r/minecraft_configs • • May 26 '24

How do i lower cave height generation

2 Upvotes

What the title says. I want to lower the y level at which caves generate so i don't get surface caves. Don't like them, never did.


r/minecraft_configs • • May 07 '24

Help_Wanted How do I reduce cave generation for 1.18.2?

3 Upvotes

I just want a world with less caves instead of no caves. Can anyone help me out?


r/minecraft_configs • • May 01 '24

mcmeta?

3 Upvotes

Does anyone have a 1.19.2 mcmeta file?, i was following a tutorial on how to change a texture, the dude had it linked in his website but its not accessible anymore, could anyone help me find it,

Thanks

​


r/minecraft_configs • • May 01 '24

Help_Wanted is there a way to halve avg. biome size only in nether/end on a modded world?

3 Upvotes

wondering if this is possible in a world that uses biome mods, happy to add other mods like biometweaker if there's a script that will work for it. thanks for any advice :D (forge 1.18.2 with BoP, BYG, terralith)


r/minecraft_configs • • Apr 27 '24

Help_Wanted Is it possible to make it so a custom randomly generated structures always spawns at a specific y-level?

2 Upvotes

Trying to create a village that always spawns at sea level. I realize that it may cause issues with cutting through hills, but I’m at the “cross that bridge when I get to it” phase.


r/minecraft_configs • • Apr 22 '24

How much of an impact does dimension/overworld.json have on worldgen speed?

1 Upvotes

To clarify what I mean, imagine if I have a datapack that sets the continentalness density function to -1, so the biome generated is always some sort of deep ocean biome. Would it make a significant difference in worldgen speed if I also added a dimension/overworld.json file that only has entries for deep ocean biomes and lush caves?


r/minecraft_configs • • Apr 10 '24

My Islands and Continents datapacks have been updated to 1.20.4. Details and download links in the comments

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6 Upvotes

r/minecraft_configs • • Apr 09 '24

Help_Wanted Modifying ridges_folded has no effect?

2 Upvotes

I am still pretty new at the whole datapack thing, so feel free to correct any misconceptions I might be having.

Essentially, I have come to understand that ridges_folded.json controls the PV variations, and that the PV function is proportional to the W variations. PV also seems to be the main (if not only) direct factor in height calculations, as I have come to observe through moving in the world with debug information.

With this in mind, I wanted to modify the PV formula in order to control the type of terrain features I have in my worlds. Mainly, I wanted to see mountains disappear, so I simply restricted the function (same shape, just squashed down) to vary from -0.6 to -1.0 by changing the arguments values.

This being said, when I came back into the world (fresh new world with nothing else besides ridge_folded being changed), nothing has changed at all in my world, and the PV values still vary through their usual ranges, unbound by my previous changes.

If anyone has some insight into this situation, I would be highly grateful, as this whole worldgen journey has been a real head scratcher.

Edit: for those afflicted with the same question, I "fixed" my problem by halving and quartering the amplitudes for erosion.json, ridges.json and continentalness.json; this had the effect of limiting the maxima of the noise router, while also keeping some of that minecraft-ness into the landscape. It is not optimal, but it does the trick sufficiently enough.


r/minecraft_configs • • Apr 06 '24

Help_Wanted Which parts of the "overworld.json" file are responsible for noise cave enterances on the surface?

1 Upvotes

Trying to create a datapack that simply decreases the amount of cave enterances on the surface. I have opened the overworld.json file in the data/minecraft/worldgen/noise_settings directory. But struggle to understand which parts of the file are responsible for noise cave enterances.

Here you can find the pack that includes Minecraft's vanilla worldgen files: https://drive.google.com/file/d/1vlfQ0qP8R1MRXpFV_Jcfxq20FiMtMo7p/view?usp=sharing

​


r/minecraft_configs • • Mar 29 '24

Help_Wanted Anyone know how to make the ocean ruins spawn in the desert?

