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User talk:Jacobsjo

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Latest comment: 6 March 2025 by Pyritie in topic Worldgen depth scaling
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json ref does not work in one case

[edit source]
Latest comment: 14 November 20233 comments2 people in discussion

I found that using no_single=1|inline=1 without tag=1, it fails to work like I expected. {{json ref|biomes|Custom biome|no_single=1|inline=1}}

  • Current: One biomes ()
  • Expected: biomes list (containing either [String] IDs or [NBT Compound / JSON Object] inlined objects)

I tried looking at the template but I got a bit confused. — Misode (talk) 10:05, 14 November 2023 (UTC)

What is the use case for this? I've used tag=1 as a stand-in to mean "reference to possibly more than one", based on the believe that anywhere where a list of ids is allowed, a tag is allowed too. no_single=1 is then used to remove the option of a single element in the few places where that is not allowed. If there is a use for "allows lists but not tags", then maybe adding a list=1 parameter would be reasonable. jacobsjo () 12:20, 14 November 2023 (UTC)
You're right, my mistake. I thought the checkerboard biomes list did not allow a tag but after testing it, it does work. So yeah probably no need to change the template until there is a use. — Misode (talk) 13:56, 14 November 2023 (UTC)

Worldgen depth scaling

[edit source]
Latest comment: 6 March 20253 comments2 people in discussion

Hi, I'm the one who made that edit about the Depth param - sorry for not checking in vanilla first! You're right, it was in modded, and I suspect it was TerraFirmaCraft that changed the Depth parameter in all dimensions. I didn't think of checking it because TFC normally doesn't even have a nether, so I figured it was untouched. Shame it doesn't work like that though, you can do some cool stuff with it Pyritie (talk) 22:08, 5 March 2025 (UTC)

You can change how depth works using density functions in the Noise router. Changing it to just be relative to y level is relatively straight forward using a y clamped gradiant. The reason vanilla makes it dependent on the surface height is so that cave biomes can generate inside mountains (above sea-level). -- jacobsjo () 01:46, 6 March 2025 (UTC)
Hm, I'm not sure that's what I've got, though I did notice that my "depth" value is set to "minecraft:overworld/depth" in my modpack nether noise router (where I first 'discovered' the biome stacking), whereas I see the default nether one has that set to 0. I've got two y_clamped_gradients but they don't seem to be related? That makes a lot more sense with the biomes inside mountains though! Pyritie (talk) 01:57, 6 March 2025 (UTC)
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