If you generate a Buffet world you have the option of a cave type world, this uses the same world generation as the Nether but using the biome you chose.
That would have bedrock at level 128, but it wouldn't be just a bedrock ceiling, you'd have rock and dirt forming the cave roof.
If you lock the time at midnight you wouldn't see the moon but I don't know any way to get rid of the stars, since you see the sky at the edge of the rendered area if there is nothing obstructing the view.
A superflat world could have bedrock at 256 but that's probably not what you're after.
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I've done something like this before and if you use optifine what I did may be a viable option. Naturally you'll want to set the game time to midnight and turn off the daylight cycle so mobs can always spawn but that won't give you the darkness you are looking for. I used optifine and created a custom lightmap where I blacked out the area responsible for natural light propagation which resulted in a world that is horrifyingly dark and the only way to see anything would be by using torches and other artificial lighting. You may not want to go full black but if you decide to use a lightmap to increase the darkness you could simply set the game time and then adjust the darkness of the example lightmap optifine provides until nature is as dark as you want it to be. Sorry if this isn't exactly what you're looking for but it is certainly an effective way to darken the game.
If you generate a Buffet world you have the option of a cave type world, this uses the same world generation as the Nether but using the biome you chose.
That would have bedrock at level 128, but it wouldn't be just a bedrock ceiling, you'd have rock and dirt forming the cave roof.
If you lock the time at midnight you wouldn't see the moon but I don't know any way to get rid of the stars, since you see the sky at the edge of the rendered area if there is nothing obstructing the view.
A superflat world could have bedrock at 256 but that's probably not what you're after.
your idea with the cave type was beautiful.....but impossible due to never having trees
I've done something like this before and if you use optifine what I did may be a viable option. Naturally you'll want to set the game time to midnight and turn off the daylight cycle so mobs can always spawn but that won't give you the darkness you are looking for. I used optifine and created a custom lightmap where I blacked out the area responsible for natural light propagation which resulted in a world that is horrifyingly dark and the only way to see anything would be by using torches and other artificial lighting. You may not want to go full black but if you decide to use a lightmap to increase the darkness you could simply set the game time and then adjust the darkness of the example lightmap optifine provides until nature is as dark as you want it to be. Sorry if this isn't exactly what you're looking for but it is certainly an effective way to darken the game.
elaborate? how would i go about changing any settings in optifine?
elaborate? how would i go about changing any settings in optifine?
It isn't really a setting: Optifine allows for custom lightmaps which is how you would change it. In the first 2 images you can see that anything without a an artificial light source on it is dark, like indistinguishably dark, and those images are in the middle of daytime with the game brightness set to 'Bright.' I would imagine that's a little too dark for you, guessing you'd probably want some light, so I suggested altering the template optifine provides and darkening it until you get the brightness you want.
Long story short: The bottom half of the image is for light levels when you have night vision and the top is default light, the top of each half represents natural lighting based on daytime and the lower is for artificial light sources. So if you create a resource pack and make a folder in it called assets/minecraft/optifine/lightmap you can drop a lightmap image in there, select the top quarter of the map, and darken it down or lighten it until you get the brightness you want. Just to illustrate what I mean I made a new lightmap just slightly brighter than my last which you can see the difference in the final screenshot, it isn't much but you can tell what things are now during midnight. If that's the kind of darkness you want you could just use this lightmap. Hope it helps, good luck on your adventure.
It isn't really a setting: Optifine allows for custom lightmaps which is how you would change it. In the first 2 images you can see that anything without a an artificial light source on it is dark, like indistinguishably dark, and those images are in the middle of daytime with the game brightness set to 'Bright.' I would imagine that's a little too dark for you, guessing you'd probably want some light, so I suggested altering the template optifine provides and darkening it until you get the brightness you want.
Long story short: The bottom half of the image is for light levels when you have night vision and the top is default light, the top of each half represents natural lighting based on daytime and the lower is for artificial light sources. So if you create a resource pack and make a folder in it called assets/minecraft/optifine/lightmap you can drop a lightmap image in there, select the top quarter of the map, and darken it down or lighten it until you get the brightness you want. Just to illustrate what I mean I made a new lightmap just slightly brighter than my last which you can see the difference in the final screenshot, it isn't much but you can tell what things are now during midnight. If that's the kind of darkness you want you could just use this lightmap. Hope it helps, good luck on your adventure.
thanks for the explanation.
i use sildurs shader pack and theirs a setting that makes it dark enough, i will play around with the lightmaps though.
im assuming, that say i have a texture pack that i love, i could make a copy of that pack, change the lightmap on the copy, then switch back and forth?
EDIT: i always wondered, whats the point of being able to load multiple resource packs?
The Meaning of Life, the Universe, and Everything.
