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Required Resource Pack
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a data pack that uses the noise cave shape to reshape the nether
now 256 blocks tall
the nether is now got 3d biome split from layer 1 from 0 to 128 and layer 2 from 129 to 256
read licence.txt for usage info for editing and uploading
are you finding it hard to walk around the nether with the new shape?
the new shapes are cheese and noodle noodle is much bigger versions of cave type
resource pack link is a testing version with cave pillers version
use 1.19.4 pre3 or later for main version
added a smelting recipe for ancient debris you smelt cracked nether brink
cheese caves are of a custom noise type
still working on new designs for the nether caves
they may change between testing version and pics
cant find a noodle cave right now for pic
the resource pack download link is for snapshots
now 256 blocks tall
the nether is now got 3d biome split from layer 1 from 0 to 128 and layer 2 from 129 to 256
read licence.txt for usage info for editing and uploading
are you finding it hard to walk around the nether with the new shape?
the new shapes are cheese and noodle noodle is much bigger versions of cave type
resource pack link is a testing version with cave pillers version
use 1.19.4 pre3 or later for main version
added a smelting recipe for ancient debris you smelt cracked nether brink
cheese caves are of a custom noise type
still working on new designs for the nether caves
they may change between testing version and pics
cant find a noodle cave right now for pic
the resource pack download link is for snapshots
Compatibility | Minecraft 1.21 |
Tags |
137 Update Logs
Update #137 : by danjhop 03/22/2025 11:38:24 amMar 22nd
works in 1.21.5 rc1
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"type": "minecraft:range_choice",
"input": "minecraft:y",
"min_inclusive": 0,
"max_exclusive": 20,
"when_in_range": 1,
"when_out_of_range": 0
}
make a density function
and set it to depth value in noise settings and set multinoise depth to one
Update, its becuase it didnt recognize depth, the custom reference that makes this all work. I tested it and the floor/ceilings are jarringly flat
here’s an example called poop yes I did that messing around
{
"sea_level": 63,
"disable_mob_generation": false,
"aquifers_enabled": true,
"ore_veins_enabled": true,
"legacy_random_source": false,
"default_block": {
"Name": "minecraft:stone"
},
"default_fluid": {
"Name": "minecraft:water",
"Properties": {
"level": "0"
}
},
"noise": {
"min_y": -64,
"height": 384,
"size_horizontal": 1,
"size_vertical": 2
},
"noise_router": {
"barrier": 0,
"fluid_level_floodedness": 0,
"fluid_level_spread": 0,
"lava": 0,
"temperature": 0,
"vegetation": 0,
"continents": 0,
"erosion": 0,
"depth": "Minecraft:poop",
"ridges": 0,
"initial_density_without_jaggedness": 0,
"final_density": {
"type": "minecraft:interpolated",
"argument": "minecraft:overworld/base_3d_noise"
},
"vein_toggle": 0,
"vein_ridged": 0,
"vein_gap": 0
},
"spawn_target": [],
"surface_rule": {
"type": "minecraft:sequence",
"sequence": []
}
}
If you use the same value as normal gen it can interfere with world gen