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Posted

I've been experimenting with world generation lately, but I'm having a hard time figuring out how I should go about doing this. Every time I generate a new world, despite the SurfaceBuilder, there are pools of water on the surface which I don't want. I've narrowed the possibilities for water addition down to

protected BlockState func_236086_a_(double p_236086_1_, int p_236086_3_)

 in NoiseChunkGenerator, but that class is final and I'm not sure how to go about making any of this work.

I think

that you could listen to the BiomeLoadingEvent, and then simply remove the Lake Feature from the biomes

  • Author

I don't think the issue is lakes - the chunk generation seems to fill all areas lower than sea level with water.

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