![]() You can, it's just that the arrow buttons don't do that so you have to type it. It shouldn't matter too much, and will behave fine, but just keep in mind it'll be uglier than Vanilla kelp generation.Įdit: people have complained about not being able to set biome heights to negative numbers. ![]() This pretty much just sticks kelp wherever randomly, whereas with Vanilla, each chunk has a 1/18 chance to generate a tightly-packed group of kelp. Please note that the kelp generation of this is quite different than Vanilla kelp generation. Note: also set its parent to Ocean, variants of Ocean, and/or Beach/Stone Shore. If I understood you correctly, then you would just make these 3 temples and add a new structure mod element three times with different 'How many structures per 1 000 000 chunks' chance OR choose a structure, that consists of one block or something like that and make a procedure for 'When structure instance generated' and make a local number variable, make it 0 by default, but then choose. (E.g, in my mod Brine, the Kelp Cliffs have a lot of kelp, so there are three structures for it). This will double the amount of that plant. schematic file in, make changes if needed, export it as Minecraft Structure (.nbt), import it to MCreator, and finally add it in a procedure. If you were correct with the heights for it, it should be completely underwater, and if you were correct with the structures, there should be kelp and seagrass everywhere.Ĥ (Optional): Add more seagrass/kelp. If you're unsatisfied with the amount of seagrass and kelp currently in your biome, duplicate the structure you want more of, call it something like "second_X" (X being the name of the first structure), and keep all of the settings the same. Build your big structure, save it as schematic with Worldedit mod (or any other mod), open that. Have all the structures spawn in your biome.ģ: Test it. Find your biome. Set the number per 1,000,000 chunks to 1,000,000, and then set the grouping min-max to something around 10-16 for the kelp and seagrass, and 3-5 for the double seagrass. If you made a custom grass or something, set the underground block to that grass as well, not just the surface block.Ģ: Make some structures. Launch a world and make structures for kelp (around 15 high), seagrass, and double seagrass (make sure they're waterlogged). So, for an example of a default cold ocean, the "underground" block would be gravel, which would get one block of gravel on the surface. Important note: for some reason, the biome won't spawn the "surface" block, and will only spawn one layer of the "underground" block. Then, and this part is important, set the Base Height to a negative number, and the base height variation to something where if you added it to the base height, it would stay negative (e.g., -0.5, with a variation of 0.2). ![]() Set all the "X's per chunk" (trees, flowers, etc.) to 0 (though if you want giant mushrooms, that would look pretty cool, I guess). Minecraft MCreator STRUCTURE Tutorial (How To Make A Mod Without Coding) In this MCreator 1.8.3 1.12.2 Minecraft mod tutorial, I show you How to make a cusotm structure using MCreator mod maker. I think, procedures is the only thing in mcCreator, that needs a tutorial.many tutorials! :D The only one, whom I can think about, who makes videos about McCreator in english is NorthwestTreesGaming(if I wrote it correctly), I remember searching for a tutorial on how to make a structure, that has many random pieces, that are generating after each other(like a mansion, village or mineshaft) and it helped.a bit.I've seen a lot of people asking about this, and I was wondering too, so after a bit of thinking and testing, I found a strategy that works.ġ: Make your biome. Make a biome with the surface and underground blocks gravel (or sand for warm/lukewarm). Set the trees to Vanilla. I remember the time, when I first used McCreator to make a mod, when the newest version of it was 1.7.6(it was even other numbering system) and I was very confused, but I watched a lot of tutorials and understood, how to make custom furnace and stuff, then they completely changed the system and the new system looked harder for me than previous, I remember, when new global triggers confused me(they actually were also on older version, but I wasn't using them, because I didn't know to how) and I thought, that they're new and I need to specify them even if I make a procedure for "When is hurt" for an example, but then I managed to understand this. Yes, I build the tree for you, but most of the videos, that I learned from are in russian and then, when they remade the system of "trigger tree" I was learning on my own.
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