![]() Some tag fields now require id to be prepended with # (however they are not yet accepting element list).biome: inner list in features, map value in carvers. ![]() block_predicate_type.matching_fluids: fluids.block_predicate_type.matching_blocks: blocks.feature.simple_random_selector configuration: features.feature.spring_feature configuration: valid_blocks.feature.glow_lichen configuration: can_be_placed_on.Those entries now accept, id (shortcut for ) and #tag.Some fields in worldgen structures that previously accepted only lists of element ids now accept tags.Existing tags ( blocks, items, fluids, entity_types, game_events and functions) keep their name (for now).Names of new tag directories are the same as registry names (so /data//tags/potion and /data//tags/worldgen/biome).New tags are stored in datapacks under tags directory (same as old ones).Tags can now be defined for any registry (blocks, items, biomes, etc.The exploration_map loot table function no longer automatically sets the display name of the map.The exploration_map loot table function destination field is now a configured feature tag id.The feature field in location predicates now references a configured feature.Experimental datapacks can add new structure sets.The game now generates and stores data-driven configured structures. Noise router wires data-driven parts of the cave generation with the rest of the code.Noise settings got a new field noise_router (and lost a couple of flags), see worldgen/noise_settings folder in the worldgen report.A new registry was added for Density functions (caves are created by combining those together). ![]()
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