![]() It is not known if the reworked terrain generation in 1.18 is capable of harboring monoliths.Monoliths could once again be generated from snapshot 20w28a for 1.16.2 to 1.17.1 using customized worlds by setting a biome's depth value to a negative number.This works because terrain scale is determined by biomes in those versions, and those biome terrain scale values are affected overall by "biome scale weight".By setting "Biome Scale Weight" to negative values in old customized worlds, they could generate from snapshot 14w17a for 1.8 to snapshot 18w05a for 1.13, but with the removal of the "Customized" world type altogether in snapshot 18w06a for 1.13, this can no longer be recreated.Monoliths are an issue, and due to their removal, can be considered already fixed. Monoliths have been patched and no longer generate in the world, due to changes to the way terrain scale is determined. The previous changes have been reverted and the underneath of the monoliths is back to being a large lake with a bedrock floor. The underneath of the monoliths is now completely filled with air, and the void is completely exposed. It is possible to find small crevices in large monoliths, where normal terrain was generated.Ī rework of terrain generation now allows for monoliths to generate, by allowing terrain scale to become negative. The area below the monoliths was completely hollow, except for water generating at sea level and a layer of bedrock at the bottom, making the normal terrain seem like inverse monoliths. They could theoretically generate infinitely upward, being stopped only by the height limit, which at this point in the game's development, was 128 blocks. The monoliths would cause the terrain to abruptly generate up to the height limit, with natural grass block and ore generation. This was possible in early Alpha because the noise map that determined terrain scale could return a negative value. Thus, when terrain scale becomes negative, terrain generates upside-down, generating monoliths. ![]() Because the reciprocals of small negative numbers are very large negative numbers, the terrain abruptly changes when zero is crossed, causing the gradient to bias higher elevations towards being ground, and lower elevations towards being air. Because the reciprocal is used, flatter terrain is caused by lower values (where the terrain bias gradient drops off faster), and hillier terrain is caused by higher values. ![]() The reciprocal of the value of this noise was then used as the intensity of a gradient applied to the terrain. Specifically, the hilliness of the terrain (the "terrain scale") was controlled by a noise map. They were caused by an error in the Perlin noise generator. They tended to generate around flattish terrain. Monoliths would generate in seemingly random locations throughout the world. ![]()
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