

slender plume
#

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

stark crow
#

Dry shrublands

#

Umbra valley

#

Ice starfields

#

That's not looking great...

#

Dragon graveyards

#

Shadow forest

hard sonnet
#

absolutely stunning

stark crow
#

a cave under the shadow forest

#

the caves probably need something...

#

Neon oasis

stark crow
#

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

hard sonnet
#

how's performance wise when around these biomes?

stark crow
#

those bushes lost their stems again...

stark crow
#

With betterend or without it

hard sonnet
#

hm i guess we'll see when the release comes then

stark crow
#

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...

hard sonnet
#

could you implement it without nether api?

stark crow
#

Probably

#

But not now

stark crow
#

For now - I need to find at least the small end lakes

stark crow
#

I even tried to put the default vanilla flame factory there

#

And still no effect at all

slender plume
#

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

stark crow
#

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

olive crane
stark crow
#

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

#

After fixing a lot of exceptions falling out of every hole, the caves started to look a bit nicer

fading sky
fading sky
# stark crow 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.

stark crow
#

On 1.16.5 there are no pies and no pumpkins

split musk
fading sky
stark crow
#

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

stark crow
#

And also, have you ever used NetherAPI for end structure generation?

hard sonnet
# stark crow

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

stark crow
#

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

hard sonnet
#

That clears things

#

Do we have an eta for another test build?

stark crow
#

It depends on what I'll see with the structure

#

But I really hope to make a CF release before Christmas

nimble idol
stark crow
#

:3

nimble idol
#

so incredibly sorry

hard sonnet
#

Lmao

nimble idol
#

if you install a mod like aqua acrobatics it should look lighter, i think

stark crow
#

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

stark crow
slender plume
#

as the nether stuff works fine for particles

slender plume
#

if you're wanting to spawn structures and or want to have a locate command to find it

#

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

stark crow
stark crow
#

I think that we should wait with the structures...

slender plume
#

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

stark crow
#

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

stark crow
#

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

hard sonnet
#

Excited to see the progress

hard sonnet
#

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

spark is a performance profiler for Minecraft clients, servers, and proxies.

#

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

slender plume
#

yes give mc all your memory

hard sonnet
#

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

hard sonnet
stark crow
#

I don't even know where to find that leak, honestly...

#

Although...

hard sonnet
#

I think maybe try to disable the biome sounds / music for now and make another build

stark crow
#

Maybe I do have an idea

stark crow
stark crow
#

that's just how it works

#

Complicated worldgen takes time

#

but I'll also take a closer look at it

hard sonnet
#

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

stark crow
#

Each time you set the block, it does a lighing recheck

hard sonnet
#

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)

stark crow
hard sonnet
#

Was about to say yeah

stark crow
#

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

hard sonnet
#

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

stark crow
#

Ah

stark crow
#

At least the checks are invoked in the same places

#

Ah

hard sonnet
stark crow
#

And the mechanics of light checks are completely different

#

Probably on 1.12.2 and 1.16.5 the lighting engines are also different

hard sonnet
#

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

stark crow
#

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

hard sonnet
#

Awesome, I'll look at it once it's up

stark crow
hard sonnet
#

Just done a quick run it was the ambient sounds that caused the memory leaks yes

stark crow
#

Ah

#

also

#

tomorrow we can perform another test

#

return the music

#

but not the ambient sounds

hard sonnet
#

Yeah that's fine, I'll also look at those tomorrow too

#

Dont think its meant to render like that

fading sky
#

In the meantime, I'll test the version without ambient sounds to look for other potential bugs.

nimble idol
#

i have a potato as well so im a bit worried, but i guess itll put my carefully selected optimization mods to the test

fading sky
nimble idol
#

alfheim lighting engine
entity culling
fermiumasm
noisethreader
nothirium
paperfixes
particle culling
stellarcore
universal tweaks
vintagefix

hard sonnet
#

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

fading sky
hard sonnet
#

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

stark crow
#

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

stark crow
#

if it needs to load something in other chunks, it just holds that data, until those other chunks are loaded

stark crow
hard sonnet
#

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

hard sonnet
#

I'll do more testing

#

probably not the smartest thing to do but im trying to load in chunks so i can get a profile

hard sonnet
#

https://spark.lucko.me/ixSMJw3GPI my pc basically died out, but I got another profile, something about InvertedScatterFeature generation that might play a role

spark is a performance profiler for Minecraft clients, servers, and proxies.

stark crow
#

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

stark crow
stark crow
#

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

hard sonnet
#

I'll try find some issues now

hard sonnet
# stark crow Interesting

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

summer wren
stark crow
#

That's an interesting idea

nimble idol
#

i believe thats what the betweenlands does

stark crow
hard sonnet
#

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

stark crow
#

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?

summer wren
#

Yes, but he doesn't have any open channels other than GitHub afaik

hard sonnet
#

Either github or CF you can contact him

summer wren
#

I know @slender plume talked with him some time ago

stark crow
#

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

hard sonnet
#

I'll try and see its documentation now

nimble idol
#

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

nimble idol
#

that being said, i dont have contact with him or anything, so maybe that information is outdated now

stark crow
#

That's sad

#

Maybe I'll look for a way to contact him a bit later

nimble idol
#

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

hard sonnet
#

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

hard sonnet
#

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

spark is a performance profiler for Minecraft clients, servers, and proxies.

