It is not known if the reworked terrain generation in 1.18 is capable of harboring monoliths.Monoliths can once again be generated in 1.16+ using customized worlds, however the settings to actually produce them are unknown.By setting "Biome Scale Weight" to negative values in old customized worlds, they could generate from snapshot 14w17a for 1.8 to snapshot 18w05a for 1.13, but with the removal of the "Customized" world type altogether in snapshot 18w06a for 1.13, this can no longer be recreated. ![]() Monoliths are an issue, and due to their removal, can be considered already fixed. Monoliths have been patched and no longer generate in the world. The previous changes have been reverted and the underneath of the monoliths is back to being a large lake with a bedrock floor. The underneath of the monoliths is now completely filled with air, and the void is completely exposed. It is possible to find small crevices in large monoliths, where normal terrain was generated.Ī rework of terrain generation now allows for monoliths to generate. The area below the monoliths was completely hollow, except for water generating at sea level and a layer of bedrock at the bottom, making the normal terrain seem like inverse monoliths. They could theoretically generate infinitely upward, being stopped only by the height limit, which at this point in the game's development, was 128 blocks. ![]() The monoliths would cause the terrain to abruptly generate up to the height limit, with natural grass block and ore generation. They were caused by an error in the Perlin noise generator. They tended to generate around flattish terrain. Monoliths would generate in seemingly random locations throughout the world.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |