Would it be possible to allow custom biome colors to be used on pre-1.18 maps? The only thing that would need to be loaded on pre-1.18 worlds is the biome color codes.
I've also noticed that mcseedmap is currently limited to 1 datapack; although I currently store biome colors and custom biome sizes in separate datapacks.
Seems though support for Java 1.12.2 worlds seems to be getting worse in the latest update.
Just loaded a Java 1.12.2 world into Java 1.17.1 and then loaded the map in uNmINED latest release (0.16.2, Dec. 2 '21).
The left 2 images show the missing block types and the missing elevation tint (every single possible block in game for Java 1.12.2 is there in the first 2 pictures, look at the bottom right). The right one shows the wall where I only loaded a few chunks in Java 1.17.1.
This does exactly what I want to do and I got the results I wanted when I recompile MC coder pack and run the test (this was in a different workspace)
This is all I want from my mod, just this value above to be changed, however how would I be able to do this in forge, since I do not seem to be able to find the minecraft source code in eclipse when setting up a new forge work space, and it wouldn't be a separate mod if I just change it there.
I was looking to modify the existing biome source code but not add new ones, just modify some values.
I went through the instructions for setting up JDK, Eclipse, and the like. I used forge 1.12.2 MDK to input into Eclipse. And I was able to get to a screen in Eclipse with "~/build/tmp/recompileMc/sources/net/minecraft/world/gen/layer/Genlayer.java - Eclipse IDE"
A while back when TU31 came out for consoles I noticed the biome generation was similar to Java edition. I noticed it was most similar to Java edition biome size 2, but that the mutated, hill, edge, river, and island biomes did not change.
To be more specific of what I am describing.
Here is the vanilla Java 1.12.2 map "Example1". This is the starting point.
Here is biome size 2 for Java 1.12.2 "Example2" This is NOT what I want to change the values to, you can already do that in vanilla 1.12.2 customized worlds". (This is "Example5" overlayed onto "Example2")
What I DO want is to downscale the image below "Example3" to mimic the biome size 2 but leave "Example4" unchanged, akin to biome size 4.
Basically I want to mod the base game by overlaying "Example4" onto "Example2"; instead of using the 1.12.2 vanilla's customoized world feature where its biome size 2 overlays "Example5" onto "Example2"
The best way I can describe it is "Change the biome size from 4 to 2 without changing the locations or sizes of (M biomes, rivers, islands, x-Hill biomes, x-edge biomes); unlike Java 1.12.2's customized world biome sizes, which changes all off the listed parameters when changing the biome size, I would mod the base game so only the locations of oceans, continents, biome types, climate zones are downscaled 2x (4x area)"
If you're still confused, go generate 3 worlds with the same seed, 1 world in default generation using Java 1.12.2, another world in Java 1.12.2 using biome size 2, and a 3rd world on Minecraft Legacy Console edition by 4J studios, using the same seed on large world size using small biomes settings. Then compare the 3 worlds, and the last one, the console one, is the end result I'm trying to mod Java 1.12.2 into (I don't care about mushroom biome/structure/cave/tree locations), I just need all the non-mushroom biome types to match up exactly. (I don't care about update aquatic)
(forgot to put the rivers in Example4, supposed to have matching the default size rivers)
So far, very good. The 4.3 beta6 version used to work with 1.14 Minecraft but the new launcher seemed to cause that to lose support. ThankFully, the 4.3 release version once again works with Minecraft 1.14. Yes, it is a bit slow with 1.13 and 1.14 with the world generation changes being less efficient, but at least it still works.
Here's 1.14 displaying the new biomes and structures.
For some reason, the end doesn't show the biomes that generate in the end as of 1.14, where the end was split into several biomes.
I made a biome profile that makes the map more realistic, but unfortunately it means less contrast but it makes the map feel more "real"
I have a single file for all the clock frames and I am trying to get it to convert to the 1.9-1.12 format for clock resource packs. I tried both scripts in GIMP but one of them gives in error in the REPLACE function and the other one the script is lost.
