Talk:Custom

density_factor
Density_factor appears to control how "smooth" the world is overall. When set to high values (10), the world becomes a solid flat plane. When set to relatively high values (5), the world is very flat but shows signs of small hills. 23.119.122.41 00:56, 12 July 2020 (UTC)

size_vertical
The current information about size_vertical is wrong. The datapack won't load if you use a size of 15, much less 20. I'm testing to see what it actually does. 23.119.122.41 00:07, 12 July 2020 (UTC)

multi_noise
Who told whoever wrote that on the page that minecraft:multi_noise must have the "preset" tag set? It is in the default world settings because they didn't want us to get confused very fast. It can have a ton more tags to change various different things. ManosSef (talk) 12:22, 21 May 2020 (UTC) Ok, I've edited the page. ManosSef (talk) 15:37, 21 May 2020 (UTC)

Move proposal
Starting this discussion, I the move. -PancakeIdentity (talk) 00:52, 23 May 2020 (UTC)
 * Where in-game is it listed as "Custom"?  Nixinova  T  C  07:30, 23 May 2020 (UTC)
 * When you import settings for the world, the World Type option is grayed out and set to "Custom". ManosSef (talk) 08:40, 23 May 2020 (UTC)
 * Alright, then.  Nixinova  T</b> </b> C</b> </b> 08:52, 23 May 2020 (UTC)
 * I too. ManosSef (talk) 10:47, 23 May 2020 (UTC)
 * I also . 😸😸JuniorJedi497😸😸 (talk) 17:54, 23 May 2020 (UTC)
 * Support, and there really isn't any argument against it at all, considering that that is the actual name; it should be uncontroversial and ok to move already. FVbico (talk) 18:06, 23 May 2020 (UTC)

soup flat
if you put the preset settings into an empty json file and upload it that does not work. please correct preset. --64.114.223.245 18:35, 5 June 2020 (UTC)

Default Settings
I've gone through the source code and created a spreadsheet with all of the default settings used by presets that I could find, here. This information should definitely go somewhere on this wiki page, but I don't have much experience editing so I'd appreciate some pointers on where it should go. I also haven't tested using these values in JSON files yet, which would probably be very helpful. ContronThePanda (talk) 18:25, 20 June 2020 (UTC)

Update: I added the info to the wiki page under a new heading called "Defaults" which includes the old "Type defaults". ContronThePanda (talk) 20:20, 20 June 2020 (UTC)

Expanded default settings gives errors
The example for the "Expanded default settings" gives a bunch of errors. Even without modifying anything in it, it still gives errors. See this pastebin: https://pastebin.com/nrH8sgEt

Whoever made that JSON code should check it trough one more time and fix it. Do take note that I used a average JSON validator in a attempt to break this up in the pastebin so it would not turn into a complete wall of text like the error appears like ingame and on the game log watcher. Minecraft Version: 1.16.1 Minecraft Java on Linux (mentioning this purely if this is a OS specific error, would be nice to know what the author of that JSON code use as OS).

--Griffin is a (talk) 18:22, 24 June 2020 (UTC)

It seems like default_fluid must include a "level" key under "Properties" in order to compile correctly. Seems that "level": "0" is the correct format.

--SwiggityCricket (talk) 22:41, 27 June 2020 (UTC)

Fixed expanded settings.
It appears specifying anything about infiniburn causes errors and you need "level" = "0" in properties section for default_fluid. –Preceding unsigned comment was added by 71.237.249.230 (talk) at 05:31, 30 June 2020 (UTC). Please sign your posts with

ambient_light findings
I've done some testing and ambient_light seems to apply an effect similar to the nether with making darkness "look" brighter. A level of 0.5 will remove the visual effect of darkness entirely (although it will still be calculated normally for all other purposes). If your brightness visual option in-game is turned up, this will happen at even lower values (around 0.25, which makes sense given how the max setting is +100%). Negative values will similarly cause unlit areas to darken even at much higher light levels. It has an interesting side-effect of tinting fully-lit blocks. Given the knowledge that the nether's default value is 0.1 and this results in a lighting level approximately equal to 7 at zero light, it is likely further calculation can be done to expand upon this. However, I am unable draw any additional conclusions at this time. I still do not know how The End's lighting functions as it appears to be perfectly lit despite an ambient_light value of 0.0 (possibly hardcoded?)

EngIoPDF (talk) 06:23, 24 September 2020 (UTC)

I've done further testing and found that when you set ambient_light to -1.0 or lower, everything has a green tint

DoubleBacon (talk) 19:18, 7 June 2021 (UTC) DoubleBacon

Infiniburn, "effects", vanilla-type biome list
--MentalMouse42 (talk) 12:01, 26 September 2020 (UTC)
 * 1) . What does the "infiniburn" setting do?
 * 2) . the "Dimension Generator" at Gitub also offers an "effects" setting, which can be unset, Overworld, Nether, or End. Anyone know what that does?
 * 3) . The "Vanilla Layered" type doesn't seem to include a biome list. It it true that there is no way to specify a custom biome list for such a dimension?

Infiniburn decides what blocks will burn indefinitely without being directly extinguished. The main instance of this is Bedrock, which burns endlessly in The End, but not in other dimensions. Supplemental data packs can be used to add additional infiniburn settings. Setting "effects" to "the_nether" will cause the sun and moon to disappear. Settings "effects" to "the_end" replaces the sky entirely with the black static used in The End. "overworld" is the default setting.

EngIoPDF (talk) 06:51, 27 September 2020 (UTC)

Multinoise won't work after 21w20a
The instructions in this page are no longer reliable since 21w20a and still aren't in 1.17-pre1, because a dimension using  will always fail to be validated in-game, with the following log: Failed to validate datapack java.util.concurrent.CompletionException: com.google.gson.JsonParseException: Error loading registry data: Value 15 outside of range [1:4] at java.base/java.util.concurrent.CompletableFuture.encodeThrowable(CompletableFuture.java:314) at java.base/java.util.concurrent.CompletableFuture.completeThrowable(CompletableFuture.java:319) at java.base/java.util.concurrent.CompletableFuture$UniAccept.tryFire(CompletableFuture.java:718) at java.base/java.util.concurrent.CompletableFuture$Completion.run(CompletableFuture.java:478) at aqu.c(SourceFile:151) at aqy.c(SourceFile:23) at aqu.z(SourceFile:125) at aqu.bq(SourceFile:110) at dvo.f(SourceFile:1077) at dvo.e(SourceFile:730) at net.minecraft.client.main.Main.main(SourceFile:217) Caused by: com.google.gson.JsonParseException: Error loading registry data: Value 15 outside of range [1:4] at gx.a(SourceFile:221) at java.base/java.util.Optional.ifPresent(Optional.java:178) at gx.a(SourceFile:221) at gx.a(SourceFile:212) at wt.a(SourceFile:57) at wt.a(SourceFile:51) at eei.a(SourceFile:319) at eed.a(SourceFile:459) at java.base/java.util.concurrent.CompletableFuture$UniAccept.tryFire(CompletableFuture.java:714) ... 8 more This happens with any firstOctave and amplitude value, and using the generator linked at the end of the article won't be work either. I'm not searching for solutions, just pointing out how this page needs at least a warning because the informations inside are not reliable.--Wedhro (talk) 09:33, 28 May 2021 (UTC)

I've been able to use multi_noise biome sourcing by using "firstOctave":-7 and "amplitude":[1.0, 1.0].

Larger negative values like -8 produce larger biome noise, and values like -6 produce smaller biomes.

DoubleBacon (talk) 19:27, 7 June 2021 (UTC) DoubleBacon