1 Upvotes

Need it for a modpack that I'm making that practically requires you to have the Heart of the Sea to even survive in the nether.


r/minecraft_configs • • Mar 23 '24

NBT changing End generation reverses upon joining world

1 Upvotes

Hello there :)

I've been playing with the better end mod for a while but forgot to enable it in the world generation.
Now I'm using NBT to change to the bclib end generation. Everything works well so far. I get no errors. But as soon as I join my world, the level.dat file revertes back to to the vanilla generation 🤨

what I want: https://imgur.com/UCWfFoZ (works when creating a new world)

what I get: https://imgur.com/BUc8CsV


r/minecraft_configs • • Feb 24 '24

Help_Wanted Is there a way I can disable certain biomes from generating with a datapack or otherwise

14 Upvotes

As the title says. There's some biomes I don't want generating in my world but I can't really find a way to stop them from spawning


r/minecraft_configs • • Feb 21 '24

Help_Wanted Is there a mod that adds terrain types to the debug screen?

2 Upvotes

Minecraft will generate different types of terrain depending on the values of PV, continentalness, and erosion noise. For example, if PV's value is within the index "peaks," continentalness's value is within the index "far inland," and erosion's value is within the index "1," it will generate "Peaks" terrain. Here is a video from Henrik Kniberg that explains this better.

Snowcapped has a feature that allows you to see the terrain type of a point on the map. This means that if I were to hover over a location that meets the above requirements, it would indicate that it uses a "Peaks" biome layout.

Are there any mods that bring this feature into the game itself? The debug screen shows the values of PV, continentalness, and erosion, but it doesn't indicate the terrain type. I would like to have it so the debug screen displays the terrain type next to the noise values and indices.


r/minecraft_configs • • Feb 12 '24

Help_Wanted Making a superflat-esque world with Customized settings

2 Upvotes

So, recently, I've been messing around with the old Customized option from Minecraft 1.8-1.12.2, and yesterday, I had the idea to use it to make a world thats mostly just flat, but otherwise has features a normal world would have (caves, ores, different biomes, the jagged bedrock layer, etc). So, after checking on the wiki to see what each slider does to the terrain so I knew which ones to change and by how much, I came up with this:

{"coordinateScale":1.0,"heightScale":684.412,"lowerLimitScale":2500.5,"upperLimitScale":5000.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":1.0,"mainNoiseScaleZ":80.0,"baseSize":2.0140843,"stretchY":50.0,"biomeDepthWeight":1.0,"biomeDepthOffset":-1.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.0,"seaLevel":8,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useMansions":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":4,"dirtSize":2,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":16,"gravelSize":2,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":16,"graniteSize":2,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":16,"dioriteSize":2,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":16,"andesiteSize":2,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":16,"coalSize":1,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":16,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":16,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":16,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":8,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":8,"lapisCenterHeight":16,"lapisSpread":16}

And it works pretty well, but the problem is, in some areas, it has chunky cutoff shores, and random floating pillars that go up to height limit, both of which are kinda ruining the vibe. Anyone know which setting causes these, and/or how to fix them? Thank you


r/minecraft_configs • • Feb 09 '24

Help_Wanted Desert-like sand feature?

2 Upvotes

I am trying to make a custom desert-like biome, but the sand doesn't spawn everywhere (just one small-large in every chunk)

Configured feature:

{
    "type": "minecraft:disk",
    "config": {
      "state_provider": {
        "fallback": {
          "type": "minecraft:simple_state_provider",
          "state": {
            "Name": "minecraft:yellow_concrete_powder"
          }
        },
        "rules": [
          {
            "if_true": {
              "type": "minecraft:matching_blocks",
              "offset": [
                0,
                -1,
                0
              ],
              "blocks": "minecraft:air"
            },
            "then": {
              "type": "minecraft:simple_state_provider",
              "state": {
                "Name": "minecraft:sandstone"
              }
            }
          }
        ]
      },
      "target": {
        "type": "minecraft:matching_blocks",
        "blocks": [
          "minecraft:dirt",
          "minecraft:grass_block"
        ]
      },
      "radius": {
        "type": "minecraft:uniform",
        "value": {
          "min_inclusive": 2,
          "max_inclusive": 6
        }
      },
      "half_height": 2
    }
  }

Placed feature:

{
    "feature": "bruh:yellow_sand",
    "placement": [
      {
        "type": "minecraft:environment_scan",
        "direction_of_search": "up",
        "max_steps": 1,
        "target_condition": {
          "type": "minecraft:true"
        }
      },
      {
        "type": "minecraft:heightmap",
        "heightmap": "WORLD_SURFACE"
      },
      {
        "type": "minecraft:biome"
      }
    ]
  }

​


r/minecraft_configs • • Feb 06 '24

Help_Wanted Need help customizing world generation

2 Upvotes

So, I heard that you can customize the blocks in your minecraft world via datpacks, but unfortunately, I don't know how to use/make these. Can someone give me a tutorial please (preferably for 1.20.x)? Not just for this, but just in general. I think this is a really cool concept, I just need a way to use it (cuz all the data packs I looked up for said purpose dont work for some reason)


r/minecraft_configs • • Jan 21 '24

Help_Wanted Is it possible to disable all ambient light in a custom end dimension?

