Tee hee. A creeper spawner, in the first room, with skeleton spawners nearby ... that's the best time to say "dig through the walls and climb up to get it". Or, if you are going to derp tower up, do it with sand or gravel, so you can break it and try again if you get knocked off.
But yea, "look up" seems to be good advice here.
Watching the rest ... Lol, bread and zombie flesh as the reward? Oh yea -- healing damage now costs you food.
... and he still does not look up!
EDIT: Spawners in lava?!?
So the roguelike dungeon (yes, Greymark's) is intended to be a "from scratch", and provides an alternative way to start. He's said that he wants to make it as valuable as mining for the time it takes, and it does make a nice starting base once you've tamed it.
This ... a lot of the rewards from that video look like iron-level armor; there's a few specials, like books and horse armor, but overall it looks like the reward is high volume, but not high value. It does look painful in places.
What is the expected "starting party" for this? And how many different types of dungeons are there, and are they key'd off of the ground biomes where you start (so you'd get one type in a desert biome, and a different type under the ocean, etc).
... Looks like he goes down about 30 blocks below the ocean level in the initial staircase.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
This ... a lot of the rewards from that video look like iron-level armor; there's a few specials, like books and horse armor, but overall it looks like the reward is high volume, but not high value. It does look painful in places.
What is the expected "starting party" for this? And how many different types of dungeons are there, and are they key'd off of the ground biomes where you start (so you'd get one type in a desert biome, and a different type under the ocean, etc).
... Looks like he goes down about 30 blocks below the ocean level in the initial staircase.
The default package has 11 dungeon themes that determine the block and mob choices; each rooms "picks" its own blocks based on the theme. The theme picked from a list of themes available for the biome at the technical center of the dungeon. If no themes are present it defaults to one hard coded theme for each vanilla dimension, and users can define their own themes. The default places rooms at 10-50 blocks (random) on Y, but this can be reset in theme files.
Chest loot is based partly on vanilla dungeons, since the dungeons are harder on average they should be at least as good. Extra loot is added. Most have either gear chests (extra weapons / armor) or health chest (extra food, including possible golden apples). The destination rooms also have a treasure chests with more stuff, including food, gear, a extra pure loot (e.g, diamonds, emeralds). Rooms with more or stronger mobs are biased for more loot, and destination rooms have an extra bonus. The chest bonus items (those beyond vanilla chests) can be configured in chests.cfg (in the same folder as the themes).
The difficulty is iron or diamond I guess. I have snuck into the edge of one with nothing but a copper spear (MineFantasy, same damage as an iron sword) to to grab some lute and get out. To raid one I usually have iron / diamond (or heavy chain) armor and diamond sword (or encrusted / mithril weapon). They can seem easy and then suddenly overwhelm, basically mid to late game though they're variable and random and its a good idea to test it out and use judgment on if to retreat. For those who find them too hard or too easy they can be configured to be harder or easier in the config (though the scaling may need some tweaking).
To anyone whose actually following this, I've not had time to work on it lately, though that has given me time to stop and think what I really should do with it. Other than figure out the freeze crash (which is very rare now, but I don't think gone; I may need to learn to use things like profilers or something) I have a few other idea for a few small improvements. I'm also still debating bringing back the goal of differing base heights for rooms (and things that come with it like stairs). I'm also still thinking about an advanced dungeon spawning command and a way to edit and load non-random dungeon maps, save generated maps, etc., though it looks like those would be a long time off.
I suspect beta should have still been alpha and release should have been beta, but I would like to get this into a "done" state so I can focus some other things, like a Bukkit port and some idea for (1) (especially) a biome and world gen tweaker mod, (2) (possibly) a magic expansion for MineFantasy and/or magic mod, (3)some kind of special mod for my modpack (mod compatibility helper / special content), and (4) a kind of mini-mod, maybe mixed into #1 or #3, to help make villages safer with mobs mods (good if you like mods like MCA but also monster mods like Lyncanite's). Done wouldn't mean I wouldn't update, but that I would only update; how much is done, either for good a for a while, I don't know. I guess all in all this wasn't too bad for a first mod, but I have some other idea, too.
Hi !
First of all, thank you for the mod, it works very well ! But I have a bug :
I downloaded Lycanite theme and I want to change the items in chests so I change the config file "chests.cfg" because I wish to appear wool in rarest chests.
But wools don't appears and I don't know why :/
There are two things here. First, it doesn't use meta-data at this time (this is one of those enhancements I'm thinking of adding; mossy stone brick is in none of the themes for the same reason); so it could only place white wool. Curently...
loot, 8, 35:15, 1, 1
...is the same as...
loot 8, 35, 15, 1
...second, the tier eight loots are very, very rare and only appear is the rooms with very hard mobs (if such are available; probably will never appear on difficulty 3), and are never guaraunteed to occur. You'd probably have to fight multiple wither bosses to get them (or something else listed as "elite").
