Talk:Custom world generation

Surface Builders
Hi, I've been looking through the JSON files and I think I kind of understand what each of the individual surface builders do, but I'm not sure where I would include this information in the article. Thanks! --AwesomeNinja886 (talk) ( Contributions) ( My favorite mob) ( Minecraft Dungeons Wiki project) 00:31, 11 July 2020 (UTC)
 * Do you mean the difference between the surface builder types, or do you mean the difference between the vanilla surface builder files? If it's the individual types, could you list out what you've found so far? --Zero318 (talk) 18:32, 11 July 2020 (UTC)
 * I figured out what blocks the surface builder types use, and in doing that I figured out a bit about how they worked. I mostly want to include the former because I don't completely understand the latter and I don't want to be redundant.


 * What about something like the table below? Where/how could I include something like this?

1. does not naturally generate due to no water normally being present in the biome


 * Obviously it's incomplete to save space and the note would be an actual note but you get the idea. --AwesomeNinja886 (talk) (Smithing Table JE1 BE1.png Contributions) (VillagerFace.png My favorite mob) (Diamond Sword (Dungeons).png Minecraft Dungeons Wiki project) 23:23, 11 July 2020 (UTC)
 * I think a default blocks table would be best implemented like the default dimension type properties table, so creating a "Defaults" header at the bottom of the "Carvers" section. Regarding the behaviors of the different types, could you list those on the talk page here? That way the information is at least present somewhere and can then be further researched and formatted for the main page. --Zero318 (talk) 21:00, 12 July 2020 (UTC)
 * I might be wrong, but I'm pretty sure the magma blocks in Basalt Deltas do normally generate, since AFAIK "underwater_material" just means "the material under the default liquid block", so for nether biomes it would be the block that generates under lava. ContronThePanda (talk) 02:34, 13 July 2020 (UTC)
 * The magma blocks are - at least somewhat - generated by the delta_feature used by the basalt deltas. Leppaisawesome (talk) 14:58, 14 July 2020 (UTC)

Splitting up the page
Should this page be split up into multiple pages? It's already fairly long and most of the page is just a list of variable names with no descriptions; by the time we add structure features and processors, add info on default values, and actually document what each variable does, this page is going to be massive. It would probably be a good idea to create a separate page for each of the components (biomes, features, carvers, etc.) instead of having one huge page with all of the elements in the same place, in my opinion. ContronThePanda (talk) 01:27, 14 July 2020 (UTC)
 * there's enough to the structure in the topic to build an entire separate wiki about it and related topics. I'm in favor of splitting the article if it can be done gracefully. 192.181.2.163 11:51, 28 July 2020 (UTC)
 * I'd love to see the pages structured as they would appear in a datapack. I think this would help users understand the role of each configuration.--CasualZombie (talk) 13:02, 30 August 2020 (UTC)

And why isn't all this stuff in "dimensions"?
If they'd homed all these options in the dimension generation (then used those for worldgen), we could have much more flexible custom dimensions.... --MentalMouse42 (talk) 13:28, 26 September 2020 (UTC)
 * Because structures and biomes' generation details aren't tied to dimensions at all. Dhranios (talk) 14:20, 26 September 2020 (UTC)

What just happened to the page CSS??
173.63.77.126 15:46, 10 November 2020 (UTC) (Disregard this: turned out to be a client-side issue and loaded a little bit later) 173.63.77.126 15:50, 10 November 2020 (UTC)

Biome JSON format
Hello all; After looking through the code, I've figured out that the "category" modifier controls stuff like rabbit color (i.e. desert makes them yellow), zombie sieges (they don't happen in the mushroom category), ocean monument spawning, and underwater-specific music.

grass_color_modifier
Aalandriel (talk) 15:52, 3 January 2021 (UTC)
 * "swamp": Ignores any specified grass_color or temperature setting. The grass is two-toned in patches of a saturated dark green and an even darker less saturated green). There's no way to get the duo-tone grass effect except for using this preset
 * "dark_forest": Darkens the specified grass color. Also darkens the calculated color if grass_color is not specified

Noise Settings
Hi. Just messing around with these values and getting some errors, thought I'd share what I learned.

"top_slide" size has a range of 0:256, values outside of these will cause the game to hang upon datapack validation. I would gues this is also true of "bottom_slide".

"size_vertical" has a true range of 0:4. Beyond this will cause a hang like above.

DDRKhat (talk) 10:26, 19 December 2020 (UTC)


 * I agree "size vertical" is limited to 0:4. Will someone more knowledgeable make this edit please? 89.187.171.111 17:07, 16 January 2021 (UTC)
 * Error: Noise density offset is NOT limited to a value between -1 and 1 per 1.16.6 despite what this page claims. Obviously I would edit this myself but it seems this incorrect information has been nested behind multiple templates or some other such convenient nonsense. Since my task for the moment involves testing series of world gen settings, I would very much appreciate it if someone else would (decipher the wiki's editing procedure and then test using -1, -1.5, and -2 to see what I mean) update this page. There may be more incorrect information here that I am unaware of. Thanks. 146.200.174.41 11:57, 22 January 2021 (UTC)