Hi.
I have a custom modpack with my custom mod for adding some blocks/items and making some compatibility between some mods (GregTech, Thaumcraft mainly). I had in the modpack Bluepower mod, but since it has been stopped from development my team decided to switch to Project Red and remove Bluepower.
Removing Bluepower will remove all the blocks that are from Bluepower (obviously), what my concern is, are volcanos. They are huge and might (and probably will) lead to ugly terrain (also if the volcano has spawn in water, it can cause further issues with flowing water) in already generated chunks with the volcanos. What I am trying to do is use FMLMissingMappingsEvent to catch certain blocks (namely bluepower:basalt) and turn it into either Project Red basalt or other block.
Here is a code I am using (with help of Blood Asp) to remap the bluepower:basalt to GregTech Granite:
@Mod.EventHandler
public void onMissingMappings(FMLMissingMappingsEvent event)
{
// System.out.println("Remapping");
for (FMLMissingMappingsEvent.MissingMapping mapping : event.getAll()) {
if(mapping!=null){
// System.out.println("mappingname: "+mapping.name);
if (mapping.name.equals("bluepower:basalt")) {
if (mapping.type == GameRegistry.Type.BLOCK) {
// System.out.println("Remap Block");
Block tBlock = GregTech_API.sBlockGranites;
// System.out.println("Block: "+tBlock==null?"null":tBlock.getLocalizedName()+" "+tBlock.getUnlocalizedName());
mapping.remap(tBlock);
}else{
mapping.remap(Item.getItemFromBlock(GregTech_API.sBlockGranites));
}
}
}
}
}
Problem we are having is that after bluepower is removed and the world is loaded we get the MAP is unrecoverably broken Image.
To quote Blood Asp:
Forge version used is 10.13.4.1566
Putting in Bluepower back will make the world load just fine, still with the basalt present in world
Any help is greatly appreciated. Thank you