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PeeGee85

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Everything posted by PeeGee85

  1. Hey @diesieben07, thanks that helps, I'll take a look at the registry events. As for reflectively invoking the constructor, the problem is that it uses functional interfaces as parameters, not objects. newInstance() expects parameters to be supplied as objects, I haven't been able to find a way to add functional interface parameters to a newInstance() call. The constructor: public BiomeProviderType(Function<C, T> p_i225746_1_, Function<WorldInfo, C> p_i225746_2_) Normally called like this: BiomeProviderType myBiomeProviderType = new BiomeProviderType<>(MyBiomeProvider::new, MyBiomeProviderSettings::new); I've been googling functional interfaces, but haven't found a way to add them as parameters when invoking via reflection. Do you have any ideas? Thanks!
  2. * I see I should've posted this in the modder support section, not the general support section. Apologies, please move, thanks!
  3. Hey folks, First of all massive gratz and kudos for all the hard work on version 1.15.2, I'm looking at it trying to implement a custom ChunkGenerator and BiomeProvider for a terraingen mod. In order to register a custom BiomeProvider, I assume I'll have to use this during mod initialisation: ForgeRegistries.BIOME_PROVIDER_TYPES.register(myCustBiomeProviderType); In order to do this I'd need to create an instance of BiomeProviderType that uses my custom biomeprovider class. Just like the default static BiomeProviderTypes do in net.minecraft.world.biome.provider.BiomeProviderType, I'd like to call the constructor like so: BiomeProviderType myCustBiomeProviderType = new BiomeProviderType<>(MyCustomBiomeProvider::new, MyCustomBiomeProviderSettings::new); However I can't do that since the constructor of BiomeProviderType is private. In another thread (here) there was a suggestion to use BiomeProviderType's create method, but I don't see how that would add a custom biomeprovider. To make things worse, I have not been able to get accesstransformers to work, perhaps I'm doing something wrong: My xxx_at.cfg: public net.minecraft.world.biome.provider.BiomeProviderType <init>(Ljava/util/function/Function;Ljava/util/function/Function;)V To top it off, since the constructor uses functional interfaces (which I'm new to), I can't find a way to reflectively create an instance of BiomeProviderType either. Questions: 1. How can I create an instance of BiomeProviderType that uses my custom BiomeProvider/BiomeProviderSettings classes, that I can register via ForgeRegistries.BIOME_PROVIDER_TYPES.register()? Am I misunderstanding the way custom BiomeProviders should be registered, or doing something wrong otherwise? Big thanks!
  4. Hey there, I'm the dev for OpenTerrainGenerator, I'm working on updating to 1.12. I've also created an issue on github but a fellow dev suggested it may be better to post this here. I'll try to keep this short: With OTG biomes can be created and customised by users, this means that every world can have any number of biomes with different names and settings. As a consequence biomes aren't known at app start but are loaded and registered when a world/dimension is created (and unregistered when the world/dimension is unloaded). This also means that when a client connects to the server the server sends the biome data to the client, which registers the biomes and then loads the world. For previous versions of Forge it was possible to use FMLNetworkEvent.ServerConnectionFromClientEvent to send the biome data to the client before the player joined the world. However, with 1.12 the connection is rejected when Forge detects that biomes are missing from the registry, resulting in a "Connection lost, Fatally missing blocks and items." error screen. This appears to happen before any events are fired that I can hook into (such as FMLNetworkEvent.ServerConnectionFromClientEvent) so I don't see any way to send the biome data to the client before Forge rejects the connection. Is there an event I can use to send the biome data before Forge rejects the connection? Thanks!
