remove citadel biome config usage for structures (1.19.2)
- use vanilla behaviour instead
- no more spawns in water
fixes #5146 (except when spawning on water within said biome - would need some extra checks (e.g. corners of the bounding box) for structures and features to handle that)
a potential alternative to doing the additional check for #forge:is_water could be to override biomes() in IafStructure and filter out biomes there
in general i'd reconsider the usage of biomeconfig
- it generates stale (config) entries
- people don't understand it (especially the negate)
- usually it's not touched (most configs aren't)
- tags work well enough when making a modpack (esp. when using things like kubejs to remove tags - otherwise it'd be a bit more manual work)
- (the fact that configs are usually not touched still applies, like barely and modpack actually configures stuff) (this includes the bigger ones)
middle ground would be to add a blacklist tag so that there is a biome tag + blacklist biome tag for each feature & structure blacklist gets checked first so it can even filter things out which are in the biome tag
makes it pretty easy to understand and there aren't multiple groups etc.
I think I've mentioned this before at some point but the main reason we use the biome config files is just politics. It's part of the Citadel-system so it will stay as long as the feature persists within it. Personally I can see why one wouldn't want to use it and move to the vanilla system. But since that requires work and offers "less configurability" I don't intend on doing that.
I think it makes sense to only use tags for structures though, since having two different configs is just silly.
Do you happen to know if we still need to include the custom byg/terallith biomes or have they fixed their tag weirdness? If you don't know of the top of your head don't worry I'll just look it up myself later.
The last time I checked Terralith it did use a lot of tags but some biomes were not part of the tags i'd expect them to be (atleast simply going by the name) - don't wholly remember which ones though
BYG uses minecraft and forge tags can't say much past that
forge: https://github.com/Potion-Studios/BYG/tree/1.20.X/Forge/src/main/resources/data/forge/tags/worldgen/biome