Help with Vertical End Island Generation in Custom Dimension

Started by Khmer on

Topic category: Help with modding (Java Edition)

Last seen on 03:45, 31. Jul 2024
Joined May 2017
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Help with Vertical End Island Generation in Custom Dimension

So I've looked everywhere under the Sun so many times for so long now but I just can't find a solid answer to this, so maybe I can get some help on my own post. I want to make a custom dimension with floating islands much like the End but with two differences: no main island/void and the islands generate everywhere instead of in a flat plane. I've fixed the main island issue (let me know if you want me to post a tutorial for this, I haven't seen many people who know how to do it), but I can't for the life of me figure out the vertical island generation. Just for the record, I don't just want stupidly tall islands; I actually want normal islands that spawn at different Y levels. Here is a picture I found on Google showing something basically identical to the effect I'm looking for:

https://imgur.com/a/J1IT5LH

I'm not really familiar with Java, but I've figured several things out in the past myself by just experimenting with random bits of code, plus some of it is just common sense, but no matter what I just can't find where to change the height range islands can generate in. I've looked at many posts on multiple sites (including here), but the closest to a real answer I've found is to use Misode to generate a JSON file with the proper noise settings to create the desired effect. I've tried it and I feel like I've gotten pretty close to creating something I'm happy with, but I have zero clue how to actually transfer the settings from Misode's JSON to MCreator, and I haven't found a detailed answer on this yet. My two main questions are 1, is Misode the ONLY way of achieving this effect, and 2, if it is, then how on Earth do I do it? Someone please help me with this because I've exhausted every other option I could think of (including looking for plugins that let you do this natively; there are none as far as I've seen), and I'm getting desperate.

Last seen on 03:45, 31. Jul 2024
Joined May 2017
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I'll also add this... Idk if…
Fri, 07/26/2024 - 02:01

I'll also add this... Idk if this will help or change the effect or anything, but the example I showed only demonstrates the general type of islands I'm looking for. The biome will not be anywhere close to what's in the image; my idea is for a dark, barren world that's mostly made of some kind of stone and almost no vegetation in any form. Again, don't know if that matters, but considering I have no idea how this effect is achieved, anything could plug into the equation. Also, no structures. That's what everyone always says; I've done it in the past, and even though it works, the end result is horrible, so I'm not doing that again unless it's absolutely the ONLY option.

Last seen on 02:33, 18. Oct 2024
Joined Jul 2022
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I have tried to create a…
Mon, 09/09/2024 - 20:10

I have tried to create a more complex end like dimension, kinda like the aether where the world gen is like the overworld but in the form of floating islands, however I cant seem to get the height to vary. It either makes the generation go wild like a mashup of the nether, end and overworld or just a slightly tweaked end. Im basically using misode as a base, pasting it into my dimension.json but keeping the sequence and biome code. Then you can alter the values in the noise arguments or just change the noise themselves, idk how to make it work as I dont understand each arguement value and what exactly they are doing. I also have no clue how to make islands generate at varying heights like having two levels of islands seperated by air, there may be a way by increasing the max and min height of the dimension where blocks can generate and maybe theres a way to seperately generate the noise twice at two sets of y levels. Lmk if you find anything though.

Last seen on 02:33, 18. Oct 2024
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Well I was able to imitate…
Tue, 09/10/2024 - 20:52

Well I was able to imitate the dimension generation I wanted, be it a little wierd. Basically I found the potato april fools update and used it's noise arguements and implemented it into a premade dimension through mcreator. It made decent terrain generation somewhat similiar to the aether, not quite like you desired with 2 layers of islands, the two so called layers in this generation merge together so are still one layer but with a lot more height variation.

 

"noise": {
"min_y": 0,
"height": 256,
"size_horizontal": 2,
"size_vertical": 1,
"island_noise_override": true
},
"noise_router": {
"barrier": 0.0,
"continents": "minecraft:overworld/continents",
"depth": 0.0,
"erosion": 0.0,
"final_density": {
"type": "minecraft:squeeze",
"argument": {
"type": "minecraft:mul",
"argument1": 0.64,
"argument2": {
"type": "minecraft:interpolated",
"argument": {
"type": "minecraft:blend_density",
"argument": {
"type": "minecraft:add",
"argument1": -0.1,
"argument2": {
"type": "minecraft:mul",
"argument1": {
"type": "minecraft:y_clamped_gradient",
"from_value": 0.0,
"from_y": 5,
"to_value": 1.0,
"to_y": 32
},
"argument2": {
"type": "minecraft:add",
"argument1": 0.1,
"argument2": {
"type": "minecraft:add",
"argument1": -0.12,
"argument2": {
"type": "minecraft:mul",
"argument1": {
"type": "minecraft:y_clamped_gradient",
"from_value": 1.0,
"from_y": 64,
"to_value": 0.0,
"to_y": 160
},
"argument2": {
"type": "minecraft:add",
"argument1": 0.12,
"argument2": "minecraft:end/base_3d_noise"
}
}
}
}
}
}
}
}
}
},
"fluid_level_floodedness": 0.0,
"fluid_level_spread": 0.0,
"initial_density_without_jaggedness": 0.0,
"lava": 0.0,
"ridges": 0.0,
"temperature": {
"type": "minecraft:shifted_noise",
"noise": "minecraft:temperature",
"shift_x": "minecraft:shift_x",
"shift_y": 0.0,
"shift_z": "minecraft:shift_z",
"xz_scale": 0.25,
"y_scale": 0.0
},
"vegetation": {
"type": "minecraft:shifted_noise",
"noise": "minecraft:vegetation",
"shift_x": "minecraft:shift_x",
"shift_y": 0.0,
"shift_z": "minecraft:shift_z",
"xz_scale": 0.25,
"y_scale": 0.0
},

 

If you paste that code into your dimension.json replacing the existing code from the noise up to just before the vein options then you can get some decent floating island generation that is a mashup of overworld and end. You can edit the min y and height to change the generation and the other values to change it more.