Thanks, I did what the tutorial said, and it worked! Just one more thing. I can't get it to have a day/night cycle. It's just endless blackness. Do you have any ideas on how to do this? You know, the Ice age would still have a Sun and a moon and stars and everything like that.
Here's my code for the dimension world provider:
package com.lyghtningwither.honeyfunmods.world.dimensions;
import com.lyghtningwither.honeyfunmods.init.DimensionInit;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.DimensionType;
import net.minecraft.world.WorldProvider;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.gen.IChunkGenerator;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
public class IceWorldProvider extends WorldProvider {
@Override
protected void init() {
// TODO Auto-generated method stub
super.init();
this.hasSkyLight = true;
}
@Override
public float calculateCelestialAngle(long worldTime, float partialTicks) {
// TODO Auto-generated method stub
return 0.50f;
}
@Override
protected void generateLightBrightnessTable() {
float f = 0.0f;
for(int i = 0; i<= 15; i++) {
float f1 = 1.0f - (float) i / 15.0f;
this.lightBrightnessTable[i] = (1.0f - f1) / (f1 * 3.0f + 1.0f) * 1.0f + 0.0f;
this.lightBrightnessTable[i] *= 0.3f;
}
}
@Override
public DimensionType getDimensionType() {
return DimensionInit.iceDimensionType;
}
@Override
public double getMovementFactor() {
return 30.0D;
}
@Override
public IChunkGenerator createChunkGenerator() {
return new ChunkGeneratorIce(world);
}
@Override
public boolean isSurfaceWorld() {
return false;
}
@Override
public boolean canRespawnHere() {
return false;
}
@Override
@SideOnly(Side.CLIENT)
public Vec3d getFogColor(float par1, float par2) {
return new Vec3d(0.0D, 0.0D, 0.0D);
}
@Override
@SideOnly(Side.CLIENT)
public boolean doesXZShowFog(int x, int z) {
return true;
}
@Override
public boolean canDoLightning(Chunk chunk) {
return true;
}
@Override
public boolean canBlockFreeze(BlockPos pos, boolean byWater) {
return false;
}
@Override
public boolean canDoRainSnowIce(Chunk chunk) {
return true;
}
@Override
public boolean canSnowAt(BlockPos pos, boolean checkLight) {
return true;
}
}
Again, if you have any further questions, please respond to this. Thanks!