Jump to content

arkangyl

Members
  • Posts

    4
  • Joined

  • Last visited

Converted

  • Gender
    Undisclosed
  • Personal Text
    I am new!

arkangyl's Achievements

Tree Puncher

Tree Puncher (2/8)

0

Reputation

  1. Anybody else have any ideas? Particularly on how this TerrainGen hook works?
  2. ReplaceBiomeBlocks just changes the village blocks from one type of block to another after it generates. I need to change the fundamental structures and layout of the villages. That probably won't do what I need it to do.
  3. That may work to accomplish what I want to do, but wouldn't that potentially cause problems with other mods that change parts of terrain gen? There may be something behind the scenes that would fix that, but if so, I'm not seeing it. I'd like this mod to be as compatible with other mods as possible. I realize it won't be compatible with mods like Millenaire for obvious reasons, but I'd like it to work with RedPower or Thaumcraft. Mods that do their own world gen, but not Village generation.
  4. I've tried to figure this out on my own, but I'm stuck. No tutorials really exist on Forge's terrain generation capabilities. I'm currently working on a mod that is based around changing the way Villages generate. I know mods like Millenaire currently do this, so I'm guessing it's possible. I see the TerrainGen getModdedMapGen() hook, but I'm not getting how to make use of it. Do I have to make my own MapGenerator from scratch? I don't need to change everything about how the overworld generates. How would I tell the TerrainGen code to use my MapGen, anyway? My ultimate goal: I do not want Vanilla Villages spawning at all, but rather, my own improved Villages. They will have modified conditions for spawning, as well. Aside from that, no changes need to be made to the Vanilla generation. How would I best go about accomplishing this, preferably without making base class edits?
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.