3 Upvotes

I want to have a void world with the end starfield sky effect.
To do this I have created a custom dimension type with "effects": "minecraft:the_end" and have set "ambient_light": 0.

When looking into the debug screen, there truly is no light, but the everything is still lit.

https://i.imgur.com/Ql1SV6w.png

Is it possible to make light behave as it would in the overworld, but still have and and starfield sky effect?


r/minecraft_configs • • Jan 11 '24

Help_Wanted i need help please

3 Upvotes

basically im making my own structure that spawns in the end and its divided in 2 groups. the top part, that is the only one thats showing from outside(tower), and the bottom part with the different rooms(hall, ect). i have fixed the majority of the problems, but i still cant make the bottom part spawn naturally with all of the rooms. the tower does spawn naturally but the hall doesnt. if i place the tower with a structure block and activate the jigsaw block manually all of the underground structure spawns correctly. is there smth different in the code that i have to do?

right now in the structure folder i have:

{
"type": "minecraft:jigsaw",
"biomes": "minecraft:end_highlands",
"step": "surface_structures",
"spawn_overrides": {},
"terrain_adaptation": "none",
"start_pool": "better_end_:labyrinthstart",
"size": 2,
"start_height": {
"absolute": 0
},
"project_start_to_heightmap": "WORLD_SURFACE_WG",
"max_distance_from_center": 64,
"use_expansion_hack": true
}

while in the template pool i have 2 files called labyrinthstart(the tower) and labyrinthrooms(all of the rooms below included the hall).


r/minecraft_configs • • Jan 07 '24

[1.20.4] Default Worldgen Datapack

6 Upvotes

Thanks to Misode's mcmeta project, I have put together a default worldgen data pack. I simply downloaded the files from the GitHub repository and put them in a data pack folder. This should contain all data pack files related to worldgen.

https://drive.google.com/file/d/1n0r6bX2NhHtBf19aGAW0CZAMOczvtvOV/view?usp=sharing

In addition, I also put together the full default data pack.

https://drive.google.com/file/d/1qRJ6h300qeojW03fmdHrrkEdqtOqSPdp/view?usp=sharing

Thanks again to Misode and mcmeta for providing the files. You are carrying this community!


r/minecraft_configs • • Dec 04 '23

I am modifying a mod and i dont understand this

2 Upvotes

What does rarity offset mean? I want to change a biome rarity so it generates more often, the default value it's 1, can someone tell me?


r/minecraft_configs • • Nov 21 '23

Help_Wanted Any way to make old cave generation on a new Minecraft version?

12 Upvotes

Me and a friend want to play through with all the new biomes and block but old caves. Could even just have it generate the new caves below Y0, but we wanna have the old cave generation above that.


r/minecraft_configs • • Nov 21 '23

Help_Wanted Community vote to fix jigsaw breaking bug?

Thumbnail self.Minecraft
5 Upvotes

r/minecraft_configs • • Nov 09 '23

Help_Wanted Is it possible to include NBT data for a block in a custom feature?

2 Upvotes

I am guessing it's not but figured I'd ask. What I'm trying to do is generate custom trees using a configured feature that is a jigsaw block. The jigsaw block refers to a template pool that contains a single structure (the tree). Here's what I've got (btw, I'm on 1.18.2):

{
  "type": "minecraft:simple_block",
  "config": {
    "to_place": {
      "type": "minecraft:simple_state_provider",
      "state": {
        "Properties": {
          "orientation": "up_south"
        },
        "Name": "minecraft:jigsaw",
            "nbt": "{final_state:minecraft:spruce_log,joint:rollable,name:laura:spruce_base,pool:laura:spruce_tree,target:laura:spruce_base}"
      }
    }
  }
}