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Yes, you could- although there wouldn't really need to be a whole pack for it. The point of being able to load multiple resource packs is so you can add simple features to the game without losing the parts you like from other packs. Take what we're talking about right now: http://www.mediafire.com/file/tu1e0fg2qge0sv4/DarknessFalls.zip that's a download a resource pack I just made that has my lightmap and nothing else extra to is (aside from a pack.png and a copy of the optifine lightmap template). Because you can load multiple resource packs and the only thing in DarknessFalls is a lightmap for the overworld, loading this pack over top of the pack you love will combine the 2 so you have my lightmap but all of your textures and other resources. If you could only load one pack at a time having my pack active would effect the light but all of the textures would be vanilla, however MC lets you load multiples and fills in any missing assets from the top pack with assets from the pack below it, then the one below that, only using vanilla assets when no other files exist. I hope that helps clarify the texture loading from multiple packs for you, it really is a handy feature: I like to build new models and features as stand-alone packs and wait until I have a feature perfect before folding it into my main pack.
We're now taking applications for builders. We're designing a game and need people to help us build the server. We're building a new kind of game with in the mine-craft community to change the way users play the game. The game is a RPG with custom items, mobs and quests. The game will also feature Kit-PVP and Survival Modes. To apply, join our discord server and post pictures of what you've built to be considered for the position.
I had an idea the other day for a hardcore night only survival map, but i want it really really dark..
Is their a way to completely replace layer 256 with bedroc??
Ive tried fill command, bling edit, and a mural generator, and all of them are a pain to do what im trying.
Is their a way to make it happen at world gen or somethin??
If you generate a Buffet world you have the option of a cave type world, this uses the same world generation as the Nether but using the biome you chose.
That would have bedrock at level 128, but it wouldn't be just a bedrock ceiling, you'd have rock and dirt forming the cave roof.
If you lock the time at midnight you wouldn't see the moon but I don't know any way to get rid of the stars, since you see the sky at the edge of the rendered area if there is nothing obstructing the view.
A superflat world could have bedrock at 256 but that's probably not what you're after.
Just testing.
I've done something like this before and if you use optifine what I did may be a viable option. Naturally you'll want to set the game time to midnight and turn off the daylight cycle so mobs can always spawn but that won't give you the darkness you are looking for. I used optifine and created a custom lightmap where I blacked out the area responsible for natural light propagation which resulted in a world that is horrifyingly dark and the only way to see anything would be by using torches and other artificial lighting. You may not want to go full black but if you decide to use a lightmap to increase the darkness you could simply set the game time and then adjust the darkness of the example lightmap optifine provides until nature is as dark as you want it to be. Sorry if this isn't exactly what you're looking for but it is certainly an effective way to darken the game.
your idea with the cave type was beautiful.....but impossible due to never having trees
elaborate? how would i go about changing any settings in optifine?
It isn't really a setting: Optifine allows for custom lightmaps which is how you would change it. In the first 2 images you can see that anything without a an artificial light source on it is dark, like indistinguishably dark, and those images are in the middle of daytime with the game brightness set to 'Bright.' I would imagine that's a little too dark for you, guessing you'd probably want some light, so I suggested altering the template optifine provides and darkening it until you get the brightness you want.
Custom lightmap documentation can be read here
The template can be found here
Long story short: The bottom half of the image is for light levels when you have night vision and the top is default light, the top of each half represents natural lighting based on daytime and the lower is for artificial light sources. So if you create a resource pack and make a folder in it called assets/minecraft/optifine/lightmap you can drop a lightmap image in there, select the top quarter of the map, and darken it down or lighten it until you get the brightness you want. Just to illustrate what I mean I made a new lightmap just slightly brighter than my last which you can see the difference in the final screenshot, it isn't much but you can tell what things are now during midnight. If that's the kind of darkness you want you could just use this lightmap. Hope it helps, good luck on your adventure.
thanks for the explanation.
i use sildurs shader pack and theirs a setting that makes it dark enough, i will play around with the lightmaps though.
im assuming, that say i have a texture pack that i love, i could make a copy of that pack, change the lightmap on the copy, then switch back and forth?
EDIT: i always wondered, whats the point of being able to load multiple resource packs?
Yes, you could- although there wouldn't really need to be a whole pack for it. The point of being able to load multiple resource packs is so you can add simple features to the game without losing the parts you like from other packs. Take what we're talking about right now: http://www.mediafire.com/file/tu1e0fg2qge0sv4/DarknessFalls.zip that's a download a resource pack I just made that has my lightmap and nothing else extra to is (aside from a pack.png and a copy of the optifine lightmap template). Because you can load multiple resource packs and the only thing in DarknessFalls is a lightmap for the overworld, loading this pack over top of the pack you love will combine the 2 so you have my lightmap but all of your textures and other resources. If you could only load one pack at a time having my pack active would effect the light but all of the textures would be vanilla, however MC lets you load multiples and fills in any missing assets from the top pack with assets from the pack below it, then the one below that, only using vanilla assets when no other files exist. I hope that helps clarify the texture loading from multiple packs for you, it really is a handy feature: I like to build new models and features as stand-alone packs and wait until I have a feature perfect before folding it into my main pack.
We're now taking applications for builders. We're designing a game and need people to help us build the server. We're building a new kind of game with in the mine-craft community to change the way users play the game. The game is a RPG with custom items, mobs and quests. The game will also feature Kit-PVP and Survival Modes. To apply, join our discord server and post pictures of what you've built to be considered for the position.
Discord: https://discord.gg/aX5QKSa