Nether loading blank?
djoveryde opened this issue · 2 comments
I seem to be having an issue with generating a normal nether. It only seems to generate an empty nether. I'm running 1.16.5.
{
// Setting this to false will disable the reminder to use the new config
"_reminder": false,
"Dimensions": {
"End": {
// Should end generate as in default world type? [default: false]
"Default": true,
// Should the main island be generated as normal? [default: true]
"mainIsland": true
},
"Nether": {
// Should nether generate as in default world type? [default: false]
"Default": true
},
"Overworld": {
// Should overworld generate as in default world type? [default: false]
"Default": false
}
},
"Inventory": {
// Should all items be reset on first world join? [default: false]
// This will delete all the items given on spawn from other mods guide books.
"clearInv": false,
// Should players' items be dropped when leaving a team? [default: true]
"dropItems": true
},
"Spawn": {
// The dimension the islands will be generated in. Vanilla dimensions:
// minecraft:overworld
// minecraft:the_nether
// minecraft:the_end
"dimension": "minecraft:overworld",
// Direction the player should look at initial spawn
// Allowed values: north, east, south, west
"direction": "south",
// Height of the bottom layer from the structure.
// This affects where exactly the island will be generated.
// Range: 0 - 255
"height": 64,
// The radius to find a valid spawn if no given spawn is valid
// Minimum: 0
"radius": 50
},
// With this you can configure the structures and features which are generated.
// INFO: You can also just use the modid as wildcard for all features/structures from this mod.
// WARNING: Some features like trees need special surface!
// WARNING: Some structures like mansions only exist in special biomes! If the biome range is too low, the "/locate" command will run for a lot of minutes where you cannot play because it blocks the whole server tick.
// WARNING: This only works for vanilla dimensions (Overworld, Nether, End)
"Structures": {
// All the features that should be generated.
// A list with all possible structures can be found in config/skyblockbuilder/features.txt
// INFO: The two default values are required for the obsidian towers in end. If this is missing, they will be first generated when respawning the dragon.
// This is a resource list. In the `whitelist` field you can specify whether all entries will be accepted by
// default or rejected.
// `elements` is an array of rules. Each resource location that is matched against this list, will traverse these
// rules from top to bottom. The first rule that matches a resource location determines its result.
// Rules are resource locations, where asterisks (*) can be added to match any number of characters.
// However an asterisk can not match a colon. The nly exception to this is the single asterisk which matches everything.
// When a rule is matched, it will yield the result specified in `whitelist` as a result. To alter this
// add a plus (+) or a minus (-) in front of the rule. This will make it a whitelist or blacklist rule respectively.
// You can also add regex rules. These are objects with two keys: `allow` - a boolean that specifies whether this
// is a whitelist or blacklist rule and `regex` - which is a regex that must match the resource location.
"generationFeatures": {
"whitelist": true,
"elements": [
"minecraft:end_spike",
"minecraft:end_gateway"
]
},
// All the structures that should be generated.
// A list with all possible structures can be found in config/skyblockbuilder/structures.txt
// This is a resource list. In the `whitelist` field you can specify whether all entries will be accepted by
// default or rejected.
// `elements` is an array of rules. Each resource location that is matched against this list, will traverse these
// rules from top to bottom. The first rule that matches a resource location determines its result.
// Rules are resource locations, where asterisks (*) can be added to match any number of characters.
// However an asterisk can not match a colon. The nly exception to this is the single asterisk which matches everything.
// When a rule is matched, it will yield the result specified in `whitelist` as a result. To alter this
// add a plus (+) or a minus (-) in front of the rule. This will make it a whitelist or blacklist rule respectively.
// You can also add regex rules. These are objects with two keys: `allow` - a boolean that specifies whether this
// is a whitelist or blacklist rule and `regex` - which is a regex that must match the resource location.
"generationStructures": {
"whitelist": true,
"elements": [
"minecraft:fortress"
]
}
},
"Utility": {
// Should players be able to create their own team? [default: false]
"createOwnTeam": true,
// Should players be able to leave their team or invite others? [default: true]
"selfManage": true,
"Spawns": {
// Should players be able to modify their spawn positions? [default: false]
"modifySpawns": false,
// The range from island center for possible spawns to add. [default: 50]
"range": 50
},
"Teleports": {
// Should players be able to visit other island? [default: true]
"allowVisits": true,
// Should players be able to teleport to their home island? [default: true]
"home": true,
// Should players be able to teleport to spawn? [default: true]
"spawn": true
}
},
"World": {
// The radius for the biomes to repeat [default: 8192]
// By default it's the perfect range that each team has the same biomes
// WARNING: Too small biome range will prevent some structures to generate, if structures are enabled, because some need a special biome! You may fix this by decreasing the "structureModifier"
// Range: 64 - 29999900
"biomeRange": 8192,
// Should the biomes repeat each x blocks? Disable to have normal vanilla biome generation. [default: true]
"biomeRangeEnabled": true,
// Distance between islands in overworld [default: 8192]
// nether the distance is 1/8
// Range: 64 - 29999900
"islandDistance": 8192,
// The offset from 0, 0 to generate the islands
// Can be used to generate them in the middle of .mca files
"offset": 0,
// Sea level in world [default: 63]
// Range: 0 - 256
"seaHeight": 63,
// The modifier for spacing and separation of structures. These values can be defined by a data pack. However, this is a multiplier to change these values.
// Minimal spacing is 1
// Minimal separation is 0
// Range: 0.0 - 10.0
"structureModifier": 1.0,
// Should a surface be generated in overworld? [default: false]
"surface": false,
// The block settings for generating the surface.
// Same format as flat world generation settings (blocks only)
"surfaceSettings": "minecraft:bedrock,2*minecraft:dirt,minecraft:grass_block",
"SingleBiome": {
// Specifies the biome for the whole world
"biome": "minecraft:plains",
// Should only one biome be generated? [default: false]
// WARNING: Some structures need a special biome, e.g. Mansion needs Dark Oak Forest! These structures will not be generated if you have only one biome!
"enabled": false,
// The dimension where the single biome should be applied. Use "default" for spawn dimension
// Allowed values: default, overworld, the_nether, the_end
"singleBiomeDimension": "default"
}
}
}
Fixed the issue, the overworlds level.dat had to be edited manually to change the nether and End back to vanilla generation (I couldn't wipe the worlds folder as players are playing on the server, so had to modify on the fly). Any changes to the config doesn't change the level.dat gen unless you wipe the world folder so it regenerates.