Making true bosses a separate mob tier above elite is also on my todo list, BTW, and was done in 1.2.6 but I also broke my bug fix from 1.2.4 which that version is not recommended.
Again, adding meta-data is on my todo list, probably for the next version (really a roll-back to 1.2.4 with some later enhancement worked back in and perhaps metadata also). I suppose I could try adding another "special" tier for something that must appear exactly once per dungeon or something; when I was designing this I wasn't expecting people to use them as CTM maps so I never thought of this.
(On a related note, letting, human real map makers design and spawn in there own map with a command to simulate opening a tunnel or catacomb is something I've also considered, but would be a long, long way off if ever, and not really relevant to your question).
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I see that you recommend 124 over the newer 125/126.
What are the issues with the newer versions?
There's freeze/lock-up that occurs; it can happen in 1.2.4, but I have to fly tens of thousand of blocks (usually) to make it happen. This problem was very common in the 1.1 series (along with some other crashes and serious issues) and mostly fixed in 1.2. When I was making 1.2.5 I tried to streamline my fix and I think the freeze may be more common (not like 1.1 though), but I'm not sure. So, to be on the safe saide I recommend 1.2.4 until I figure it out, unless you really want to use the /dldspawn command (which was introduced in 1.2.5).
I have a question for anyone whose reading this though not about this mod per se. I also have a fantasy-adventure / RPG modpack, and am thinking of updating it. Pre-release version had Thaumcraft, which I plan on bringing back. But the real question is about Highlands -- the modpack tends to run a bit high on memory usage (300-600 MB, compared to 200-400MB I usually have with vanilla) and Highlands seem to increase it quite a bit (500-700MB, spinking over 1.1GB, when flying long distance to stress world gen with the game set to use 2GB). So, does anyone have an opinion? Should I add Highlands to my modpack?
Also, I'm wondering if the modpack should be renamed (again!); I googled and saw no evidence "Forge of the Ancients" was used by anything else, but a later search on Youtube showed that there is apparently an adventure maps with the same name? Any idea (I suck and naming things)?
I hope to be working on this again soon. I'm thinking now of making the sizes less random, at least by default; having only large dungeons because that's what I think people want and expect, so no more small, medium, huge (laggy), or (espcially tiny). Otherwise, roll some things back like I said before but also roll back some changes that nerfed the number of rooms (see above). After that maybe look into fixing the doors to nowhere and experiment with things like room height variation, some of the things I wanted to look into earlier.
Hey man, just letting you know I'm putting this mod in my medieval modpack on technic. It's called Cotopian Kingdom and features Minefantasy and a crap ton of other mods.
Medieval Mod List 1.6.4,
minefantasy,
mine and blade battegear 2,
ancient warfare mod,
ThaumCraft 4,
crafting manager,
Damage indicators,
ARchimedes Ships (Airships banned),
better storage (no cardboard),
mystcraft,
NEI, CodeChickenCore, Ender Storage
mapwriter,
custom flags,
Custom NPCs,
More Player Models
doomlike Dungeons,
Lycanites mobs,
Carpenters blocks,
GrowthCraft,
EE3,
CraftHeraldry,
Lost books,
Better Grass and leaves mod,
Chisel mod,
Better Storage,
Chat bubbles,
Aquaculture,
Dynamic Lights,
Ender Storage,
Multi Mine,
Translocator,
MineTweaker,
Auto Utils,
Enhanced core,
Enhanced portals,
Bspkrs core,
Damage indicators,
Grave stones mod,
Mine painter,
New Dungeons,
Ropes plus,
Treecapitator,
Wild caves,
Waila,
Forge multipart,
Tinkers Construct, (change smeltery controller to need steel block, ban all casts except ingot),
Extra Tic,
Rei's minimap,
Enviromine,
Shaders mod,
Natura,
EnviroMine,
Ars Magica 2,
Magical Crops,
Witchery,
Hey man, just letting you know I'm putting this mod in my medieval modpack on technic. It's called Cotopian Kingdom and features Minefantasy and a crap ton of other mods.
