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Datapack Guide
Corgi Taco edited this page May 11, 2022
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This tutorial will rely on BYG's /worldgenexport
command to generate the datapack for the current world for all mod spaces. Once you run this command.
The datapack structure is as follows: datapack/data/namespace(modid)/worldgen/world_gen_object_type
world_gen_object_type
may be one of the following:
biome
configured_carver
configured_feature
configured_structure_feature
density_function
noise
noise_settings
placed_feature
processor_list
structure_set
template_pool
within each of these directories are configurations for the different types of world gen objects
Biomes contain the following information used by the Minecraft world:
- These are the small caves that generate and should not be confused with noise caves.
- Have both
air
&liquid
filling stages and use a list ofconfigured_carver
.
- The category most related to this biome.
- Bare in mind Category as of 1.18 has been replaced with biome tags in most places within MC, and is marked for removal in 1.19!
- Category may be any of the following values:
none
,taiga
,extreme_hills
,jungle
,mesa
,plains
,savanna
,icy
,the_end
,beach
,forest
,ocean
,desert
,river
,swamp
,mushroom
,nether
,underground
,mountain
.
- Effectively humidity and is used by fire to determine the flammability in this biome, higher value means more humid.
- The CLIENT ONLY information stored within this biome.
- 11 lists of
placed_feature
s for each generation step of theFEATURES
generation stage. - The json &
FEATURES
generation stage generation occur in this order:
- Raw Generation
- Lakes
- Local Modifications
- Underground Structures
- Surface Structures
- Strongholds
- Underground Ores
- Underground Decoration
- Fluid Springs
- Vegetal Decoration
- Top Layer Modification
- The precipitation in this biome. May be one of the following values:
none
,snow
,rain
- Takes a list of entity registry ID's and have 2 arguments:
-
energy_budget
- Determines the total amount of entities that can spawn in a location, based on their current cost (e.g. a cost of 0.1 and a max total of 1 means at most ten entities can spawn in the given location). -
charge
- Determines the cost per entity towards the maximum spawn cap.
- A map of the mob category to a list of entity Spawner Data.
- The temperature of the biome, typically in the range of -0.5 - 2.0.
- The "little"(in comparison to 1.18's noise caves) aka legacy caves that generate in the world.
- The carver object's ID that we'll be configuring with
config
- The configuration/settings for the carver object we're calling in
type
- The structures that generate in the world