#WorldGen Questions

1 messages · Page 1 of 1 (latest)

crisp girder
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In case anyone answering wants to see, this is my current noise settings file for the dimension.

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Why'd the datapack bot never send a thing (this doesn't matter I'm just curious)

left trail
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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

crisp girder
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Meant to be creepy, so thank you

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Gonna make globules of pus as well later that generate similar to how lava does just further up to make it even more gross

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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

clear pendant
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These are a lot of questions at once

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hmm

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The dirt layer varation does have a hacky solution, albiet I wouldn't say its the best

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Someone smarter probably has a better solution then what I have in mind

chrome vortex
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  1. 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)
  2. there's really no good guide to the noise router. try sticking this in your noise_router.final_density and noise_router.initial_density_without_jaggedness fields:
{
  "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
  }
}
  1. there's no guides/docs on carvers, you're on your own
  2. Provided you follow step two, yes
clear pendant
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The global answer for this is you just have to check and see what things do

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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

chrome vortex
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vertical gradient is anchored on a fixed y-level, not the surface

clear pendant
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Yeah

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I know

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thats why I call it hacky lmao

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Its not a good solution, but it probably runs faster then placing like a morbillion features

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so its a bit of like

chrome vortex
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I wasn't saying to place a billion features, you should only need a few per chunk

clear pendant
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the billion was an obvious exaggeration

chrome vortex
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I know

clear pendant
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but I assume you would still need somehwere around 128 to achieve the effect they want

chrome vortex
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but placing at most a few dozen features per chunk isn't that slow

chrome vortex
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because each chunk is 16x16 blocks

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averaging 3 on each layer

clear pendant
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thats a density of every 5 blocks one pillar is placed

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thats hoping for the best case scenario also

chrome vortex
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they only show a few spikes in their example

clear pendant
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True

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I am just assuming they want it to be more rough

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in which case a few lone spikes might look awkward

chrome vortex
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then bumping up the number of block columns and having the length be biased towards a lower number should do the trick

crisp girder
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Do dripstone caves use a feature to generate the stalactites

chrome vortex
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yes

crisp girder
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I could steal that and edit it slightly use for the feature for generating the spikes then?

chrome vortex
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no

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thats entirely different from what you want

crisp girder
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tbh I haven't played much mc recently I don't really remember what they look like

clear pendant
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More so the feature they use is custom coded

chrome vortex
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no, its just entirely unrelated to what they want

clear pendant
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Not wrong

chrome vortex
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this is how pointed dripstone generates

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this has nothing to do with extending the dirt layer of the world down in spikes into the stone layer

clear pendant
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Still aren't wrong

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its the coloum shape I assume they meant

crisp girder
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I just meant the shape/spread of them

chrome vortex
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you can just use random patch + block column to get the same effect

clear pendant
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Yeah

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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

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Maybe its swapped around a little

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but its something like that

chrome vortex
clear pendant
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¯_(ツ)_/¯

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I prefer to cover all bases

chrome vortex
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the worldgen docs covers that error here

crisp girder
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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?

clear pendant
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in biome makes sure it doesnt go beyond biome borders in a chunk iirc

chrome vortex
crisp girder
clear pendant
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👍

crisp girder