Mod
Nightosphere
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Light changes to the nether generation with level design in mind
Does not follow a specific thematic focus apart from vanilla Minecraft.
Contains enhancements to the Nether dimension, expanding on existing features or adding entirely new ones.
General improvements to world generation, such as bug fixes, aesthetic overhauls, or misc additions.
Adds new ores or other raw resources.
Data Packs were introduced to vanilla Minecraft in version 1.13 and allow the server to modify data about the game, or run commands. Data Packs are compatible with all mod loaders.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
Quilt is a fork of the Fabric mod loader. Many Fabric mods are compatible with Quilt and vice versa.
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Description
It does a variety of changes to the nether, biome distribution remains the same.
Changes:
Higher nether generation up to 224
The top 32 layers are netherrack with small caves, so is more like 192, and is not everywhere but when it happens it will be more open
Why this?
256 height takes away from the lava ocean which is a key part
of the nether level design but I do want the nether taller
The carvers don't go down bellow the lava ocean
Why this?
Simply because an impossible to cross lava barrier is neither
fun or adds depth, is just a stop sign
Higher amount of quartz
Why this?
The demand for quartz can be high for building and quartz is a
common source of experience for players
Ancient debris generates more scattered
Spawns mostly in single blocks but is more common to stumble to
Why this?
Reduces the chances of rng playing with you, by having higher
odds of hitting netherite even if smaller amounts it makes the
progress towards getting the netherite be less aimless
New cave rivers at the lava sea level
Why this?
It helps when traveling with a strider
Crimson and warped giant fungi now checks the terrain in order to place
This is mostly a technical thing
Why this?
It stops them from generating in the small crevices where they looked buggy and got cut so much
Unhardcoded the basalt delta columns
This is mostly a technical thing, but I just recreated the columns in a way which isn't as harcoded as vanilla does it
Why this?
It is more structure friendly.
It does a variety of changes to the nether, biome distribution remains the same.
Changes:
Higher nether generation up to 224
The top 32 layers are netherrack with small caves, so is more like 192, and is not everywhere but when it happens it will be more open
Why this?
256 height takes away from the lava ocean which is a key part
of the nether level design but I do want the nether taller
The carvers don't go down bellow the lava ocean
Why this?
Simply because an impossible to cross lava barrier is neither
fun or adds depth, is just a stop sign
Higher amount of quartz
Why this?
The demand for quartz can be high for building and quartz is a
common source of experience for players
Ancient debris generates more scattered
Spawns mostly in single blocks but is more common to stumble to
Why this?
Reduces the chances of rng playing with you, by having higher
odds of hitting netherite even if smaller amounts it makes the
progress towards getting the netherite be less aimless
New cave rivers at the lava sea level
Why this?
It helps when traveling with a strider
Crimson and warped giant fungi now checks the terrain in order to place
This is mostly a technical thing
Why this?
It stops them from generating in the small crevices where they looked buggy and got cut so much
Unhardcoded the basalt delta columns
This is mostly a technical thing, but I just recreated the columns in a way which isn't as harcoded as vanilla does it
Why this?
It is more structure friendly.
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