So I was just messing around with the sliders until I noted that the river setting could only go up to 5. In the PC 1.7 large biomes, the river size was size 6 so I did that and decided "what about the biome size?", so I just edited the biome size to 0 and the map generated. However I hated rivers so I did size 8, then 9, but river size 10 crashed the game so I left it at size 9. So the final product is very interesting and makes biome size 1 not as good.
You have to know that the game by default won't let you do size 0 or 9 with the sliders so you have to manually edit the json code in the presets or copy it from imgur. You can do biome size 9 but then you would travel 25,000 blocks to even find the next biome. I let the pictures explain what is going on. This preset also makes the sortaflat preset also even better
Most ice spike biomes are not existent but there is one. You can see 4 rare biomes in their entirety. A mega taiga, mesa, jungle, and ice spikes.
There is no desert that generates next to mesas because it is too tiny to be generated, so you get jungles with dark brown leaves instead of olive colored leaves.
The smallest mesa biome ever, mostly underwater, with 2 stained clay pillars and 2 patches of red sand "mountains"
A "failed" extreme hills generation.
The mesa biome is still tiny even though it's huge.
A village taking over multiple biomes and the largest mesa biome.
The seed is listed and a villager plant is deep into the mesa biome, hidden in clay.
An entire taiga biome underwater. No spruce trees or blue-green grass to be seen.
An ice spike biome so small that only snow blocks generate and no packed ice.
A village takes over an entire continent and spreads to 4 different biome types. The only mushroom biome that has more then 10 blocks is found here.
Most mushroom biomes are underwater, so tough luck finding one not underwater.
A village generated on the edge of an ocean spreads from the western coastline to the east. Notice how the savanna on the right has a grass path. This village goes into a desert, than ocean, than turns into a different savanna biome and plains biome. Another desert on the left has a gravel path from the same village. and spreads into a third savanna biome.
A desert temple takes over not just 80% of an entire desert biome, but some plains and savanna biomes are also overwritten.
An extreme hills biome without space for mountains to generate, so you get a bunch of stone around a small patch of grass in the center 6-8 blocks higher than surroundings.
The smallest extreme hills + biome between deserts and ice plains.
A single 2048x2048 map. How many icy biome patches can you find?
A 5x5 set of 128x128 maps around 0,0. A village can be seen and plenty of biomes are seen already.
A 5120x5120 map of the seed looks messy, oceans are smaller but take up more percentage of the map than on AMIDST.
Note the rivers taking a lot of biomes or a decent chunk of it, also the islands in deep oceans block so many ocean monuments from spawning. Can you find the (stone/cold) beach biome?
The biggest zoom I can do, still 6000 blocks in default size. Spawn is often in the biome 4096 blocks away in default which in biome size 0 is 256 blocks from 0,0. In this seed it sometimes spawns you 20 blocks underwater. Spawn chunks will often include thousands of blocks worth of biomes.
Do you really need to leave spawn?
Still okay with the map.
The rarity of temples and villages. Often AMIDST misses so many villages.
As much as I can fit with before AMIDST crashes. The map becomes messy with navy blue and green with patches of orange and white.
I had to get rid of rivers otherwise they become massive. So I edited the JSON code to river size 9. Even though you can generate river size 15, my minecraft crashes if I set it at 10 or above. And no you can't do biome size -1.
0
Would it be possible to allow custom biome colors to be used on pre-1.18 maps? The only thing that would need to be loaded on pre-1.18 worlds is the biome color codes.
I've also noticed that mcseedmap is currently limited to 1 datapack; although I currently store biome colors and custom biome sizes in separate datapacks.
0
Seems though support for Java 1.12.2 worlds seems to be getting worse in the latest update.
Just loaded a Java 1.12.2 world into Java 1.17.1 and then loaded the map in uNmINED latest release (0.16.2, Dec. 2 '21).
The left 2 images show the missing block types and the missing elevation tint (every single possible block in game for Java 1.12.2 is there in the first 2 pictures, look at the bottom right). The right one shows the wall where I only loaded a few chunks in Java 1.17.1.
0
108,000 by 54,000 world map, exact map scale: 1:371.064 scale map
also the first 2 images you can see where the dirt changes to sand underwater so you do see the whole coastline
0
I was looking to create a small 1.12.2 mod to change 1 vanilla value so I could generate terrain in the Java edition to mimic that of legacy console.
I was able to do this initially through decompiling 1.12.2 via MC coder pack by itself and
in the file "minecraft\world\gen\layer\GenLayer.java"
I changed
GenLayer genlayer6 = GenLayerZoom.magnify(1000L, lvt_8_1_, 2);
to
GenLayer genlayer6 = GenLayerZoom.magnify(1000L, lvt_8_1_, 0);
This does exactly what I want to do and I got the results I wanted when I recompile MC coder pack and run the test (this was in a different workspace)
This is all I want from my mod, just this value above to be changed, however how would I be able to do this in forge, since I do not seem to be able to find the minecraft source code in eclipse when setting up a new forge work space, and it wouldn't be a separate mod if I just change it there.
0
I was looking to modify the existing biome source code but not add new ones, just modify some values.
I went through the instructions for setting up JDK, Eclipse, and the like. I used forge 1.12.2 MDK to input into Eclipse. And I was able to get to a screen in Eclipse with "~/build/tmp/recompileMc/sources/net/minecraft/world/gen/layer/Genlayer.java - Eclipse IDE"
A while back when TU31 came out for consoles I noticed the biome generation was similar to Java edition. I noticed it was most similar to Java edition biome size 2, but that the mutated, hill, edge, river, and island biomes did not change.
To be more specific of what I am describing.
Here is the vanilla Java 1.12.2 map "Example1". This is the starting point.
Here is biome size 2 for Java 1.12.2 "Example2" This is NOT what I want to change the values to, you can already do that in vanilla 1.12.2 customized worlds". (This is "Example5" overlayed onto "Example2")
What I DO want is to downscale the image below "Example3" to mimic the biome size 2 but leave "Example4" unchanged, akin to biome size 4.
Basically I want to mod the base game by overlaying "Example4" onto "Example2"; instead of using the 1.12.2 vanilla's customoized world feature where its biome size 2 overlays "Example5" onto "Example2"
The best way I can describe it is "Change the biome size from 4 to 2 without changing the locations or sizes of (M biomes, rivers, islands, x-Hill biomes, x-edge biomes); unlike Java 1.12.2's customized world biome sizes, which changes all off the listed parameters when changing the biome size, I would mod the base game so only the locations of oceans, continents, biome types, climate zones are downscaled 2x (4x area)"
If you're still confused, go generate 3 worlds with the same seed, 1 world in default generation using Java 1.12.2, another world in Java 1.12.2 using biome size 2, and a 3rd world on Minecraft Legacy Console edition by 4J studios, using the same seed on large world size using small biomes settings. Then compare the 3 worlds, and the last one, the console one, is the end result I'm trying to mod Java 1.12.2 into (I don't care about mushroom biome/structure/cave/tree locations), I just need all the non-mushroom biome types to match up exactly. (I don't care about update aquatic)
(forgot to put the rivers in Example4, supposed to have matching the default size rivers)
0
So far, very good. The 4.3 beta6 version used to work with 1.14 Minecraft but the new launcher seemed to cause that to lose support. ThankFully, the 4.3 release version once again works with Minecraft 1.14. Yes, it is a bit slow with 1.13 and 1.14 with the world generation changes being less efficient, but at least it still works.
Here's 1.14 displaying the new biomes and structures.
For some reason, the end doesn't show the biomes that generate in the end as of 1.14, where the end was split into several biomes.
I made a biome profile that makes the map more realistic, but unfortunately it means less contrast but it makes the map feel more "real"
.
0
I have a single file for all the clock frames and I am trying to get it to convert to the 1.9-1.12 format for clock resource packs. I tried both scripts in GIMP but one of them gives in error in the REPLACE function and the other one the script is lost.
https://www.planetminecraft.com/forums/minecraft/discussion/gimp-tool-convert-clock-and-comp-479427/
doesn't work
https://gist.github.com/insomniacUNDERSCORElemon/9cc23ce7c1e5c9e4379e
doesn't exist
0
In this all biome seed, woodland mansion at x+1717 y96 z+373, no need to travel 355 thousand blocks.
0
seed 23998886688
98% ocean.
2
So I was just messing around with the sliders until I noted that the river setting could only go up to 5. In the PC 1.7 large biomes, the river size was size 6 so I did that and decided "what about the biome size?", so I just edited the biome size to 0 and the map generated. However I hated rivers so I did size 8, then 9, but river size 10 crashed the game so I left it at size 9. So the final product is very interesting and makes biome size 1 not as good.
You have to know that the game by default won't let you do size 0 or 9 with the sliders so you have to manually edit the json code in the presets or copy it from imgur. You can do biome size 9 but then you would travel 25,000 blocks to even find the next biome. I let the pictures explain what is going on. This preset also makes the sortaflat preset also even better
A 5120z5120 map of the seed in biome size zero.
The JSON code is at the bottom of the page.
View the images below
.
Most ice spike biomes are not existent but there is one. You can see 4 rare biomes in their entirety. A mega taiga, mesa, jungle, and ice spikes.
There is no desert that generates next to mesas because it is too tiny to be generated, so you get jungles with dark brown leaves instead of olive colored leaves.
The smallest mesa biome ever, mostly underwater, with 2 stained clay pillars and 2 patches of red sand "mountains"
A "failed" extreme hills generation.
The mesa biome is still tiny even though it's huge.
A village taking over multiple biomes and the largest mesa biome.
The seed is listed and a villager plant is deep into the mesa biome, hidden in clay.
An entire taiga biome underwater. No spruce trees or blue-green grass to be seen.
An ice spike biome so small that only snow blocks generate and no packed ice.
A village takes over an entire continent and spreads to 4 different biome types. The only mushroom biome that has more then 10 blocks is found here.
Most mushroom biomes are underwater, so tough luck finding one not underwater.
A village generated on the edge of an ocean spreads from the western coastline to the east. Notice how the savanna on the right has a grass path. This village goes into a desert, than ocean, than turns into a different savanna biome and plains biome. Another desert on the left has a gravel path from the same village. and spreads into a third savanna biome.
A desert temple takes over not just 80% of an entire desert biome, but some plains and savanna biomes are also overwritten.
An extreme hills biome without space for mountains to generate, so you get a bunch of stone around a small patch of grass in the center 6-8 blocks higher than surroundings.
The smallest extreme hills + biome between deserts and ice plains.
A single 2048x2048 map. How many icy biome patches can you find?
A 5x5 set of 128x128 maps around 0,0. A village can be seen and plenty of biomes are seen already.
A 5120x5120 map of the seed looks messy, oceans are smaller but take up more percentage of the map than on AMIDST.
Note the rivers taking a lot of biomes or a decent chunk of it, also the islands in deep oceans block so many ocean monuments from spawning. Can you find the (stone/cold) beach biome?
The biggest zoom I can do, still 6000 blocks in default size. Spawn is often in the biome 4096 blocks away in default which in biome size 0 is 256 blocks from 0,0. In this seed it sometimes spawns you 20 blocks underwater. Spawn chunks will often include thousands of blocks worth of biomes.
Do you really need to leave spawn?
Still okay with the map.
The rarity of temples and villages. Often AMIDST misses so many villages.
As much as I can fit with before AMIDST crashes. The map becomes messy with navy blue and green with patches of orange and white.
I had to get rid of rivers otherwise they become massive. So I edited the JSON code to river size 9. Even though you can generate river size 15, my minecraft crashes if I set it at 10 or above. And no you can't do biome size -1.
JSON code
JSON code for a superlfat version of the same biome size. You use the customized settings, not the superflat.
If you want a flat biome size 0 preset with water, caves, lakes, and 2-5 block tall hills, here you go.
0
I mapped out a 5120x5120 section of the seed around 0,0.
I have a render of the seed on minecraftworldmap.
0
Jungle
52968166106
Mega Taiga
32241040657
Ice Spikes
85490543201
Swamp
71227848183
0
Seed :23998886688
The seed works best on classic or small.
0
Use the seed:23998886688
on classic or small.
0
Try the seed:23998886688
It is 93% water on classic world size and 79% water on small world size.