#WorldGen Questions
1 messages · Page 1 of 1 (latest)
im not exactly responding to this to help but holy cow that dimension looks sick and the fact you said its a flesh dimension makes it also horrendous too
Meant to be creepy, so thank you
Gonna make globules of pus as well later that generate similar to how lava does just further up to make it even more gross
And I'm lazy so I haven't done it yet but the water is gonna be replaced with an actual blood fluid I'm just using water as a placeholder rn
These are a lot of questions at once
hmm
The dirt layer varation does have a hacky solution, albiet I wouldn't say its the best
Someone smarter probably has a better solution then what I have in mind
- not easy to pull off, you'll have to do this with features (most likely downwards-facing block columns that get placed just below the surface)
- there's really no good guide to the noise router. try sticking this in your
noise_router.final_densityandnoise_router.initial_density_without_jaggednessfields:
{
"type": "minecraft:add",
"argument1": {
"type": "minecraft:y_clamped_gradient",
"from_y": -64,
"to_y": 320,
"from_value": -4,
"to_value": 4
},
"argument2": {
"type": "minecraft:noise",
"noise": "minecraft:surface",
"xz_scale": 0.1,
"y_scale": 0
}
}
- there's no guides/docs on carvers, you're on your own
- Provided you follow step two, yes
The global answer for this is you just have to check and see what things do
If you want to avoid Apollo's actually decent solution for the dirt variation you can also use the same system that deepslate and bedrock use to make a more gradiented system, but its also a lot more hacky, constant, and most definitley not what you are looking for if I had to guess
vertical gradient is anchored on a fixed y-level, not the surface
Yeah
I know
thats why I call it hacky lmao
Its not a good solution, but it probably runs faster then placing like a morbillion features
so its a bit of like
I wasn't saying to place a billion features, you should only need a few per chunk
the billion was an obvious exaggeration
I know
but I assume you would still need somehwere around 128 to achieve the effect they want
but placing at most a few dozen features per chunk isn't that slow
I was thinking something closer to 48 would work
because each chunk is 16x16 blocks
averaging 3 on each layer
thats a density of every 5 blocks one pillar is placed
thats hoping for the best case scenario also
they only show a few spikes in their example
True
I am just assuming they want it to be more rough
in which case a few lone spikes might look awkward
then bumping up the number of block columns and having the length be biased towards a lower number should do the trick
Do dripstone caves use a feature to generate the stalactites
yes
I could steal that and edit it slightly use for the feature for generating the spikes then?
tbh I haven't played much mc recently I don't really remember what they look like
More so the feature they use is custom coded
no, its just entirely unrelated to what they want
Not wrong
this is how pointed dripstone generates
this has nothing to do with extending the dirt layer of the world down in spikes into the stone layer
I just meant the shape/spread of them
you can just use random patch + block column to get the same effect
Yeah
Quick warning about random patch real quick, be careful with the feature to make sure you don't crash the game, if I remember its something like random patch generating a feature that has in biome crashes the game or something
Maybe its swapped around a little
but its something like that
irrelevant for what they're doing since there appears to be only one biome
the worldgen docs covers that error here
Documentation and guides on the data-driven world generation system for Minecraft: Java Edition.
There are not currently but there will be more than one biome, but I don't think I would need to put a biome check in the feature itself would I? Just only call it in biomes I want the extra skin 'spikes' in?
in biome makes sure it doesnt go beyond biome borders in a chunk iirc
this isn't something you have to worry about atm
That's fine then the different biomes are going to be largely similar so if those pieces bleed over slightly that's okay with me
👍
Replacing final density and initial density with this worked btw