The decrease in the frequency is not linear: the difference between 1% and 25% is huge, the other differences up to 100% are minor. Few lakes retain their position at each setting. In addition, the positions in the lava lakes from setting to setting vary widely. In contrast to the water lakes, which are uniformly distributed underground, the distribution of lava lakes is concentrated on the lower levels. Lava lakes are generated underground to the surface. Increases/decreases the rarity of lava lake generation (as a percentage) lower values mean a higher number of lava lakes. If No, lava lakes do not generate (Note: This does not prevent lava from filling up caves under Y level 10) The lakes are - in contrast to the dungeons - not always at the same position. Therefore, the underground water lakes are usually discovered by chance while digging. Water lakes can generate where there is no opening, unlike dungeons. Increases/decreases the rarity of water lake generation (as a percentage) lower values mean a higher number of water lakes. For example, in a world with only ravines, two dungeons generated at a setting of 100%. This means that at a setting of 100%, few or no dungeons generate when the ground does not provide an opening for connecting to the right places. This is because they generate only next to an opening. This is not the actual number of dungeons per chunk - as not all attempts are successful. If there is no opening (cave, stronghold, mineshaft, ravine or underground lake) near the generated position of the dungeon, the dungeon is not generated.Ĭhanges how many times the game tries to generate a dungeon per chunk. If omitted, they do not generate.ĭungeons generate only if there is an opening next to them. If the world is set to another biome, they are not generated. The adjusted sea level does not affect the generation of ocean monuments. When this structure is turned on, the ocean monuments are generated in the deep ocean biomes. When this is turned on, jungle temples generate in jungle biomes, desert temples generate in desert biomes, witch huts generate in swamp biomes, and igloos generate in ice plains. Whether mineshafts are generated in each biome underground. However, villagers can still be obtained by curing zombie villagers. If no villages exist, there are no spawn areas for villagers. If the world is set to another biome, they do not generate. Villages generate if there are plains, savanna, taiga or desert biomes. End portals do not generate in the world if strongholds are not generated. There are 128 strongholds generated in eight rings around the center (0, 0) (see stronghold). (Chunks are still generated, and can be viewed via external programs like MCEdit)Ĭaves generate only underground. Setting it to a negative value causes chunks never to load, always displaying "Waiting for chunk." in the F3 menu. The world may, at high levels, consist of sparse islands separated by deep water or may be all ocean, as in the Water World preset. Rivers are not "rivers" in the literal sense, but are more like subsurface valleys. If the level is set above the default, low-lying biomes such as swamps are fragmented or nonexistent, creating a world with smaller land masses. For low settings, the ocean may be reduced to small lakes, may be restricted to underground caves and caverns, or sometimes even doesn't exist. If the level is set below the default, land masses are bigger, and rivers may be shallow or dry. The surface level of all oceans and rivers. There were 18 customization options that affected whether structures generate, among other environmental factors.
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