There may be other ways to do this too, if you do this remember to register the event.
@ForgeSubscribe
@SideOnly(Side.CLIENT)
public void textureHook(TextureStitchEvent.Post event)
{
if (event.map.textureType == 0)
{
fluid.setIcons(fluidBlock.getBlockTextureFromSide(1));
}
}
After further investigation the event listener does work however it seems that the events that get fired in BiomeGenBase fire before mod gets registered.
Hello, i have issues with replacing the default BiomeDecorator with custom one, i register the event listener with:
Code:
MinecraftForge.TERRAIN_GEN_BUS.register(new HighlandsEvent());
and the code:
Code:
@ForgeSubscribe
public void onCreateDecorator(CreateDecorator event)
{
event.newBiomeDecorator = new HighlandsDecorator(event.biome);
}
Can someone verify if there is a bug in forge or if i am trying to code it incorrectly?
The way i have managed to get it done is by having custom worldchunkmanager in WorldType or WorldProvider depending if you are making dimension or a worldtype.
The worldchunkmanager is mostly untouched it just points to the custom genLayer.
The GenLayerBiome decides what biomes gets generated you should tell it where it can find your custom BiomeGenBase[] array.
and remember to register your worldprovider or worldtype with forge too
I would like to take advantage of the chunk constructor by xcompwiz that was added to forge 6 months or so ago however i am having trouble modifying the generateTerrain code for the new chunk constructor because it swaps the X and Y coordinate in order to make past the 128 height limit.
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