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Water Level Offset in 1.11.2 about lostcities HOT 6 OPEN

mcjtymods avatar mcjtymods commented on August 12, 2024
Water Level Offset in 1.11.2

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Comments (6)

McJty avatar McJty commented on August 12, 2024

Hmm, I'll check it out but normally you're supposed to set the waterlevel with this:

I:waterLevelOffset=-8

I don't understand why it works on 1.12 like you do

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Seth0067 avatar Seth0067 commented on August 12, 2024

I'm not sure I understand your response, but I purposefully set the waterlevel to -8 to get a slightly flooded/drowned effect.

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McJty avatar McJty commented on August 12, 2024

Ah hmm ok
Well I'll check it out but as I tested this on 1.11.2 I'm not sure why it wouldn't work

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Seth0067 avatar Seth0067 commented on August 12, 2024

Naturally. :)

I'm going to generate from the same seed on both and compare.

Is there a way that server generation could produce slightly different effects? I'm concerned about this given my inability to generate a chisel world on my server.

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Seth0067 avatar Seth0067 commented on August 12, 2024

OK - i took the seed from the "flooded" world generated in 1.12 single player and ran it on my 1.11.2 server. It generated the same biomes, but with no flooding. Water level was normal.

I'm wondering if slow server generation is causing this parameter to somehow "miss" when spinning up the world?

Seed was:
3430650241471016720

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Seth0067 avatar Seth0067 commented on August 12, 2024

Apologies but maybe this should be merged with the previously opened bug regarding server generation and worldtype.

Using the same 1.11.2 instance and after verifying the cfgs matched exactly, i compared the server-generated world to the SP generated world and the SP world was flooded (and possibly different in other ways as well). Given the only thing that could be different is something misfiring in selecting profile ("udk") and the matching parameters, I think this is not a 1.11 vs. 1.12 issue, but server vs. sp.

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