  5. MCW 1.0.4 is now available on CurseForge: http://minecraft.curseforge.com/projects/minecraft-worlds-mod Don't forget to also grab TCEE 1.0.4! Unfortunately you cannot use worlds created with an older version of MCW with MCW 1.0.4. (you can, but certain things won't work). Sorry about that, I will be more careful not to break backwards compatibility when MCW is no longer in Beta. This is the last time I'll make you re-upload the BO3's though, promise! Known bugs: The description on the "SingleBO3MobSpawningDemoJar9CastleSiege" pre-set included with TCEE is inaccurate. This is the pre-set that demonstrates mob spawning in BO3's. The description should read: This world configuration demonstrates custom mob spawning in BO3s using the ModData(x,y,z,ModName,DataText) tag in BO3s (MCW 1.0.3. and up). Using ModData tags MCW can be used by any other mod that needs to include data in user-made structures. MCW communicates ModData for all the BO3s it spawns in the world via IMC messages (which is standard Forge stuff any mod can use), ModData for each chunk can also be requested by other mods during runtime using IMC messages. Ask the creators of your favorite mods to make their mods work with MCW so that their mods can add mobs, items, blocks, npcs, scripts etc to user-made structures! For demonstration purposes MCW can send basic mob spawning commands to itself using ModData, I've rigged up a whole lot of monsters to spawn on this map. Stand in the middle of this map and type "/mcw GetModData TC/MCW 50" to spawn all the mobs! What's changed in 1.0.4: Entity data is now supported! That means you can export contents of chests/dispensers/furnaces etc, texts on signs, scripts from command blocks and all kinds of meta-data for things like plants in flower pots, different types of skulls etc. It also means that you can now make redstone builds and they should spawn correctly and work. Time to build some giant cannons! - MCW no longer uses the WorldObjects folder to store BO3s for each world seperately. MCW now stores all BO3 files in the "mods/TerrainControl/GlobalObjects" directory so that BO3s are shared across all worlds. - The folder structure for BO3s has changed. each BO3 now has 1 file in the GlobalObjects folder (for 99% of your BO3s this should be the only file you ever need to edit) and it has its own sub-folder containing any branches and entities (chests, command blocks, signs etc). Nbt files can be opened and edited using NBTExplorer, so you can edit signs, chests, command blocks etc. - Removed all the comments in BO3s included with TCEE for smaller filesizes and faster loading times. - TCEE now works for both TC and MCW, no more seperate versions. Schematics can now be converted to BO3s for either TC or MCW, descriptions in BO3s will now also be accurate for MCW. - The "copy world objects directory" checkbox has been removed and replaced with the "Copy structure files (BO3s)" button. - Some small upgrades to the UI in TCEE to make things more user-friendly. - MCW was upgraded to be equal to TC version 2.6.3. This means that WorldPainter should now work with MCW without limitations (biomes weren't imported properly earlier). This also means that existing TC world configurations for TC for Forge 1.7.2 and 1.7.10 should now work in MCW (with the exception of BO2s, I still need to fix those!). - Some small bug-fixes and a performance increase, exploration and pre-generation should be noticeably faster.
  6. Showcase: What is Minecraft Worlds? Have you ever wanted to generate a completely customised MineCraft world, filled with buildings and landscapes unlike any you've seen before? Maybe a desolate wasteland with ruined buildings, abandoned cities and crumbling skyscrapers like in Fallout? Or how about a gigantic city riddled with roads and filled with buildings and vehicles like in GTA? Maybe you'd like to re-create the world of Warcraft, or perhaps... you'd just like a PVP arena or a randomly generated dungeon for you and your friends to do battle in? MineCraft Worlds allows you to do all that and more! Even if you're only interested in some lovely custom made shrubberies or a few small tweaks to ore-distribution, we've got you covered. This mod doesn't just allow users to completely customise terrain generation, it also auto-magically blends in user made structures with any terrain/biome you configure them to spawn in. This means that you can re-use your structures in different worlds with just a few clicks in the graphical user interface. It also means that structures can be easily shared with the whole community and can be used by anyone for any kind of world! Almost 400 structures are included with the download for you to explore and use in your own worlds! Update: MCW now also supports Forge Inter-Mod-Communications so that any other Forge mod can embed its data in user made-structures. Ask your favorite mod-makers to add support for MCW so that their mods can add custom mobs/blocks/npcs/quests/scripts to your user-made structures! More information and code examples can be found in the mod's thread on the mc forums (tools section). Use the graphical user interface that is packaged with the mod to easily configure your world, add/swap structures, configure world borders and pre-generate the entire world using your multiplayer server. Or even better, use a single-player client to pre-generate the entire world while running in the background, then upload the pre-generated map to your server and play with your friends! You can create large and small worlds, pvp arenas, battlefields with destructible environments, randomly generated dungeon instances (like in Diablo), custom maps and game levels. Even if you want to keep it simple, you can just add natural features like waves, craters, volcanoes, custom vegetation, fallen trees, tree-stumps, rocks, fossils, geysers, you name it. You can also manage ore distribution or create your own ore veins/mines! Only works for Forge single- and multi-player for MC 1.7.2. and 1.7.10 at the moment, of course you can pre-generate entire maps in single-player and use them on servers with different versions of MC! (You will have the map, just not with any of the MCW features like console commands, custom biome colors, mob spawning in user-made structures etc). MCW stores information about the creator of each world and each structure and a message by him/her that people can read ingame, so world and structure creators get credit for their work even if it is on someone elses server. Hopefully, MCW will encourage the Minecraft community to work together, share creations and bundle imaginations to create some of the greatest Minecraft worlds and custom maps we've ever seen! TerrainControl MCW is a fork of