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I have an older Minecraft world first created almost a decade ago, as a superflat desert world. In MC 1.18 or 1.19, I increased the world height with a simple data pack to y ∈ [-256, 1024]. Unfortu...
#3: Post edited
- I have an older Minecraft world first created almost a decade ago, as a superflat desert world. In MC 1.18 or 1.19, I increased the world height with a simple data pack to y ∈ [-256, 1024]. Unfortunately, shaders don't render like I would expect them to. Most shaders incorrectly render the world when going below y = -64, as they seem to believe I am below bedrock, which I am not. The issue persists with every single shader I have tested across both Fabric/Iris and Forge/Optifine
- | BSL > -64 | BSL < -72 |
- | - | - |
- | ![BSL shader pack above y coordinate -64](https://proposals.codidact.com/uploads/vwckqrh733a21acwfpsxo4c8tcw0) | ![BSL shader pack below y coordinate -72](https://proposals.codidact.com/uploads/im1yd63a61l99mte5mcdzkx6to0f)|
- Many shaderpacks, like BSL, turn off distance fog effects, and turn the sky black.
- The vertical limits are increased with these contents of the datapack:
- `data/minecraft/dimension_type/overworld.json`
- ```
- {
- "ultrawarm": false,
- "natural": true,
- "piglin_safe": false,
- "respawn_anchor_works": false,
- "bed_works": true,
- "has_raids": true,
- "has_skylight": true,
- "has_ceiling": false,
- "coordinate_scale": 1,
- "ambient_light": 0,
- "logical_height": 1280,
- "effects": "minecraft:overworld",
- "infiniburn": "#minecraft:infiniburn_overworld",
- "min_y": -256,
- "height": 1280,
- "monster_spawn_light_level": {
- "type": "minecraft:uniform",
- "min_inclusive": 0,
- "max_inclusive": 7
- },
- "monster_spawn_block_light_limit": 0
- }
- ```
This is everything the datapack adjusts; unfortunately, I haven't taken care of the world generation with it. The level at which the superflat chunks from bedrock to sand are generate, has been pushed down, but that may have been the result of Minecraft 1.18 increasing the world height.- The ocean level in Minecraft normally sits at y = 62. For all practical purposes, I have now built the world such that the lowest body of water sits at y = -250. I do plan on bringing that a slight bit lower, which means I'll have to further increase the vertical height of my world.
- How do I fix the erroneous shader rendering? Do I somehow need to specify a new bedrock layer in the datapack? [There doesn't seem to be an attribute for that](https://minecraft.wiki/w/Dimension_type#JSON_format). Would fixing the world generation resolve this issue, as I can change the level at which bedrock is being generated for new chunks? Maybe that is the bedrock layer value used by shaders? I can theoretically move the entire contents of my world further up into the sky, but I would need 3rd-party software for that, and I don't know which tool to use for it.
- I have an older Minecraft world first created almost a decade ago, as a superflat desert world. In MC 1.18 or 1.19, I increased the world height with a simple data pack to y ∈ [-256, 1024]. Unfortunately, shaders don't render like I would expect them to. Most shaders incorrectly render the world when going below y = -64, as they seem to believe I am below bedrock, which I am not. The issue persists with every single shader I have tested across both Fabric/Iris and Forge/Optifine
- | BSL > -64 | BSL < -72 |
- | - | - |
- | ![BSL shader pack above y coordinate -64](https://proposals.codidact.com/uploads/vwckqrh733a21acwfpsxo4c8tcw0) | ![BSL shader pack below y coordinate -72](https://proposals.codidact.com/uploads/im1yd63a61l99mte5mcdzkx6to0f)|
- Many shaderpacks, like BSL, turn off distance fog effects, and turn the sky black.
- The vertical limits are increased with these contents of the datapack:
- `data/minecraft/dimension_type/overworld.json`
- ```
- {
- "ultrawarm": false,
- "natural": true,
- "piglin_safe": false,
- "respawn_anchor_works": false,
- "bed_works": true,
- "has_raids": true,
- "has_skylight": true,
- "has_ceiling": false,
- "coordinate_scale": 1,
- "ambient_light": 0,
- "logical_height": 1280,
- "effects": "minecraft:overworld",
- "infiniburn": "#minecraft:infiniburn_overworld",
- "min_y": -256,
- "height": 1280,
- "monster_spawn_light_level": {
- "type": "minecraft:uniform",
- "min_inclusive": 0,
- "max_inclusive": 7
- },
- "monster_spawn_block_light_limit": 0
- }
- ```
- This is everything the datapack adjusts; unfortunately, I haven't taken care of the world generation with it. The level at which the superflat chunks from bedrock to sand generate, has been pushed down, but that may have been the result of Minecraft 1.18 increasing the world height.
- The ocean level in Minecraft normally sits at y = 62. For all practical purposes, I have now built the world such that the lowest body of water sits at y = -250. I do plan on bringing that a slight bit lower, which means I'll have to further increase the vertical height of my world.
- How do I fix the erroneous shader rendering? Do I somehow need to specify a new bedrock layer in the datapack? [There doesn't seem to be an attribute for that](https://minecraft.wiki/w/Dimension_type#JSON_format). Would fixing the world generation resolve this issue, as I can change the level at which bedrock is being generated for new chunks? Maybe that is the bedrock layer value used by shaders? I can theoretically move the entire contents of my world further up into the sky, but I would need 3rd-party software for that, and I don't know which tool to use for it.
#2: Post edited
- I have an older Minecraft world first created almost a decade ago, as a superflat desert world. In MC 1.18 or 1.19, I increased the world height with a simple data pack to y ∈ [-256, 1024]. Unfortunately, shaders don't render like I would expect them to. Most shaders incorrectly render the world when going below y = -64, as they seem to believe I am below bedrock, which I am not. The issue persists with every single shader I have tested across both Fabric/Iris and Forge/Optifine
- | BSL > -64 | BSL < -72 |
- | - | - |
- | ![BSL shader pack above y coordinate -64](https://proposals.codidact.com/uploads/vwckqrh733a21acwfpsxo4c8tcw0) | ![BSL shader pack below y coordinate -72](https://proposals.codidact.com/uploads/im1yd63a61l99mte5mcdzkx6to0f)|
- Many shaderpacks, like BSL, turn off distance fog effects, and turn the sky black.
- The vertical limits are increased with these contents of the datapack:
- `data/minecraft/dimension_type/overworld.json`
- ```
- {
- "ultrawarm": false,
- "natural": true,
- "piglin_safe": false,
- "respawn_anchor_works": false,
- "bed_works": true,
- "has_raids": true,
- "has_skylight": true,
- "has_ceiling": false,
- "coordinate_scale": 1,
- "ambient_light": 0,
- "logical_height": 1280,
- "effects": "minecraft:overworld",
- "infiniburn": "#minecraft:infiniburn_overworld",
- "min_y": -256,
- "height": 1280,
- "monster_spawn_light_level": {
- "type": "minecraft:uniform",
- "min_inclusive": 0,
- "max_inclusive": 7
- },
- "monster_spawn_block_light_limit": 0
- }
- ```
This is everything the datapack adjusts; unfortunately, I haven't taken care of the world generation with it. It does effectively lower the level at which the superflat chunks from bedrock to sand are generated.- The ocean level in Minecraft normally sits at y = 62. For all practical purposes, I have now built the world such that the lowest body of water sits at y = -250. I do plan on bringing that a slight bit lower, which means I'll have to further increase the vertical height of my world.
How do I fix the erroneous shader rendering? Do I somehow need to specify a new bedrock layer in the datapack? [There doesn't seem to be an attribute for that](https://minecraft.wiki/w/Dimension_type#JSON_format). I can theoretically move the entire contents of my world further up into the sky, but I would need 3rd-party software for that, and I don't know which tool to use for it.
- I have an older Minecraft world first created almost a decade ago, as a superflat desert world. In MC 1.18 or 1.19, I increased the world height with a simple data pack to y ∈ [-256, 1024]. Unfortunately, shaders don't render like I would expect them to. Most shaders incorrectly render the world when going below y = -64, as they seem to believe I am below bedrock, which I am not. The issue persists with every single shader I have tested across both Fabric/Iris and Forge/Optifine
- | BSL > -64 | BSL < -72 |
- | - | - |
- | ![BSL shader pack above y coordinate -64](https://proposals.codidact.com/uploads/vwckqrh733a21acwfpsxo4c8tcw0) | ![BSL shader pack below y coordinate -72](https://proposals.codidact.com/uploads/im1yd63a61l99mte5mcdzkx6to0f)|
- Many shaderpacks, like BSL, turn off distance fog effects, and turn the sky black.