Medieval Mod List 1.6.4,
minefantasy,
mine and blade battegear 2,
ancient warfare mod,
ThaumCraft 4,
crafting manager,
Damage indicators,
ARchimedes Ships (Airships banned),
better storage (no cardboard),
mystcraft,
NEI, CodeChickenCore, Ender Storage
mapwriter,
custom flags,
Custom NPCs,
More Player Models
doomlike Dungeons,
Lycanites mobs,
Carpenters blocks,
GrowthCraft,
EE3,
CraftHeraldry,
Lost books,
Better Grass and leaves mod,
Chisel mod,
Better Storage,
Chat bubbles,
Aquaculture,
Dynamic Lights,
Ender Storage,
Multi Mine,
Translocator,
MineTweaker,
Auto Utils,
Enhanced core,
Enhanced portals,
Bspkrs core,
Damage indicators,
Grave stones mod,
Mine painter,
New Dungeons,
Ropes plus,
Treecapitator,
Wild caves,
Waila,
Forge multipart,
Tinkers Construct, (change smeltery controller to need steel block, ban all casts except ingot),
Extra Tic,
Rei's minimap,
Enviromine,
Shaders mod,
Natura,
EnviroMine,
Ars Magica 2,
Magical Crops,
Witchery,
It's the right link, I haven't actually done anything with it yet, trying to get a complete pack and not a half finished one before I upload, getting all permissions before actually uploading anything.
Just wondering how the dimension thing would go with MystCraft, shouldn't it be you have to disallow them spawning in dimensions? Otherwise they won't spawn in mystcraft worlds.
Just wondering how the dimension thing would go with MystCraft, shouldn't it be you have to disallow them spawning in dimensions? Otherwise they won't spawn in mystcraft worlds.
That wasn't something I thought of when I added the allowed dimension; having the option to reverse the meaning or ignore dimension is something that's been on my to-do list, along with using metadata and a few other things. I've never actually tried Mystcraft so I didn't think of it; at the time I was trying to keep them out of the Twilight Forest (where they would appear at the wrong elevations).
Maybe in the next update?
EDIT: Well, that was easy; said update may be quite soon.
Just wondering how the dimension thing would go with MystCraft, shouldn't it be you have to disallow them spawning in dimensions? Otherwise they won't spawn in mystcraft worlds.
Done! 1.2.9 is just out and the dimension allowed list can be reversed to a dimension ban list by a second config option. (Or at east it should; who wants to test it for me?)
hmm ... internally, is that list fixed at mod initialization time, or can it be told later (API call or IMC message) to permit generation in a dimension later on?
(JAMI has frozen the 164 modlist, but it should be a simple mod to register a symbol to just call your "turn on" API ...)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
hmm ... internally, is that list fixed at mod initialization time, or can it be told later (API call or IMC message) to permit generation in a dimension later on?
(JAMI has frozen the 164 modlist, but it should be a simple mod to register a symbol to just call your "turn on" API ...)
The list is fixed at initialization. The reason it can now be reversed is to help compatibility by blocking known problem dimensions allowing newly created dimensions (like Mystcraft ages) to have the dungeons (if their world gen supports it).
I don't know how an API could help with this; there would need to be some logic to determine the viability if they should be allowed or banned, and it would be bound to make mistakes at times. Basically, the dungeon generator is registered like an ore so the dungeons can appear in any dimension or biome that can spawn (others) modded ores. The config allows some dimensions to be blacklisted or whitelisted, so dungeons won't spawn in places where they don't belong or where wouldn't fit with the terrain generation. In previous versions only whitelisting was available, now it can be reversed.
All the settings and themes are loaded during initialization though.
What I had in mind was a simple symbol that, when loaded into an age, would call you and tell you that dimension #x is appropriate for you to generate dungeons -- so it would default to only 0 and -1 (you DO have a hell-theme dungeon, and it does spawn in -1, right?), plus if an age was made/loaded with the appropriate symbol, your dungeons would spawn.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
What I had in mind was a simple symbol that, when loaded into an age, would call you and tell you that dimension #x is appropriate for you to generate dungeons -- so it would default to only 0 and -1 (you DO have a hell-theme dungeon, and it does spawn in -1, right?), plus if an age was made/loaded with the appropriate symbol, your dungeons would spawn.
I could look into something like that. I might want to play around with Mystcraft and get a feel for it -- I saw a mod review on it once, but never played which is why at first I thought in terms mods with pre-defined dimensions. I'm guessing that would also be an add-on to Mystcraft to have the symbol and I'd just need some kind of API to hook into it? Adding dimensions to the list should not be hard -- its just a java HashSet, so as long as the player had it configured to whitelist mode I'd just have to add a new Integer.
EDIT: I've started working on an API using a messaging system, so that someone else could hook these into novel word-gen if they wanted to as well as change some config settings (such as dimensions). I'm not sure anyone will use it, but I've never tried to write an API before so its a fun challenge. All I need is to find how to check FML for loaded mods so as to fool-proof it again calls made when this mod is not actually installed.
