Occultism

Occultism

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[1.20.1] Groves still spawning underwater

ffuentesm opened this issue ยท 7 comments

commented

Describe the bug
Groves are still spawning in the bottom of the ocean, causing all the grass to break and accumulating MANY item entities in a single place, lagging the game.

To Reproduce
Steps to reproduce the behavior:

  1. join a new world
  2. Fly around the ocean

Expected behavior
Groves should not be spawning inside the ocean

Screenshots
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System (please complete the following information):

  • Occultism Version: occultism-1.20.1-1.98.0
  • OS: Windows
  • Minecraft Version: 1.20.1
  • Modpack Link and Version, or list of mods:

Additional context
Groves should have the same spawning rules as strongholds, maybe instead use The same spawning rules as dungeons? Or try the trial chamber spawn rules for the new version of minecraft?

commented

occultism

hi I would like to chime in with I'm currently developing a modpack (just a small, custom thing for a group of friends I'll be hosting a server with, modpack is catered to the personal interests of the group) and one of the friends helping test the modpack for me encountered this problem--a grove spawned at the bottom of the ocean and ruined the landscape

minecraft is version 1.20.1 and Forge is version 47.2.0

commented

I am on Neoforge 1.20.4 version, and I noticed that Groves seem to "bisect" structures.
One spawned in the middle of a village, and it deleted half of a house.
Maybe add the same thing Strongholds have so they don't clash with present structures?
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commented

I don't think there are any biome tags for dungeons or even the trial chamber (and "spawn rules" as such sadly do not exist for worldgen, you can just define a feature, in this case the grove, and add it to a biome tag).

It is odd though, the stronghold biome tag has the following in it:

  this.tag(BiomeTags.STRONGHOLD_BIASED_TO).add(Biomes.PLAINS).add(Biomes.SUNFLOWER_PLAINS).add(Biomes.SNOWY_PLAINS).add(Biomes.ICE_SPIKES).add(Biomes.DESERT).add(Biomes.FOREST).add(Biomes.FLOWER_FOREST).add(Biomes.BIRCH_FOREST).add(Biomes.DARK_FOREST).add(Biomes.OLD_GROWTH_BIRCH_FOREST).add(Biomes.OLD_GROWTH_PINE_TAIGA).add(Biomes.OLD_GROWTH_SPRUCE_TAIGA).add(Biomes.TAIGA).add(Biomes.SNOWY_TAIGA).add(Biomes.SAVANNA).add(Biomes.SAVANNA_PLATEAU).add(Biomes.WINDSWEPT_HILLS).add(Biomes.WINDSWEPT_GRAVELLY_HILLS).add(Biomes.WINDSWEPT_FOREST).add(Biomes.WINDSWEPT_SAVANNA).add(Biomes.JUNGLE).add(Biomes.SPARSE_JUNGLE).add(Biomes.BAMBOO_JUNGLE).add(Biomes.BADLANDS).add(Biomes.ERODED_BADLANDS).add(Biomes.WOODED_BADLANDS).add(Biomes.MEADOW).add(Biomes.GROVE).add(Biomes.SNOWY_SLOPES).add(Biomes.FROZEN_PEAKS).add(Biomes.JAGGED_PEAKS).add(Biomes.STONY_PEAKS).add(Biomes.MUSHROOM_FIELDS).add(Biomes.DRIPSTONE_CAVES).add(Biomes.LUSH_CAVES);

Which does not include any ocean biomes.

To diagnose this further, can you let me know what biome you are in?
I think F3 might show that? I only know some map mods do.

Also it would be interesting roughly how far (in blocks or in chunks) you are from the next non-water biome (like forest etc)

commented

it seems that the grove is in the deep ocean, and The Mushroom fields are literally 1 block away, even underwater.
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Even inside the grove is deep ocean
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Maybe you could place a "height limit" or a "no exposure to water" like how some ores have.
I know that oceans have a bottom at y = 45 and deep oceans have a bottom at y = 30
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commented

Here is the same problem in another world. The grove spawned in a river biome.
occultism: 1.113.1
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commented

Even though it was strange, I thought it was beautiful

commented

Hum... Still happening in 1.21.1
Been thinking, but blocking their spawn so they only appear below y=0 help?
Since Ocean floor y level is y 30, in case a grove spawns at y -1, the height would still keep it below the ground.