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

[1.19.2] Custom world type


SomeUser
 Share

Recommended Posts

Hello,

I want to write a custom world generator, but I don't want to override default generator - user should be able to generate world with vanilla generator without disabling/deleting the mod from mods directory.

I started researching where to start, but the information on the internet seems to be outdated. What is the best way to achieve it?

Link to comment
Share on other sites

Do you mean like the "World Type" button in the "Create New World Screen"? e.g. flat, large biomes, etc.

It's not something I have looked at in recent versions.

But you should look at WorldPreset which has a vanilla registry key in the Registry class you can use for DeferredRegister.

 

I believe you can also add them with using the datapack mechanism if you only want to resuse vanilla logic.

The only thing I can find on the json format (beyond reading the codec) is this? https://misode.github.io/worldgen/world-preset/ 

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Link to comment
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.
Note: Your post will require moderator approval before it will be visible.

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.

 Share



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • @SubscribeEvent public static void onRenderTick(TickEvent.RenderTickEvent event) { Player player = Minecraft.getInstance().player; if (player != null) { Vec2 rotation = new Vec2(player.getXRot(), player.getYRot()); Vec2 addition = Vec2Rot(new Vec3(0, 0, 0.01)); player.setXRot(rotation.x + addition.x); player.setYRot(rotation.y + addition.y); } } So i was thinking that minecraft camera rotation is kinda boring so i try to make it rotate on z-axis (like how it did when the player get damage), i soonly writing codes to test it and the x, y works fine but when i try to set the z rotation, there is no setZRot method. I went to find class like Renderers, Camera, etc in the sources but still can't find how to do it. Does anyone know how to do it, or is this not possible?
    • Hello, I have a block entity that is using entity.teleportTo(x, y, z); to teleport an entity(Armor Stand in this case) into a chunk that's being kept loaded with ForgeChunkManager.forceChunk(level.getServer().getLevel(Level.OVERWORLD), StargateJourney.MODID, getBlockPos(), level.getChunk(getBlockPos()).getPos().x, level.getChunk(getBlockPos()).getPos().z, true, true); It works well, however, when I teleport the player alongside the entity, the entity doesn't load. It's still there, because if the player leaves to unload the chunk and then returns, the entity appears where it should. I've tried fixing it by not forceloading the chunk and the entity loads without problems, but I actually need to have the chunk loaded, because I have a block entity in said chunk, that is ticking(essentially, it's the second end of a teleporter mechanism). Is there a workaround to load the entity manually or even better, have it never unload in the first place?
    • Apologies, but as this is written with MCreator, we do not support it on this forum. Please ask their support forums for help.
    • Google the IDE and look up the features necessary to do so. There is plenty of text and videos about how to use it. Everything is written by volunteers and they have to be maintained by volunteers. Additionally, when it comes to the official docs or the community wiki, there are only so many people who have time and are willing to do that. It requires a lot of research to be able to write something competent without providing copy-paste elements. So, unless you're willing to hire people to do so, contribute to the people who keep Forge going, or write some yourself, expect that there probably won't be any documentation for anything besides from simple elements.
    • As was said above. The error says one of your mods has badly coded network code. The error does not say which one. The only way to find it, is to experiment with removing mods until you find the problem mod. (Backup your world before removing mods).   NOTE: I am assuming you are still getting the same error after doing your update, because you don't post an updated log.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.