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My attempt at imitating the default overworld with the 1.16+ custom generation tools.
Can be used in both 1.16 and 1.17
Despite my best efforts this will not be a perfect recreation. The vanilla_layered system is simply too complicated compared to the multi_noise system.
Aspects such as rarity, distribution, and consistency of biomes may not be ideal.
With this in mind, I hope this is convincing enough for the purposes of adding custom biomes onto the vanilla biome set.
When adding new biomes some things to keep in mind for noise values:
NOTE 1: The following names are completely arbitrary and have no meaning inside the game.
NOTE 2: When adding new biomes make sure your values aren't conflicting with the current ones - this is just how multi_noise works
> "temperature" and "humidity" are the main way of controlling where in relation to the other biomes the new one will generate. Almost all land biomes fall on this 2D grid. An exception is jungles, which use altitude.
> "altitude" mostly controls oceans. It is also used for some islands and the jungle.
> "weirdness" controls coastlines and rivers. Each biome on the grid alternates in an on/off pattern of 0.9,0.11 weirdness to mitigate straight lines on biome borders. When adding a biome check to see what biome it is next to and use the other value. All rivers lie on a weirdness value of 0.1 to allow them to connect.
>"offset" has no common features. Use this to make biomes smaller and rarer.
Installation
To add it to a new world, simply drop it under the "Data Packs" option.
To add it to an existing world, put it in your datapacks folder, then restart your world. The "/reload" command does not work.
You can get to this dimension with the "/execute in custom:overworld_multi run tp ~ ~ ~" command
Permissions
You are free to use and modify this pack for your own uses as long as you credit me and provide a link to this page somewhere in your datapack.
Can be used in both 1.16 and 1.17
Despite my best efforts this will not be a perfect recreation. The vanilla_layered system is simply too complicated compared to the multi_noise system.
Aspects such as rarity, distribution, and consistency of biomes may not be ideal.
With this in mind, I hope this is convincing enough for the purposes of adding custom biomes onto the vanilla biome set.
When adding new biomes some things to keep in mind for noise values:
NOTE 1: The following names are completely arbitrary and have no meaning inside the game.
NOTE 2: When adding new biomes make sure your values aren't conflicting with the current ones - this is just how multi_noise works
> "temperature" and "humidity" are the main way of controlling where in relation to the other biomes the new one will generate. Almost all land biomes fall on this 2D grid. An exception is jungles, which use altitude.
> "altitude" mostly controls oceans. It is also used for some islands and the jungle.
> "weirdness" controls coastlines and rivers. Each biome on the grid alternates in an on/off pattern of 0.9,0.11 weirdness to mitigate straight lines on biome borders. When adding a biome check to see what biome it is next to and use the other value. All rivers lie on a weirdness value of 0.1 to allow them to connect.
>"offset" has no common features. Use this to make biomes smaller and rarer.
Installation
To add it to a new world, simply drop it under the "Data Packs" option.
To add it to an existing world, put it in your datapacks folder, then restart your world. The "/reload" command does not work.
You can get to this dimension with the "/execute in custom:overworld_multi run tp ~ ~ ~" command
Permissions
You are free to use and modify this pack for your own uses as long as you credit me and provide a link to this page somewhere in your datapack.
Compatibility | Minecraft 1.16 |
to | Minecraft 1.17 |
1 Update Logs
v1.1 : by Aelve 06/09/2021 9:12:14 amJun 9th, 2021
Removed redundant 1.16-only noise settings.
tools/tracking
4716948
119
imitation-of-vanilla-layered-with-multi-noise-experimental
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https://minecraft.gamepedia.com/Biome#Overworld
Your thoughts?
The one you linked is the biome temperature. It controls things like snow fall.
The temperature used in world generation (along with altitude, weirdness, and altitude) are meaningless titles. They have no correspondence with vanilla generation. In fact the overworld generation (named vanilla_layered) does not use those four titles at all. It uses a considerably more complicated system.