What I had in mind was a simple symbol that, when loaded into an age, would call you and tell you that dimension #x is appropriate for you to generate dungeons -- so it would default to only 0 and -1 (you DO have a hell-theme dungeon, and it does spawn in -1, right?), plus if an age was made/loaded with the appropriate symbol, your dungeons would spawn.
There you go, one (untested :-/) API. (And the messaging idea turned out to be a superfluous red herring.)
And yeah, the default dimension are 0,-1 (whitelist), with the nether themes spawning -1 (though under control of the biome for that).
But yea, "look up" seems to be good advice here.
Watching the rest ... Lol, bread and zombie flesh as the reward? Oh yea -- healing damage now costs you food.
... and he still does not look up!
EDIT: Spawners in lava?!?
So the roguelike dungeon (yes, Greymark's) is intended to be a "from scratch", and provides an alternative way to start. He's said that he wants to make it as valuable as mining for the time it takes, and it does make a nice starting base once you've tamed it.
This ... a lot of the rewards from that video look like iron-level armor; there's a few specials, like books and horse armor, but overall it looks like the reward is high volume, but not high value. It does look painful in places.
What is the expected "starting party" for this? And how many different types of dungeons are there, and are they key'd off of the ground biomes where you start (so you'd get one type in a desert biome, and a different type under the ocean, etc).
... Looks like he goes down about 30 blocks below the ocean level in the initial staircase.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The default package has 11 dungeon themes that determine the block and mob choices; each rooms "picks" its own blocks based on the theme. The theme picked from a list of themes available for the biome at the technical center of the dungeon. If no themes are present it defaults to one hard coded theme for each vanilla dimension, and users can define their own themes. The default places rooms at 10-50 blocks (random) on Y, but this can be reset in theme files.
Chest loot is based partly on vanilla dungeons, since the dungeons are harder on average they should be at least as good. Extra loot is added. Most have either gear chests (extra weapons / armor) or health chest (extra food, including possible golden apples). The destination rooms also have a treasure chests with more stuff, including food, gear, a extra pure loot (e.g, diamonds, emeralds). Rooms with more or stronger mobs are biased for more loot, and destination rooms have an extra bonus. The chest bonus items (those beyond vanilla chests) can be configured in chests.cfg (in the same folder as the themes).
The difficulty is iron or diamond I guess. I have snuck into the edge of one with nothing but a copper spear (MineFantasy, same damage as an iron sword) to to grab some lute and get out. To raid one I usually have iron / diamond (or heavy chain) armor and diamond sword (or encrusted / mithril weapon). They can seem easy and then suddenly overwhelm, basically mid to late game though they're variable and random and its a good idea to test it out and use judgment on if to retreat. For those who find them too hard or too easy they can be configured to be harder or easier in the config (though the scaling may need some tweaking).
I suspect beta should have still been alpha and release should have been beta, but I would like to get this into a "done" state so I can focus some other things, like a Bukkit port and some idea for (1) (especially) a biome and world gen tweaker mod, (2) (possibly) a magic expansion for MineFantasy and/or magic mod, (3)some kind of special mod for my modpack (mod compatibility helper / special content), and (4) a kind of mini-mod, maybe mixed into #1 or #3, to help make villages safer with mobs mods (good if you like mods like MCA but also monster mods like Lyncanite's). Done wouldn't mean I wouldn't update, but that I would only update; how much is done, either for good a for a while, I don't know. I guess all in all this wasn't too bad for a first mod, but I have some other idea, too.
There are two things here. First, it doesn't use meta-data at this time (this is one of those enhancements I'm thinking of adding; mossy stone brick is in none of the themes for the same reason); so it could only place white wool. Curently...
loot, 8, 35:15, 1, 1
...is the same as...
loot 8, 35, 15, 1
...second, the tier eight loots are very, very rare and only appear is the rooms with very hard mobs (if such are available; probably will never appear on difficulty 3), and are never guaraunteed to occur. You'd probably have to fight multiple wither bosses to get them (or something else listed as "elite").
Making true bosses a separate mob tier above elite is also on my todo list, BTW, and was done in 1.2.6 but I also broke my bug fix from 1.2.4 which that version is not recommended.
Again, adding meta-data is on my todo list, probably for the next version (really a roll-back to 1.2.4 with some later enhancement worked back in and perhaps metadata also). I suppose I could try adding another "special" tier for something that must appear exactly once per dungeon or something; when I was designing this I wasn't expecting people to use them as CTM maps so I never thought of this.
