Mods / Seaweed goes in sea
Category:
#Tweak
#Worldgen
Author: Crabb
Side: Server
Created: Nov 7th 2023 at 11:59 AM
Last modified: Nov 7th 2023 at 8:30 PM
Downloads: 2008
Follow Unfollow 62
Author: Crabb
Side: Server
Created: Nov 7th 2023 at 11:59 AM
Last modified: Nov 7th 2023 at 8:30 PM
Downloads: 2008
Follow Unfollow 62
Latest file for v1.18.15:
saltwaterbugfix_1.0.5.zip
1-click install
Three separate bugfixes so that vanilla seaweed goes in sea.
One of the bugfixes also applies to mods that add blocktypes that belong in the sea, so is generally useful.
Only really makes a difference if you set land cover to less than 100%, i.e. you generate oceans in your world. Does not apply to freshwater spawns.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.5 | 1867 | Nov 7th 2023 at 8:30 PM | Show | saltwaterbugfix_1.0.5.zip | Install now | |
v1.0.4 | 139 | Nov 7th 2023 at 4:56 PM | Show | saltwaterbugfix_1.0.4.zip | Install now |
pabadger
Thanks, good to know, I'll see if I can fix it
Crabb I ran a test world in 1.19.7 with only version 1.0.5, and I'm not seeing any seaweed. I think that it might be broken. I've also tested 1.0.4 with the same result.
It was working last time I tried it. I think that was in 1.19 rc.. Please let me know if it has stopped working.
so is this mod working in 1.19?
It's not fixed in 1.19. I provided a fix to the devs and they haven't applied it or even reviewed it despite me prompting them.
I was wondering why the oceans didn't even had seaweed when it already spawned in ponds and lakes. Do we know if this is fixed in 1.19?
Edit: With this mod enabled I don't get ANY seaweed at all - including the oceans.
Probably the salt water is placed first and the freshwater spawn doesn't do any checks. If it's the other way around, it might just be a matter of letting salt water replace fresh with brine if the salt is above the fresh. There's no brackish water type so don't need to replace in other directions.
Watersprings (single blocks of freshwater in sides of cliffs) can spawn under sea as well, and since freshwater for some reason displaces saltwater entirely, cause bubbly flows. Those would probably be easier to fix, just block them from spawning under sealevel.
Ok yeah that sounds pretty bad. I suspect there are a lot of issues with ocean gen that have gone unnoticed because there just isn't the content there yet, or even the means to dive down really.
I haven't messed with terrain gen much, mostly creature and vegetation gen. I'm mostly working on Barbershop at the moment but I'll see if I can find some time when that's stabilised.
@Crabb I mean that at the moment, freshwater can spawn under saltwater, at the oceanfloor, and it would make much more sense if it were brine (as in, halocline). Or absent altogether.
Barhandar what do you mean by under-ocean water pools? I probably won't add much more to this mod.
l33tmaan The BlockSeaweed class was checking for the liquidCode "water" so it would never spawn in saltwater, along with the NearSeaWater and UnderSeaWater blockpatch placement modes (that Saltwaterbugfix resolves) checking for the unused liquidCode "seawater" (as saltwater uses the liquidCode "saltwater) this means nothing can ever really spawn in the oceans without also spawning in freshwater using the blockpatch placement modes NearWater and UnderWater without custom code to restrict them to spawning in the liquidCode "saltwater"
"Saltwaterbugfix"? Can this also please have brine be placeable in-world and have under-ocean water pools generate with brine instead? And visible-as-actual-texture (rather than just the glow) underwater lavaflows. Or solidifying them outright so that the ocean doesn't have weird lit patches at the bottom.
No mods are patched, and the intention is not to patch any mods here, only base game code in the most mod-friendly way possible. Instead, Wildcraft Salt and Sands module will depend on this mod.
what mods are currently patched?
RogueRaiden The extra-long seaweed you ordered is ready.
Length and depth is now configurable, defaults are 40 blocks deep and 30 blocks long. Roughly based on giant kelp and bull kelp stats.
ooooh
any chance of another "bug fix" for seaweed not generating deeper than about 10 blocks?
seaweed goes in sea now
What does this actually do, again?