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ForgetYourSorrows

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  1. Ah, thanks, seems using recommended version wasn't a bright idea after all ><
  2. I have been slaving for hours looking through the code for a way to give a new WorldType a unique WorldProvider without over-writing WorldProvider's getProviderForDimension. Hell, the closest I got was registering my new WorldProvider over the already created one, however some features like cloud height are set in stone by that point, rendering the entire thing moot (atleast to me). Also re-assigning World's worldProvider is impossible as it is final, and as far as I know is only assignable through World's constructor. The point is, a nice feature for custom WorldTypes would be WorldProvider hooks that allow all the cool things only afforded in extra Dimensions.
  3. HERPA DERP DERP You have to create a new class extending WorldType and fill in the method responses. Close this thread plox.
  4. Only to a small extent, you can't assign custom chunk managers and providers, they just default new WorldType instances to WorldChunkManager/Porvider instances. Also, you can't get rid of the addition of "generator." to names.
  5. Pretty much summed up in title, a way to create and use new World Types without over-writing WorldType class.
  6. The problem with that is there's no obvious (for me) way to non-statically inherit EffectRenderer, which is needed to actually render new particles. A hook would allow modders to keep static methods and variables to a low.
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