#

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

stark crow
#

I'll try to fix the inverten scatter recursion today

#

and send you the test version

stark crow
stark crow
#

recursive worldgen is now fixed

hard sonnet
stark crow
#

Great!

hard sonnet
#

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

stark crow
#

Well, that sometimes happens to minecraft, yeah

hard sonnet
#

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

stark crow
#

Isn't this thread made for such things?

#

Are the trees still decaying, by the way?

hard sonnet
#

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

hard sonnet
#

nope

#

they#re good

stark crow
#

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

hard sonnet
#

ah I see, could the fog intensity be decreased somehow?

stark crow
#

Once again, NetherAPI issue - on 1.16.5 you can change the intensity, while NetherAPI doesn't allow you to do that

hard sonnet
#

oof, i guess its fine, its just sometimes when i walk into certain biomes i feel like ive been flashbanged lol

stark crow
#

the leaves...

#

well

#

Originally you could see the space through them at all

#

So I decided to make them transparent like that

hard sonnet
#

Ah i see

stark crow
#

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

stark crow
stark crow
hard sonnet
#

Regarding stalictites and neon cacti, they don't break when you break the base as well

stark crow
stark crow
hard sonnet
stark crow
#

Interesting

#

Probably some texture got lost

#

Though I tested them before and they worked fine

hard sonnet
#

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

stark crow
#

and what biome slimes are they?

hard sonnet
#

forgot to mention there are these floating guys in amberlands

hard sonnet
stark crow
#

they have different textures for different biomes

hard sonnet
#

It's called end slimes I believe

#

i just searched the wiki

stark crow
#

Yeah

hard sonnet
#

and they appeared in the foggy mushroom list

stark crow
#

But try spawning an end slime in amber lands

hard sonnet
stark crow
#

Yep

#

they have different textures

#

so the chorus nilyum one is broken

hard sonnet
#

leaf part rotation + leaf parts still act like solid blocks and not passable like foliage

hard sonnet
stark crow
hard sonnet
#

success, also the slimes do emit the particles enderman emit, Im not sure if its intended to be like that

stark crow
#

I suppose that's intended

hard sonnet
#

they look nice either way

hard sonnet
#

that is the slime that isnt rendering properly all the other slimes render properly when spawned

stark crow
hard sonnet
#

also neon cacti are meant to have an emissive glow

stark crow
#

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

stark crow
#

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

hard sonnet
#

Tree moss and foliage still decays though

hard sonnet
#

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

stark crow
stark crow
stark crow
#

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

stark crow
#

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

hard sonnet
#

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

stark crow
#

Well, you could try
But probably I should just take a look at end expansion ambience code

hard sonnet
#

Yeah ill do it it later

stark crow
#

And in what EndExpansion biomes there is ambience?

hard sonnet
#

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

stark crow
#

As far as I understand, the default ambient sound is played once when you enter the biome

hard sonnet
#

And im pretty sure end cities do not spawn in the ash wastelands as well

#

Ahh

stark crow
#

While random ambient sound plays each tick with a chance of 0.05%

hard sonnet
#

Everytime i enter ash wastelands it plays thr soundtrack

hard sonnet
#

Yeah it has its own unique structures

#

Im sure its a nether api issue

#

If it comes down to that

stark crow
hard sonnet
#

Could that be implemented in better end?

stark crow
#

Probably

stark crow
#

@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

summer wren
#

(jeffn deserves a spot on the eventual cf page for his active testing, like damn that's some dedication)

stark crow
#

though not sure if jbredwards will be happy about that...

stark crow
summer wren
#

Did you open an issue or try to contact him through cf?

stark crow
#

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

stark crow
summer wren
#

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

stark crow
#

It seems that NetherAPI in particular has an open source

#

Though the mod is published under ARR...

summer wren
#

Ok, this statement isn't specifically about his mods, but it certainly confirms his stance. #mods-discussion message

hard sonnet
# stark crow <@318826146739388426>, so what do you think about the next plans of the mod?

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

summer wren
#

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.

hard sonnet
#

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

stark crow
#

there is already a config

hard sonnet
#

is it functional?

stark crow
#

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

hard sonnet
#

I'll see as well

stark crow
#

Like there are still no ores...

#

And the smelter isn't working

#

And also, when should we do the first CF release?

hard sonnet
#

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

stark crow
hard sonnet
#

as its 1.12.2 some things would need to be tweaked

stark crow
#

Or maybe the compats and then other versions

#

since porting from even higher versions...

#

It might be quite complicated

hard sonnet
#

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

stark crow
hard sonnet
#

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

stark crow
#

Adding grass or not is actually not that big of a deal - it can be fixed quite easily

hard sonnet
#

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

hard sonnet
summer wren
#

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.

stark crow
#

and not per-island

hard sonnet
#

Could a solution be then, generate end islands with variable altitudes, would that work?

stark crow
#

but if not, there is a chance that it will be quite unbalanced

stark crow
hard sonnet
#

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

stark crow
#

I was flying around and there were no such things already

#

And you have a ton of them

hard sonnet
#

glowing grasslands seem to be missing a few foliage generating and those tall glowing plants are not rendered correctly

hard sonnet
#

In these released builds are there any WIP issues that shouldn't be reported here?

stark crow
#

I wonder what could happen to them...

hard sonnet
#

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?

stark crow
#

And also

#

I should probably build another version for you

#

maybe even with changing the water color

hard sonnet
#

sulphur spring caves usually spawn with their ends being completely exposed, not sure if that can be patched

stark crow
#

Here it is

hard sonnet
#

that looks really good

hard sonnet
#

Possibly yeah

stark crow
#

Looks a bit weird near the other biomes