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verticalegg

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Tree Puncher

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  1. I noticed that in the documentation for tags, it's mentioned that Forge supports a "remove" key that removes objects from tags. I tried to use this feature, but it didn't work. Neither did setting the "replace" key to true. I believe what's happening here is that my mod's data is being loaded before the mod I want to affect - meaning that when I attempt to modify the data, it doesn't exist yet. In Vanilla, one would use the /datapack command to change load priority, but Forge lumps all mod data together. I also tried using the dependency ordering in mods.toml, but that didn't work. Is there any way I can set my mod's data to load later than another mod's?
  2. I don't think the issue is lakes - the chunk generation seems to fill all areas lower than sea level with water.
  3. I've been experimenting with world generation lately, but I'm having a hard time figuring out how I should go about doing this. Every time I generate a new world, despite the SurfaceBuilder, there are pools of water on the surface which I don't want. I've narrowed the possibilities for water addition down to protected BlockState func_236086_a_(double p_236086_1_, int p_236086_3_) in NoiseChunkGenerator, but that class is final and I'm not sure how to go about making any of this work.
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