#Replicating Badlands terracotta stripes more efficiently?

1 messages · Page 1 of 1 (latest)

untold root
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Hi all, I'm making a custom biome that's more or less a badlands variant.

I wanted to know if there's an easier way to do custom stripe colors other than placing down a ton of predicates for y-level-related rules (such as y_above maybe with absolute values, etc). I'm wanting to not use the pre-existing stripes pattern that the default badlands uses.

If there is a better way, then what would be the best way to go about it?

real cobalt
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The most optimal way is to use vegetation patch features that place disk features to replace the terrain. Trying to recreate it with surface rules is generally regarded as a bad idea

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However while the vegetation patch method is the recommended method and is the most optimal for performance, I wouldn't call it efficient as far as implementation. It's certainly easier to just use surface rules

untold root
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I see, so it's a question of ease of use vs efficiency then 😮

untold root
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How would I set a specific layer to be a certain block, actually? I'm having more difficulty than I expected pulling this off, but I'm probably overthinking it.

real cobalt
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With what method?

untold root
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Ah, I fixed it. I used Y_above but forgot to change the biome facepalm
Edit: Investigating.

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Here's the relevant bit of code at the time of writing that's causing issues. Currently only blue terracotta, and not green is not spawning.

untold root
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I think I've found the solution. The blocks must be absolute with values that actually plug into the correct, valid y-values that are above the gradient to the world's gradient?

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Okay, it's very weird, but I think I've got it working. In order for them to work, the Y-above checks must be in the correct sequence, as in checks below cannot be greater than the previous value.

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Yep, that was the issue! 😄 Thanks as always!