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Deep Dark Doesn't Generate
AViewFromTheTop opened this issue ยท 31 comments
@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
@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 :/
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
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
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.
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
by the way, with the PR, have you tried going into spectator and flying down to below y0 and trying locatebiome then?
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
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
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
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
BRO
MOJANG WHY YOU MAKE BROKEN COMMANDS
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
BRO MOJANG WHY YOU MAKE BROKEN COMMANDS
its 3d so it borke
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
the panorama doesn't generate
now we just need to figure out how to remove all water and lava features from the biome
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, WOOOOOOOOOOOOOOOthe 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)
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)
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
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
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?
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?