Aquatic Craft Mod Discussion

Started by Will's Aquatic Craft on

Topic category: Mod showcase and discussion

Last seen on 02:37, 13. Apr 2024
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Aquatic Craft Mod Discussion

A place to discuss all things Aquatic Craft!

Last seen on 08:45, 19. Apr 2024
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how did you made the biomes?…
Tue, 01/17/2023 - 14:57

how did you made the biomes?

 

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Actually, I should answer…
Tue, 01/17/2023 - 17:48

Actually, I should answer these questions here...

 

How did I make my logo?

I used Paint.net for all of my artwork. The background of the logo image was simply a bunch of screenshots resized to fit different cut-outs, using multiple layers to mask them. The font was a somewhat lengthy process of trial and error to make it look good.
There are some websites that can generate a custom Minecraft logo for you but I didn't quite like how they looked, so I settled with trying my hand at it from scratch.

What I did first was I started out with a very small canvas, I replicated Minecraft's blocky font by drawing each letter within a 9x14 pixel space. Then I scaled the image up 400% so each 1 pixel would now be 4x4 pixels.
Then I used my custom stone texture and copy/pasted a wall of repeated stone textures and masked that to texture the font. I did the same kind of thing for the cobblestone outline, drawing an outline around each letter and masking cobblestone.

After that, to give it the 3D look, I made a 'full cobblestone' font, copy/pasted it in multiple layers behind the main font, and moved each letter a few spaces apart, then darkened each layer behind the main font. So the result you see consists of three layers of the same size font with different textures, slightly displaced.
I then touched it up by adding some weathering. I scribbled in a bunch of cracks in the letters in black, and then turned the transparency on the black way down until you could just make it out. Then I scribbled all over the letters randomly with a brown color and turned the transparency on that way down to make them look a bit scratched and weathered. You can barely see it in the logo unless you zoom in, but it helps make the letters look less like a repeated texture by giving them some variety. Next I drew on some greenery and added noise to it. And finally, I used a gradient of sea green to dark blue to give the font a bit of an underwater look to it.

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How did I make my biomes? It…
Tue, 01/17/2023 - 17:48

How did I make my biomes?

It depends just how much you're talking about. If you just mean the water level, then there are two things that factor into that:

If you go to create/edit a biome, in the "Biome generation" tab at the end you'll see "Biome base height" and "Biome height variation". (If you were to edit the code for the biome, these two values are called "depth" and "scale" instead.)

The shallowest biome in my mod, the Tranquil Archipelago, has a depth of 3.375 and scale of 0.0385, the deepest, the Abyssal Depths, has a depth of -1.62 and scale of 0, and the Sea Mount has the greatest vary in scale, having a depth of 1.875 and scale of 0.64.

Now, normally most of my biomes would generate more like mountains or plateaus if I didn't scale the sea level up. If you go to edit one of the .json files for a dimension you can search for the word "sea" and find the value for the maximum height water will generate in your dimension.

In order to get water to generate in your biome like an ocean, river, or so on, the base height, or depth of the biome needs to make the terrain generate below the dimension's sea level. Since most of my biomes are so high, I'm not very familiar with what depth a normal ocean would be, but my aforementioned Abyssal Depths biome sits at around 35-40 ish blocks on the y coordinate. That's comparable to a deep ocean I'm pretty sure?

It'll take some trial and error to get right, but I suggest copy/pasting several of the biome you want to make and give them a different block or water color to easily identify them. Make each of them with a different depth, but all the same scale, until you get the depth you want. Then you can make them all the same depth, but different scales until you get the scale you want.

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i tried making the biomes…
Tue, 01/17/2023 - 20:40

i tried making the biomes and it didnt work and i could only find depth and then i got error

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I'm sorry, I don't know how…
Tue, 01/17/2023 - 22:10

I'm sorry, I don't know how much more I'm able to help you out there. Reading the little [?] info boxes is fairly helpful when trying to figure out what different options in MCreator do. "Biome base height" is the option you want to set low enough so the top of your biome generates underwater. Try different numbers and see what effect they have in game.

