Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

[1.16.4] Custom Dimension


Recommended Posts

I want to make a simple custom dimension but I don't know how to do it.

I tried to refer to the mod Twilight Forest, but the dimension is too complex for me to read.

Can anybody give me a simple example or a tutorial for making custom Dimensions?

Thanks.

Link to post
Share on other sites
Posted (edited)
12 hours ago, DietmarKracht said:

Check out mcjty. He has tutorials on dimensions in 1.15 and porting them to 1.16

 

https://wiki.mcjty.eu/modding/index.php?title=YouTube-Tutorials

 

If you need custom dynamic dimensions you should check out hyperbox: https://github.com/Commoble/hyperbox

Ok. I've check the tutorial but It went wrong in my project 

public class ModDimensions extends ModDimension{ }

It says there are no class ModDimension

Edited by pervll
Link to post
Share on other sites
27 minutes ago, pervll said:

Ok. I've check the tutorial but It went wrong in my project


public class ModDimensions extends ModDimension{ }

It says there are no class ModDimension

learn basic java,

mod means modification, also this class from your own mod and not from minecraft forge api
which is why you have to create this class first due the error
if you want to create a custom dimension expand the dimension class (net.minecraft.world.dimension.Dimension) or anywhere in (net.minecraft.world)

Link to post
Share on other sites

Also just so you know, dimensions from 1.15 to 1.16 were completely changed, so following a 1.15 tutorial in a 1.16 workspace will just give you errors.

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • Hey, since yesterday im not able to load in an existing world anymore. I searched for some solutions, but only thing i could find is the productivebees mod, which seems to cause some problems. I havent installed this mod though. Ive attached the debug.log to this post. If you need any additional information or files please let me know!   debug-2.log.gz
    • Doing these things moves the camera. Your code subtracts the camera's position value from the MatrixStack.
    • That is just the modpack, no logs.
    • I created a modpack for me and my friends but we constantly crash after ~5 minutes of playing , Can some one help me please ? Here are the logs and the modpack : https://www.mediafire.com/file/kqnui7c0wzu8t7k/VladPack4-1.16.5.zip/file
    • I wrote a class that stores the BlockPos and BlockState of a specific block that needs to be changed into another block after a certain amount of time. So far I just coded stone bricks being changed into cracked stone bricks. In every worldtickevent I call a method called onTick in which there is a slight chance (1 in 1000) that this change will occur. The class that does this is called DecayHandler.java   DecayHandler.Java :   public class DecayHandler { public BlockState blockState; public BlockPos blockPos; public World world; private Random random; public int decayChance = 1000; private boolean decayed = false; public DecayHandler(BlockState blockState, BlockPos blockPos, World world){ this.blockState = blockState; this.blockPos = blockPos; this.world = world; random = new Random(); } public DecayHandler OnTick(){ //TODO: Refactor in other methods and implement BlockSwapper if(random.nextInt(decayChance) == 0 && !decayed){ System.out.println(this.blockPos + " Decayed"); if(world.setBlockAndUpdate(blockPos, Blocks.CRACKED_STONE_BRICKS.getBlock().defaultBlockState())){ this.blockState = Blocks.CRACKED_STONE_BRICKS.getBlock().defaultBlockState(); decayed = true; return this; } } //WorldDecayData.get(); return null; } }   This code works fine when I load in to a world and place stone bricks down. The stone bricks stay there for a couple of seconds and then they change into cracked stone bricks. The problem occurs when I save and quit to title and rejoin the same world when I placed stone brick that hadn't decayed yet. The game seems to remember what DecayHandlers were running which I guess is logical because I never closed it. So when the world is reloaded again my code stops without error and no longer functions. I can see in the terminal that the last message that was displayed was that a block decayed so I put a breakpoint on it to see what went wrong. By the way, the game keeps running just fine but my code just stops. The part where it seems to go wrong is in this line:  if(world.setBlockAndUpdate(blockPos, Blocks.CRACKED_STONE_BRICKS.getBlock().defaultBlockState())) When I try to step in to every single detail the callstack becomes insanely large and I'm unable to understand what's going on. The only thing I know is that right at the end they put my thread in to parking or something? I really don't understand what was going on. Can someone explain why this is happening? I don't have a clue of what's going on.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.