The Wild Mod [Fabric]

The Wild Mod [Fabric]

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Deep Dark Doesn't Generate

AViewFromTheTop opened this issue ยท 31 comments

commented

Broke with a recent PR.

commented

:(

the panorama isnt real anymore

commented

:(

commented

:(

the panorama isnt real anymore

well good thing i got it before it died

commented

@MerpisMe well that's just because the biome was commented out for some reason, removing the comment shows that the deep dark still covers the overworld whenever it generates

commented

@MerpisMe well that's just because the biome was commented out for some reason, removing the comment shows that the deep dark still covers the overworld whenever it generates

hmmm, seems like orcinus couldn't fix it either then :/

commented

long-story-short, depth parameters do nothing

looks like we'll have to wait for fabric to actually implement the biome api then
that's gotta be what the issue is

commented

long-story-short, depth parameters do nothing

commented

long-story-short, depth parameters do nothing

looks like we'll have to wait for fabric to actually implement the biome api then that's gotta be what the issue is

till then, we could probably get away with having sculk not replace anything but deepslate and then make the surface builder and colours identical to forests

commented

till then, we could probably get away with having sculk not replace anything but deepslate and then make the surface builder and colours identical to forests

well orcinus already made the Sculk stuff only generate below 0, so we won't have to worry about that- just the surface colors and all that.

commented

till then, we could probably get away with having sculk not replace anything but deepslate and then make the surface builder and colours identical to forests

well orcinus already made the Sculk stuff only generate below 0, so we won't have to worry about that- just the surface colors and all that.

oh! then yeah, that's perfect

commented

by the way, with the PR, have you tried going into spectator and flying down to below y0 and trying locatebiome then?

commented

its 3d so it borke

you but it finds lush caves and dripstone caves just fine

yeah this is an issue in terralith too, it just doesn't like searching for low depth cave biomes for whatever reason

in any case, WOOOOOOOOOOOOOOO

commented

by the way, with the PR, have you tried going into spectator and flying down to below y0 and trying locatebiome then?

apparently it's fixed, so this is the only thing i can see being the issue

commented

by the way, with the PR, have you tried going into spectator and flying down to below y0 and trying locatebiome then?

apparently it's fixed, so this is the only thing i can see being the issue

YES, THATS DEFINITELY WHAT THE ISSUE IS @AViewFromTheTop you have to go low when using /locatebiome because the biome generates low
image

commented

by the way, with the PR, have you tried going into spectator and flying down to below y0 and trying locatebiome then?

apparently it's fixed, so this is the only thing i can see being the issue

YES, THATS DEFINITELY WHAT THE ISSUE IS @AViewFromTheTop you have to go low when using /locatebiome because the biome generates low image

BRO
MOJANG WHY YOU MAKE BROKEN COMMANDS

commented

by the way, with the PR, have you tried going into spectator and flying down to below y0 and trying locatebiome then?

apparently it's fixed, so this is the only thing i can see being the issue

YES, THATS DEFINITELY WHAT THE ISSUE IS @AViewFromTheTop you have to go low when using /locatebiome because the biome generates low image

BRO MOJANG WHY YOU MAKE BROKEN COMMANDS

its 3d so it borke

commented

its 3d so it borke

you but it finds lush caves and dripstone caves just fine

commented

yeah this is an issue in terralith too, it just doesn't like searching for low depth cave biomes for whatever reason

in any case, WOOOOOOOOOOOOOOO

the panorama doesn't generate

commented

now we just need to figure out how to remove all water and lava features from the biome

commented

yeah this is an issue in terralith too, it just doesn't like searching for low depth cave biomes for whatever reason
in any case, WOOOOOOOOOOOOOOO

the panorama doesn't generate

doesnt really matter that much tbh, as long as we have the biome generating properly i'm satisfied
now we just need to fix up the sculk patch featurer, disable all liquid features, configure the biome fog & sky colour (this would be really good because darkness wouldn't look like garbage)

commented

fix up the sculk patch featurer

what broke

commented

fix up the sculk patch featurer

what broke

nothing, it's just a bit messy at the moment. we need to make it a bit less patchy and have much bigger blobs on average with less gaps between them, and we also need to clean up the placement of sensors and catalysts (catalysts can place on top of sculk sensors and shriekers, and sculk sensors spawn a tiny bit too often)

commented

nothing, it's just a bit messy at the moment. we need to make it a bit less patchy and have much bigger blobs on average with less gaps between them, and we also need to clean up the placement of sensors and catalysts (catalysts can place on top of sculk sensors and shriekers, and sculk sensors spawn a tiny bit too often)

that's just a matter of configuring the noise parameters i added
Also I mostly fixed the problem with Catalysts above strange stuff by forcing sculk underneath if there's no block entity underneath, sadly it'll be above sensors but quite rarely

commented

sadly it'll be above sensors but quite rarely

ah, oh well then

in any case, i'm extremely excited about the progress we've made on this stuff

commented
    double minThresh = 0.1 * Math.cos(((average)*Math.PI)/24);
    double maxThresh = 0.15 * Math.sin(((average)*Math.PI)/24);
    placePatch(context, context.getOrigin(), radius, minThreshold+minThresh, maxThreshold+maxThresh);

would that work?

commented
    double minThresh = 0.1 * Math.cos(((average)*Math.PI)/24);
    double maxThresh = 0.15 * Math.sin(((average)*Math.PI)/24);
    placePatch(context, context.getOrigin(), radius, minThreshold+minThresh, maxThreshold+maxThresh);

would that work?

i dunno, how's it look?

commented

2022-02-15_10 00 55
Edit: found a big deep dark lmao

commented

2022-02-15_10 00 55 for some reason the Deep Dark is ALWAYS extremely small, we still have to work on that either way there's a screenshot

a bit closer, i think we need to increase the noise scale too

commented

2022-02-15_10 02 21
2022-02-15_10 02 30

Either way with this change, some areas will have more gaps and others will be more solid

commented

2022-02-15_10 02 21 2022-02-15_10 02 30

Either way with this change, some areas will have more gaps and others will be more solid

oh thats actually perfect

commented

2022-02-15_10 04 33
2022-02-15_10 04 44
these two screenshots show it off better, actually
I'm gonna make the transition between the parameters take longer before i commit tho