Started by
Fingernails
on
Topic category: Help with Minecraft modding (Java Edition)
Any attempt to add more than 1 biome into a dimension always causes one specific biome to encompass the whole dimension. Is there a fix?
If there is no answer by the end of the week, i'm shoving this onto Github cause i'm tired of unanswered questions.
I think you can multiple biomes in the dimension editor, in "Biomes in this dimension:" categorie, you simply need to click on the "+" button, and choose a biome of your choice.
check the biome settings - minecraft code still applies unless you are manually coding in the dimension - biomes of similar types will spawn near each other, and biome different to each other wont spawn
This keeps happening to me too and it's annoying. (idk how to fix it)
bump. 3 replies: one unhelpful, one assuming i know what exact biome setting to change and to what and the one reasonable person who also wants answers. BE SPECIFIC
bump
What biome generation settings do the biomes have?
If one biome's settings encompass another's, and that biome has priority in the dimension .json, then it will replace all biomes whose ranges it encompasses.
You want biomes to have certain ranges that only they have, so only those biomes will generate in those locations. If biomes completely overlap, one will override the other.
Does anybody know what settings would get 4 different biomes to generate in an end-like dimension, I don't care if they spawn in the void or not as I have used features to generate most of the terrain anyways?
Catnip, taking a look at the in-game F3 debug menu while in a dimension with end-like generation shows that only the erosion value changes as you fly around. The Minecraft wiki's Biome page, https://minecraft.fandom.com/wiki/Biome#The_End_3, also mentions that The End only uses erosion, and it even shows you the erosion values that the four outer end biomes use.
Creating a custom end dimension with biomes that use these erosion values results in practically the same kind of terrain generation as the vanilla end. The main difference being that the central end island will be comprised of your custom biomes, however, as if it were an outer island. There also won't be any small end islands, but those are more akin to generated structures than they are actual landmass.
Here's a view of the outer islands. The higher the erosion value, the more inland a biome will generate:
ok, thank you
https://drive.google.com/drive/folders/1MZmbtDHqgMbH5sf-GDVV3hjzjrFHSU4H?usp=sharing
workspace link
Okay... So you have two dimensions here, one with normal world gen and the other with end generation. My previous reply explained end-like generation, so I'll focus on the normal generation here.
The three biomes you have in this dimension have very similar generation settings. The problem is that - as aforementioned - a biome with settings that encompass other biomes' settings will override them.
If we use a simple example, imagine an x/y grid with ranges from -1 to 1. X is temperature and Y is humidity. If you have two different biomes, one with temperature -1 to 0 and humidity -1 to 0, and the second biome has temperature 0 to 1 and humidity 0 to 1, then each biome will take up half of the grid and thus half of the dimension.
Say you change the first biome's temperature from -1 to 0, to -1 to 1 instead. Now this biome's temperature covers the whole range of the second biome's temperature, and this biome will generate first, at any temperature. The second biome still has a niche in its humidity value, but the first biome now takes up 75% of the grid, and the second biome now only 25%.
If the first biome has its humidity changed to -1 to 1, then it'll take up the entire dimension.
Now, expand this grid to a mind-boggling 5 axes instead of just 2, and that's closer to how biome generation works.
The range of your VoidGrassland biome's generation settings fully encompasses the others. The other biomes don't have a niche where they're able to generate.
Whichever settings you should use depends on how you'd like the biomes to generate- how common you'd like each of them to be and some level over how they look. There are a myriad of ways you could do this and there's no "right" or "best" answer.
The MCreator wiki has a list of different generation settings that vanilla biomes use. I suggest you take a look at it and try the settings listed here: https://mcreator.net/wiki/vanilla-biome-settings-data-list.
If you'd prefer something more straightforward, you could focus on just one setting, leave the others the same, and see how you like the result. You made these biomes' humidity levels different, for example. So, if you were to make one have -1 to -0.33 humidity, another -0.33 to 0.33 humidity, and the third 0.33 to 1 humidity. This results in them generating similarly to our basic grid example, with each taking up a third of the grid, in order.
Also make sure you read the little [?] boxes in MCreator to get a better idea how different settings will affect your biomes. Some of the info boxes aren't too helpful; some are. Make sure your biome's settings don't completely overlap.
Lastly, it's important to note that as of the new biome generation settings in 1.18+, we lost a fair bit of control over how we can get biomes to generate. If you were to create a custom dimension with only one biome, you'll still get mountains, plains, rivers, valleys, oceans, and the like, even though you only have one biome. It's like the world pre-generates and the game simply determines where biomes should be in the world, rather than making the world itself out of biomes- using their unique terrain generation. So unfortunately, if you didn't want any particular features, such as mountains or oceans, I don't know how to resolve that.
I understood exactly: none of that.
that helped mt thank you. i could even make a certain biome spawn less just by tewaking the humidity