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Here are the biome…
Sun, 02/04/2024 - 10:42

Here are the biome generation settings I use for my biomes in versions 1.18+

Image:

Text:

"biomes": [
        {
          "biome": "aquaticcraft:aq_abyssal_depths",
          "parameters": {
            "temperature":     [-1,    0.25],
            "humidity":        [-1,       1],
            "continentalness": [-1,   -0.65],
            "weirdness":       [-1,       1],
            "erosion":         [0.25,  1.25],
            "depth": 0,         "offset": 0}
        },
        {
          "biome": "aquaticcraft:aq_tranquil_archipelago",
          "parameters": {
            "temperature":     [0,        1],
            "humidity":        [-1,       1],
            "continentalness": [0,        1],
            "weirdness":       [-1,       1],
            "erosion":         [-1,   -0.65],
            "depth": 0,         "offset": 0}
        },
        {
          "biome": "aquaticcraft:aq_sea_mount",
          "parameters": {
            "temperature":     [-1,       0],
            "humidity":        [-1,       1],
            "continentalness": [0.25,     1],
            "weirdness":       [-1,       1],
            "erosion":         [-1.5,  -0.5],
            "depth": 0,         "offset": 0}
        },
        {
          "biome": "aquaticcraft:aq_thermal_ridge",
          "parameters": {
            "temperature":     [0.65,  1.25],
            "humidity":        [-1,       1],
            "continentalness": [-1,   -0.25],
            "weirdness":       [-1,       1],
            "erosion":         [-0.5,   0.5],
            "depth": 0,         "offset": 0}
        },
        {
          "biome": "aquaticcraft:aq_bright_reef",
          "parameters": {
            "temperature":     [0.5,   0.65],
            "humidity":        [-1,       1],
            "continentalness": [-0.25,    0],
            "weirdness":       [-1,       1],
            "erosion":         [0,        1],
            "depth": 0,         "offset": 0}
        },
        {
          "biome": "aquaticcraft:aq_algid_brine",
          "parameters": {
            "temperature":     [-1.25,-0.75],
            "humidity":        [-1,       1],
            "continentalness": [-0.65, 0.15],
            "weirdness":       [-1,       1],
            "erosion":         [-0.25,    1],
            "depth": 0,         "offset": 0}
        },
        {
          "biome": "aquaticcraft:aq_kelp_forest",
          "parameters": {
            "temperature":     [-0.5,  0.25],
            "humidity":        [-1,       1],
            "continentalness": [-0.175,   0],
            "weirdness":       [-1,       1],
            "erosion":         [0.25,     1],
            "depth": 0,         "offset": 0}
        },
        {
          "biome": "aquaticcraft:aq_unrelenting_expanse",
          "parameters": {
            "temperature":     [-0.5, 0.225],
            "humidity":        [-1,       1],
            "continentalness": [-1.25,-0.175],
            "weirdness":       [-1,     0.5],
            "erosion":         [-1,    0.25],
            "depth": 0,         "offset": 0}
        },
        {
          "biome": "aquaticcraft:aq_commonwaters",
          "parameters": {
            "temperature":     [-0.25,  0.5],
            "humidity":        [-1,       1],
            "continentalness": [-0.175,   0],
            "weirdness":       [-1,       1],
            "erosion":         [-1,    0.25],
            "depth": 0,         "offset": 0}
        }
      ]

I ignore humidity and almost completely ignore weirdness- mainly focusing on temperature, continentalness, and erosion.

 

I also found and began using an online tool for visualizing examples of how biomes generate within dimensions: https://misode.github.io/dimension/

When you first load up the site, you'll notice that it's set to "Biome source Fixed" by default and only contains the minecraft:plains biome. If you select the Biome source drop-down box and change it to "Multi noise", then you'll see that the code on the right updates and happens to look similar to the dimension.json you can access via MCreator. You can then copy/paste your own biome settings into the tool. Not the whole .json, of course; just the biomes themselves- what is contained within "biomes: [ ]".

 

Example: