Nightosphere
Light changes to the nether generation with level design in mind
Nightosphere
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. ```
