Open HydrolienF opened 10 months ago
By removing the last use of CraftBukkit class, Underilla can now support multiple versions. I have test with succes 1.19.4, 1.20.1, 1.20.2, 1.20.4 1.19.2 don't work because of a bukkit class that we use and weren't on 1.19.2 bukkit code. As 1.19.2 is now an old version, I won't search any further to make it work.
I have also test if doing our own BiomeProvider will fix structure generation in totally unrelated biomes. This issue is still there if there is cave biome to keep from Minecraft vanilla generator (for the merging strategy relative), it's gone without biome to keep or with any other merging strategy.
A swamp hut generated in the right biome with Underilla generation
If you want to do test before merging, I have done a release
It appears this build does not allow for the transfer of biome data from the world_base to the new world. It for some reason continues to use the world seed for biome data
It appears this build does not allow for the transfer of biome data from the world_base to the new world. It for some reason continues to use the world seed for biome data
Have you tried 1.3.1 from the link in my last message or the patched version 1.3.2 ? If you were using 1.3.1 please test with the last release 1.3.2. Else can you send your config file ? Biome transfer from world base worked for me with a specific configuration. I haven't tested every possible configuration and some might fail to transfer biome even if they should.
Last commits allow to generate a world from 2 existing worlds (one for surface and one for caves). I thinks that it's the only way to control minecraft population to have ores in caves without having trees on surface. It also fix the loss of caves biomes when merging / structure missplaced issue.
User should generate a vanilla world at the same coordinates than his worldpainter world.
Then move it to world_caves
.
Then generate the world with Underilla (with transfer_world_from_caves_world: true
).
For a best result:
To have structures in the write biomes, underground structures should be enable for caves world generation only and surface structures for surface world only.
To have ores but not vanilla tree, populate should be enable for cave world only.
To have a quick render (without issue with sea level and with caves over y=20), SURFACE strategie should be used.
If you wich to have caves visible from surface of the world you might want to generate_noodle_caves: true
when merging the 2 world, else to have caves only under the ground disable generate_noodle_caves
A next step could be to integrate a Chunky version inside Underilla and to generate the cave world then merge it with surface world. But it would require 2 config files (1 for cave world generation and 1 for merging the 2 worlds) and a lot of time for only a small improvement.
Remove version limiting code. Add performance data in README Clean code.