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"Localizing" Surface Feature Distribution
I'd be very surprised if the answer is yes, but I'll ask anyway.... :)
Has anyone figured out a way to define a configured feature to allow a better "localization" of the distribution of the feature?
Say, for example, you want to put patches of grass in a desert biome, but you don't want them scattered throughout the entirety of the biome, but instead want them to appear only near where the biome is adjacent to a grassy biome, to ease the transition, or in the vicinity of a desert well, to create an "oasis" of sorts...
It just bugs me when I see sharp dividing lines between desert and grassy biomes, but I really don't want to create grass/sand hybrid "buffer" biomes.
Has anyone figured out a way to define a configured feature to allow a better "localization" of the distribution of the feature?
Say, for example, you want to put patches of grass in a desert biome, but you don't want them scattered throughout the entirety of the biome, but instead want them to appear only near where the biome is adjacent to a grassy biome, to ease the transition, or in the vicinity of a desert well, to create an "oasis" of sorts...
It just bugs me when I see sharp dividing lines between desert and grassy biomes, but I really don't want to create grass/sand hybrid "buffer" biomes.
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Hello.
I've sort of found a solution consiting of creating a new biome mixing the two, with intermediate caratersitic in T, humidity, height and weirdness in the dimension file.
I'm not sure is 100% efficient since i can't have a map of my biomes but it works at least partially.
For your oasis, you could think with this logic, without any guarantee it will work.
I've sort of found a solution consiting of creating a new biome mixing the two, with intermediate caratersitic in T, humidity, height and weirdness in the dimension file.
I'm not sure is 100% efficient since i can't have a map of my biomes but it works at least partially.
For your oasis, you could think with this logic, without any guarantee it will work.
Thanks, but as I said, I was specifically checking to see if anyone knew of a way to accomplish this *without* adding more biome definition files to my data pack. The pack's world generation is already quite complex, and adding yet more definition files would make it even more so. :)
Oh, well, i've missread sorry, i'm tired.
Without adding a biome, i believe there is no way to do it.
Maybe for an oasis you could do a structure, but they would all look the same.
Without adding a biome, i believe there is no way to do it.
Maybe for an oasis you could do a structure, but they would all look the same.
