Jump to content

Recommended Posts

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.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.