- The vertical limits are increased with these contents of the datapack:
- `data/minecraft/dimension_type/overworld.json`
- ```
- {
- "ultrawarm": false,
- "natural": true,
- "piglin_safe": false,
- "respawn_anchor_works": false,
- "bed_works": true,
- "has_raids": true,
- "has_skylight": true,
- "has_ceiling": false,
- "coordinate_scale": 1,
- "ambient_light": 0,
- "logical_height": 1280,
- "effects": "minecraft:overworld",
- "infiniburn": "#minecraft:infiniburn_overworld",
- "min_y": -256,
- "height": 1280,
- "monster_spawn_light_level": {
- "type": "minecraft:uniform",
- "min_inclusive": 0,
- "max_inclusive": 7
- },
- "monster_spawn_block_light_limit": 0
- }
- ```
- This is everything the datapack adjusts; unfortunately, I haven't taken care of the world generation with it. The level at which the superflat chunks from bedrock to sand are generate, has been pushed down, but that may have been the result of Minecraft 1.18 increasing the world height.
- The ocean level in Minecraft normally sits at y = 62. For all practical purposes, I have now built the world such that the lowest body of water sits at y = -250. I do plan on bringing that a slight bit lower, which means I'll have to further increase the vertical height of my world.
- How do I fix the erroneous shader rendering? Do I somehow need to specify a new bedrock layer in the datapack? [There doesn't seem to be an attribute for that](https://minecraft.wiki/w/Dimension_type#JSON_format). Would fixing the world generation resolve this issue, as I can change the level at which bedrock is being generated for new chunks? Maybe that is the bedrock layer value used by shaders? I can theoretically move the entire contents of my world further up into the sky, but I would need 3rd-party software for that, and I don't know which tool to use for it.
#1: Initial revision
Shaders incorrectly render lower parts of vertically extended worlds
I have an older Minecraft world first created almost a decade ago, as a superflat desert world. In MC 1.18 or 1.19, I increased the world height with a simple data pack to y ∈ [-256, 1024]. Unfortunately, shaders don't render like I would expect them to. Most shaders incorrectly render the world when going below y = -64, as they seem to believe I am below bedrock, which I am not. The issue persists with every single shader I have tested across both Fabric/Iris and Forge/Optifine | BSL > -64 | BSL < -72 | | - | - | | ![BSL shader pack above y coordinate -64](https://proposals.codidact.com/uploads/vwckqrh733a21acwfpsxo4c8tcw0) | ![BSL shader pack below y coordinate -72](https://proposals.codidact.com/uploads/im1yd63a61l99mte5mcdzkx6to0f)| Many shaderpacks, like BSL, turn off distance fog effects, and turn the sky black. The vertical limits are increased with these contents of the datapack: `data/minecraft/dimension_type/overworld.json` ``` { "ultrawarm": false, "natural": true, "piglin_safe": false, "respawn_anchor_works": false, "bed_works": true, "has_raids": true, "has_skylight": true, "has_ceiling": false, "coordinate_scale": 1, "ambient_light": 0, "logical_height": 1280, "effects": "minecraft:overworld", "infiniburn": "#minecraft:infiniburn_overworld", "min_y": -256, "height": 1280, "monster_spawn_light_level": { "type": "minecraft:uniform", "min_inclusive": 0, "max_inclusive": 7 }, "monster_spawn_block_light_limit": 0 } ``` This is everything the datapack adjusts; unfortunately, I haven't taken care of the world generation with it. It does effectively lower the level at which the superflat chunks from bedrock to sand are generated. The ocean level in Minecraft normally sits at y = 62. For all practical purposes, I have now built the world such that the lowest body of water sits at y = -250. I do plan on bringing that a slight bit lower, which means I'll have to further increase the vertical height of my world. How do I fix the erroneous shader rendering? Do I somehow need to specify a new bedrock layer in the datapack? [There doesn't seem to be an attribute for that](https://minecraft.wiki/w/Dimension_type#JSON_format). I can theoretically move the entire contents of my world further up into the sky, but I would need 3rd-party software for that, and I don't know which tool to use for it.