the TerrainControl mod. The TerrainControl mod gives users control over the world generator and provides settings for an amazing number of parameters, allowing users to completely customise their world and generate any kind of terrain. Most of the terrain generation features in MCW come directly from TerrainControl! MCW builds on TerrainControl and adds advanced features for the creation and placement of user-made structures and procedurally generated dungeons by the terrain generator. MCW also adds world border and pre-generator functionality. An overhaul of a significant part of the TC population mechanics was required to make the new features work and work efficiently, allowing for a massive number of user made structures to be loaded. I will work together with the TC devs in the future to share as many features as possible between TC and MCW and hopefully eventually merge the mods into a single mod. Features: - MCW is packaged with a tiny windows application called TCEE, a graphical user interface that allows users to create and customise world settings, save and load presets and generate worlds. TCEE's interface allows users to easily customise terrain and add/swap/delete user-made structures with just a few clicks. - Most of the advanced terrain generation features of the TerrainControl mod are available in MCW allowing users to completely customise the terrain of generated worlds. - Users can add their own structures to the world generator, make it effectively distribute them across the world and make them blend in with the surrounding environment by using the settings provided by MCW (such as dynamically generated smoothing areas). Structures and smoothing areas automatically blend in to their environment by using the blocks, vegetation, snow etc native to the biome they're placed in. - MCW provides advanced features for the branching mechanics of procedurally generated structures allowing users to create structures like dungeons, cities, mazes etc with a randomised layout that can grow to any shape or size based on a basic blueprint. Dungeons will never generate unreachable rooms, can be made to dynamically fill spaces of any shape or size and can include randomised interiors, booby traps etc. - MCW provides a pre-generation feature that allows users to set a radius in chunks around the spawn point within which all chunks will be populated and spawned before the world allows players to join when it starts up. The pre-generation feature can be used to prevent any lag caused by exploration or to completely pre-generate a world in single-player and then upload it to a server. - MCW provides a world border feature that allows users to set a radius in chunks around the spawn point outside of which no chunks will be populated. This can be handy for making small worlds with only one or a few structures such as a battlefield, arena, some kind of custom map/game-level or a randomly generated dungeon. You can also use the pre-generator to generate empty chunks outside the world border so that when you copy your map to a server without MCW the area outside the world borders remains empty! - MCW provides a feature for importing .schematic files (used by WorldEdit and mcedit) and can show author and description information for structures ingame using the /mcw console command. - Memory footprint should be minimal during normal operation, it should only be high when using the pre-generator feature. However even when pre-generating large, complex worlds filled with all kinds of structures (such as the demo world) MCW should run on servers with only 2GB RAM (although the speed of the pre-generator may not be too great!). Ofcourse I'm sure that sooner or later you guys will find a way to add so much stuff to a world that 2GB won't be enough and the server explodes . - Update 1.0.3.: MCW now has some basic features for defining mobs and blocks in BO3s that spawn when a console command is used. These basic features are meant as a simple demonstration of the Inter-Mod-Communications feature which will hopefully inspire someone to make a real custom mob-mod that spawns/monitors/respawns mobs in user-made structures that were spawned by MCW. More documentation for these features can be found in the MC forums thread for this mod (tools section). Download link for Forge for MC 1.7.2 and 1.7.10: http://minecraft.curseforge.com/projects/minecraft-worlds-mod Download link for TCEE (you will need this to configure your own worlds): http://minecraft.curseforge.com/projects/tcee-gui-for-terraincontrol-and-minecraft-worlds *Download includes TCEE, some 15000 BO3s and almost 400 schematics, hence the filesize! Installation and getting started: See the txt file included in the release or watch this video: Lots of tutorials can be found on my YT channel at: https://www.youtube.com/user/PeeGee85 Additional documentation can be found at: http://forum.mctcp.com/t/minecraft-worlds-mod-beta-download/660 Mod Compatibility: - Mods that replace the world generator and/or add custom biomes, like Biomes 'O plenty and ExtraBiomesXL, will most likely not work with this mod. You can create your own custom biomes with this mod though! - TerrainControl can be used with WorldPainter, so this should be possible with Minecraft Worlds as well. This feature has not been thoroughly tested yet though! - Supports custom blocks - Should work with most mods, please submit a bug report if you find a compatibility problem. ---------- Screenshots Here are some screenshots of the demo world included with the release! All of the terrain and structures you see here were randomly generated by the mod, I did not use WorldEdit! The demonstration world features over 400 awesome and amazing structures converted using TCEE from schematic files downloaded from www.minecraft-schematics.com! Some schematics were slightly edited for use in MCW using mcedit, they were all converted to BO3 files using TCEE and can be used by anyone for any future projects! Author and description information for nearly all these structures is available in-game via the /mcw console command. Here's a demonstration of the random dungeon generator at work, check out this underwater temple and its dungeons! Here's a little example of dynamically generated smoothing areas around user-made structures: This is just a fraction of the demonstration world (PG Islands), the only way to really experience it is to load it up and try it for yourself! Please post screenshots of anything awesome you find if you do! And welcome to Minecraft Worlds! And ofcourse my all time favorite screenshot (from earlier in production).... * Preview feature not working, hope this post turns out alright!
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