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Orbis 1.19 overhaul #790
Orbis 1.19 overhaul #790
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Issues I've found (most of which are to be fixed by me soon)
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gm4_dangerous_dungeons/data/gm4_dangerous_dungeons/worldgen/structure_set/dungeons_upper.json
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Bug from public server: Spawners look to have the wrong data for light requirments |
gm4_tower_structures/data/gm4_guidebook/advancements/tower_structures/page_0.json
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@kruthers I have a design question that arose while investigating #837. The spawners created by orbis all have explicit light-level rules given by Incidentally, this is what causes orbis spawners to not be accepted by spawner minecarts at the moment, though that may be a change required by the spawner minecarts module. |
Dangerous Dungeons and Tower Structures guidebook unlocks do not check for Guidebook being loaded. Cooler Caves does. |
@SpecialBuilder32 I have gone through and removed the artificial light level limitations, as they were causing some other issues. |
The light levels were there to try and allow spawners to work in towers, as default limitations stopped tower spawners from working due to light level. Although i belive i may have not set them up fully correctly |
- only has zombies spawners for now - structure rarity may have to be tweaked
Updated the desert and badlands medium_1 dungeon
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Changes lib_orbis to a "prefab library:, a collection of common assets that can be included in a module, but are renamed to the target module's namespace in the process. Also begin the process of introducing new versioning information to orbis 3.0
gm4_cooler_caves/data/minecraft/worldgen/noise_settings/overworld.json
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- Uses "lib_biome_extensions", which is not really a true library and may perhaps be better treated as a "prefab". Discussion is ongoing
This asset source more closely matches that of the other prefabs, without needing versioning information.
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I've been running around a test world for a while now and everything seems to be in order. Towers and Dungeons generate with a good variety and spacing, and cooler caves blends well with the new cave biomes in vanilla.
I'd love for one more person to try out the built artifacts for this PR before we merge it 👍
This removes most sky light limitations from orbis spawners (and therefore makes them use the vanilla bahaviour). Only on ships will skylight still be ignored by Pirates. Other Orbis structures (especially towers) will no longer have custom sky light rules.
…_datapacks into pr/kruthers/790
These files were misplaced and therefore had no effect.
This PR will overhall all of orbis to use world generation instead of functions. This means that Orbis will only effect new chunks now. This RP will be updated with changes as they happen.
Changes
Dangerous Dungeons Overhall
Deep slate
Lush
Tower Structures overhall
Planned Features