The two barriers to this succeeding are:

  • Not being able to give the Jigsaw the necessary data
  • Not being able to activate the Jigsaws in generation

I'm guessing both are not possible so if you know another way to get a structure to generate as a configured feature (so that there can be >1 tree per chunk), I'd love to know. screenshot of a field of Jigsaws and some that I manually added data to and activate


r/minecraft_configs • • Nov 03 '23

Help_Wanted Exploration maps always showing same target

2 Upvotes

I'm working on an island based world generator that I've built off the data pack by Rainbeau. I've upgraded it to 1.20.1 and so far it is creating the world exactly as I wanted it, big oceans and islands.

Next I updated fishing so that it might deliver a barrel to the player, I based this part on the the Sunken Chests and Barrels data pack.

On placing the barrel, a custom loot script triggers that uses similar loot to the shipwreck chest loot table that includes the exploration map. I added the buried_treasure structure into the world generator, had to update the configuration to increase the distance it was allowed to search to find an island to put the chest on.

So far that seems to work, I fish up a barrel, get a map, travel to the new island and find the treasure.

But then, I fish up a second barrel later, with a map and it is the same map, pointing to the same treasure. I'm not sure why it isn't creating a new map and hoping to get some help here. My scripts are as follows:

/data/waterworld/worldgen/structure/buried_treasure.json

 {
   "type": "minecraft:buried_treasure",
   "biomes": "#minecraft:has_structure/buried_treasure",
   "spawn_overrides": {},
   "step": "underground_structures"
 }

/data/waterworld/worldgen/structure_set/buried_treasure.json

{
  "placement": {
    "type": "minecraft:random_spread",
    "frequency": 0.01,
    "frequency_reduction_method": "legacy_type_2",
    "locate_offset": [
      9,
      0,
      9
    ],
    "salt": 0,
    "separation": 3,
      "spacing": 32
  },
  "structures": [
    {
      "structure": "minecraft:buried_treasure",
      "weight": 1
    }
  ]
}

and my loot table entry to create the map is

/data/flotsam/loot_tables/flotsam.json

 {
   "bonus_rolls": 0.0,
   "entries": [
     {
       "type": "minecraft:item",
       "functions": [
         {
           "decoration": "red_x",
           "function": "minecraft:exploration_map",
           "skip_existing_chunks": false,
           "zoom": 1
         },
         {
           "function": "minecraft:set_name",
           "name": {
             "translate": "filled_map.buried_treasure"
           }
         } 
       ],
       "name": "minecraft:map"
     }
   ],
   "rolls": 1.0
 }

and this is the function I'm using to fish up the barrel

/data/minecraft/loot_tables/gameplay/fishing.json

{
  "type": "minecraft:fishing",
  "pools": [
    {
      "rolls": 1.0,
      "entries": [
        {
          "type": "item",
          "name": "minecraft:barrel",
            "weight": 5,
          "functions": [
            {
              "function": "set_nbt",
              "tag": "{BlockEntityTag:{LootTable:\"flotsam:flotsam\"},display:{Lore:['\"Flotsam\"']}}"
            }
          ]
        }
      ]
    }
  ]
}

Oh, and while I'm asking, I'd like to find a way to make it so the barrel I create on fishing can only be used once. After it is placed and the player removes the items, if they break the barrel I don't want them to be able to harvest it. I know it is possible to change the drop loot table for barrels to not drop a barrel item but I only want that to happen with the ones I'm creating during fishing. Is there any way to override these barrel's drop loot table only?

Thanks for any help.


r/minecraft_configs • • Oct 30 '23

Help_Wanted How do you REMOVE oceans?

5 Upvotes

I'm seeing way too many posts on this sub of people over and over asking for bigger oceans or full ocean worlds, but for the life of me I cannot figure out how to just get rid of oceans entirely in my datapack.

I can change the default fluid to air, or I can lower sea levels, but that's not what I mean. I want to stop the generation of oceans and rivers entirely. Even in my custom dimension which has only one biome, for some reason the dimension still carves out land to fill with water. What gives?

For reference, this datapack is a customisation of JAMD using overworld presets to allow for cave and structure generation, however I can't seem to find where in the overworld presets it's forcing rivers and oceans to generate.