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MistyMarshes

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About MistyMarshes

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  1. MistyMarshes

    [1.16.4] Get IChunk World / get current World for the overworld.

    MistyMarshes replied to MistyMarshes's topic in Modder Support

    That's ok, you made me think. Thank you for your time. For completeness, my question was: how does vanilla load world-dependent data during worldgen? At least they used to do it to load the mineshafts NBT, and so on.
    • Wednesday at 03:21 PM
    • 9 replies
  2. MistyMarshes

    [1.16.4] Get IChunk World / get current World for the overworld.

    MistyMarshes replied to MistyMarshes's topic in Modder Support

    Oh ok. It is a similar thing to how they used to load structures nbt files. Now that I think of it I should browse to see how they do it now. Do they regenerate structures on the fly every time, or save them to disk?
    • Wednesday at 02:59 PM
    • 9 replies
  3. MistyMarshes

    [1.16.4] Get IChunk World / get current World for the overworld.

    MistyMarshes replied to MistyMarshes's topic in Modder Support

    I see. I used to do it in 1.12 to load some world-dependent worldgen NBT data of my own. How would you go about it for 1.16.4? Do I need to implement my own file subsystem? Maybe capabilities? It is a considerable amount of data (not just some settings).
    • Wednesday at 02:46 PM
    • 9 replies
  4. MistyMarshes

    [1.16.4] Get IChunk World / get current World for the overworld.

    MistyMarshes replied to MistyMarshes's topic in Modder Support

    Is that always the case? I'm in a WorldCarver's carveRegion method. I remember reading some 1.16 mod's code recently were they used the world there, but I don't remember what kind of pattern they used to make it available at that point. I need it for a couple of reasons. I need to get its server -> ServerWorld -> DimensionSavedManager to start my WorldSavedData, I also want to use its getBiome, and probably a couple more methods. Do I need to look for alternatives?
    • Wednesday at 12:47 PM
    • 9 replies
  5. MistyMarshes

    [1.16.4] Get IChunk World / get current World for the overworld.

    MistyMarshes posted a topic in Modder Support

    Hello. I was trying to get the World an IChunk is in, on version 1.16.4 (in the WorldCarver's carveRegion method). Given that that seemed impossible, I'm trying now to do the next best thing for my particular case: get the current World for the OVERWORLD, but I couldn't figure that either. Do you know how to do any of those? Thanks for your help!
    • Wednesday at 03:39 AM
    • 9 replies
  6. MistyMarshes

    Call World Generation after caves

    MistyMarshes replied to MistyMarshes's topic in Modder Support

    I appreciate your fast answers. Yeah, I think I figured it out for 1.12 by messing with cave generation events. I wonder how I will port it to new versions though. What does COG stand for? I cannot find it.
    • November 3, 2020
    • 7 replies
  7. MistyMarshes

    Call World Generation after caves

    MistyMarshes replied to MistyMarshes's topic in Modder Support

    Ok I understand. Wow, that worries me. It sounds like porting worldgen mods to newer versions is really hard without a complete rewrite. Do you know if what I want is even possible within Forge?
    • November 3, 2020
    • 7 replies
  8. MistyMarshes

    Call World Generation after caves

    MistyMarshes replied to MistyMarshes's topic in Modder Support

    I see. I was wondering if there is a general answer relatively independent from the versions. What I want is maybe a ChunkGenerator that uses previous generators? How can I get my code called after the generation of each chunk, caves and all? Are there any useful docs you know about that can make things easier, or should I read Forge+MC code directly? Thank you for you time.
    • November 3, 2020
    • 7 replies
  9. MistyMarshes MistyMarshes joined the community November 3, 2020
  10. MistyMarshes

    Call World Generation after caves

    MistyMarshes posted a topic in Modder Support

    Hi modders, I'm new around here and still learning. Right to my question: do you know how can I call my world generator after caves and other structures are generated? Is there any event I can subscribe or function I can override without messing with other mods irreversibly? I'm currently using 1.12 IWorldGenerator, which I read you don't support, but I might upgrade. In any case, I guess the general question is: How can I get my code called after the generation of each chunk, so I can do whatever I want with the chunk (in a thread safe way) without my changes being overwritten by vanilla generation afterwards? Thanks in advance for your help!
    • November 3, 2020
    • 7 replies
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