(On a related note, letting, human real map makers design and spawn in there own map with a command to simulate opening a tunnel or catacomb is something I've also considered, but would be a long, long way off if ever, and not really relevant to your question).
What are the issues with the newer versions?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
There's freeze/lock-up that occurs; it can happen in 1.2.4, but I have to fly tens of thousand of blocks (usually) to make it happen. This problem was very common in the 1.1 series (along with some other crashes and serious issues) and mostly fixed in 1.2. When I was making 1.2.5 I tried to streamline my fix and I think the freeze may be more common (not like 1.1 though), but I'm not sure. So, to be on the safe saide I recommend 1.2.4 until I figure it out, unless you really want to use the /dldspawn command (which was introduced in 1.2.5).
Also, I'm wondering if the modpack should be renamed (again!); I googled and saw no evidence "Forge of the Ancients" was used by anything else, but a later search on Youtube showed that there is apparently an adventure maps with the same name? Any idea (I suck and naming things)?
Medieval Mod List 1.6.4,
minefantasy,
mine and blade battegear 2,
ancient warfare mod,
ThaumCraft 4,
crafting manager,
Damage indicators,
ARchimedes Ships (Airships banned),
better storage (no cardboard),
mystcraft,
NEI, CodeChickenCore, Ender Storage
mapwriter,
custom flags,
Custom NPCs,
More Player Models
doomlike Dungeons,
Lycanites mobs,
Carpenters blocks,
GrowthCraft,
EE3,
CraftHeraldry,
Lost books,
Better Grass and leaves mod,
Chisel mod,
Better Storage,
Chat bubbles,
Aquaculture,
Dynamic Lights,
Ender Storage,
Multi Mine,
Translocator,
MineTweaker,
Auto Utils,
Enhanced core,
Enhanced portals,
Bspkrs core,
Damage indicators,
Grave stones mod,
Mine painter,
New Dungeons,
Ropes plus,
Treecapitator,
Wild caves,
Waila,
Forge multipart,
Tinkers Construct, (change smeltery controller to need steel block, ban all casts except ingot),
Extra Tic,
Rei's minimap,
Enviromine,
Shaders mod,
Natura,
EnviroMine,
Ars Magica 2,
Magical Crops,
Witchery,
Let me know when its fully up and I'll add it to the list on the top post.
It is....
...(which was the link) and not...
...right? Or is it wrong link?
That wasn't something I thought of when I added the allowed dimension; having the option to reverse the meaning or ignore dimension is something that's been on my to-do list, along with using metadata and a few other things. I've never actually tried Mystcraft so I didn't think of it; at the time I was trying to keep them out of the Twilight Forest (where they would appear at the wrong elevations).
Maybe in the next update?
EDIT: Well, that was easy; said update may be quite soon.
Done! 1.2.9 is just out and the dimension allowed list can be reversed to a dimension ban list by a second config option. (Or at east it should; who wants to test it for me?)
(JAMI has frozen the 164 modlist, but it should be a simple mod to register a symbol to just call your "turn on" API ...)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The list is fixed at initialization. The reason it can now be reversed is to help compatibility by blocking known problem dimensions allowing newly created dimensions (like Mystcraft ages) to have the dungeons (if their world gen supports it).
I don't know how an API could help with this; there would need to be some logic to determine the viability if they should be allowed or banned, and it would be bound to make mistakes at times. Basically, the dungeon generator is registered like an ore so the dungeons can appear in any dimension or biome that can spawn (others) modded ores. The config allows some dimensions to be blacklisted or whitelisted, so dungeons won't spawn in places where they don't belong or where wouldn't fit with the terrain generation. In previous versions only whitelisting was available, now it can be reversed.
All the settings and themes are loaded during initialization though.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I could look into something like that. I might want to play around with Mystcraft and get a feel for it -- I saw a mod review on it once, but never played which is why at first I thought in terms mods with pre-defined dimensions. I'm guessing that would also be an add-on to Mystcraft to have the symbol and I'd just need some kind of API to hook into it? Adding dimensions to the list should not be hard -- its just a java HashSet, so as long as the player had it configured to whitelist mode I'd just have to add a new Integer.
EDIT: I've started working on an API using a messaging system, so that someone else could hook these into novel word-gen if they wanted to as well as change some config settings (such as dimensions). I'm not sure anyone will use it, but I've never tried to write an API before so its a fun challenge. All I need is to find how to check FML for loaded mods so as to fool-proof it again calls made when this mod is not actually installed.
There you go, one (untested :-/) API. (And the messaging idea turned out to be a superfluous red herring.)
And yeah, the default dimension are 0,-1 (whitelist), with the nether themes spawning -1 (though under control of the biome for that).