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While having different blocks usually is enough for most stuff, I think it would be cool if there were few additional conditions that could be used to define different generation type.
Some examples that come to mind:
Negative
Not condition on it's own, it would exist to exclude interaction while specific condition is present.
For example:
Lava flowing into Water with Sand Block nearby turns to Sandstone, but only when Red Sand is not present.
Height
If interaction is done above or bellow or exactly at specific height, provide specified block.
For example:
Above Y=0, Lava flowing into Water turns to Cobblestone.
Bellow or exactly at Y=0, Lava flowing into Water turns to Cobbled Deepslate.
Temperature/Biome
If interaction is done at specific Temperature (value that defines if in specific biome it can rain, snow or neither) OR in specific biome, provide specified block.
For example:
Lava flowing into Water in Dripstone caves turns into Dripstone Block.
Lava flowing into block tagged as Dirt in Hot biomes converts that block to Sand.
Light Level
If interaction is done above or bellow or exactly at specific light level, provide specified block.
Note: Lava and some modded liquids naturally emits light, so this would be not useful with them in particular unless their light is weaker than conditional stronger light.
For example:
Water flowing into Blue Ice always turns to Ice when not exposed to strong light.
Water flowing into Packed Ice turns to ice when in moderate biome and not exposed to strong light.
Water flowing into Ice turns to Ice when in cold biome and not exposed to strong light.
Position/Direction
Another non-condition on it's own, just a modifier for some other conditions where appropriate.
This would exist just to be able to specify where block or liquid would have to be in order to trigger the interaction ie: Top, Side or Under
For example:
(In Vanilla) Lava flowing to Blue Ice converts to Basalt only when Soul Sand or Soul Soil is under flowing lava.
The text was updated successfully, but these errors were encountered:
Negative would be useful to prevent conflicting conditions from occurring at the same time.
You could have Lava flowing into Sand and Water turn to Sandstone, but only when Red Sand is not present
And have another condition checking for Red sand but no Sand.
If you have both present, it might not know which one it should generate OR it would always have a priority with one over the other.
Light Level admittedly is a bit more situational since it would only occur with water and non-glowing liquids.
While having different blocks usually is enough for most stuff, I think it would be cool if there were few additional conditions that could be used to define different generation type.
Some examples that come to mind:
Negative
Not condition on it's own, it would exist to exclude interaction while specific condition is present.
For example:
Lava flowing into Water with Sand Block nearby turns to Sandstone, but only when Red Sand is not present.
Height
If interaction is done above or bellow or exactly at specific height, provide specified block.
For example:
Above Y=0, Lava flowing into Water turns to Cobblestone.
Bellow or exactly at Y=0, Lava flowing into Water turns to Cobbled Deepslate.
Temperature/Biome
If interaction is done at specific Temperature (value that defines if in specific biome it can rain, snow or neither) OR in specific biome, provide specified block.
For example:
Lava flowing into Water in Dripstone caves turns into Dripstone Block.
Lava flowing into block tagged as Dirt in Hot biomes converts that block to Sand.
Light Level
If interaction is done above or bellow or exactly at specific light level, provide specified block.
Note: Lava and some modded liquids naturally emits light, so this would be not useful with them in particular unless their light is weaker than conditional stronger light.
For example:
Water flowing into Blue Ice always turns to Ice when not exposed to strong light.
Water flowing into Packed Ice turns to ice when in moderate biome and not exposed to strong light.
Water flowing into Ice turns to Ice when in cold biome and not exposed to strong light.
Position/Direction
Another non-condition on it's own, just a modifier for some other conditions where appropriate.
This would exist just to be able to specify where block or liquid would have to be in order to trigger the interaction ie: Top, Side or Under
For example:
(In Vanilla) Lava flowing to Blue Ice converts to Basalt only when Soul Sand or Soul Soil is under flowing lava.
The text was updated successfully, but these errors were encountered: