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Posted

Hi,
i would like create a custom Dimension with a custom Generation(not the Vanilla generation), but i found nothink for the Version 1.19.2, only 1.15.2 like this

but this is outdated and didn't work in the newer Version. How make I that in the 1.19.2? Or is that no longer supported?

Posted

You can do this with datapacks. Your mod is a datapack, just add the files to src/main/resources/data

 

Wiki documenting the worldgen json format:

https://minecraft.fandom.com/wiki/Custom_world_generation

 

A gui for generating datapack jsons in general:

https://misode.github.io/

The vanilla "builtin datapack" if it had been written in json:

https://github.com/misode/mcmeta/tree/data/data/minecraft

 

Each json can be done in java code instead. Just register the corresponding object using the standard forge DeferredRegister/RegistryObject mechanism.

Things like a new ChunkGenerator implementation need to be written in code. You still register the object(s) in the same way and then reference it from your datapack.

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.

Posted
2 hours ago, ErfinderLabyrinth said:

with a custom Generation(not the Vanilla generation)

I understand this to mean generation with datapacks or similar functions. I want to say that at block 0 0 0 is Bedrock, 0 1 0 is Deepslate, 0 2 0 is Stone, ... which I can only solve via a custom chunk generator though

Posted

Like I said, you can create your own ChunkGenerator, register it, then use it.

See Mojang's stand up test, DebugLevelSource for something similar to what you describe.

 

Another way is to do something like VoidStartPlatformFeature in a void dimension if you are trying to create some kind of "skyblock". Or you can use a Structure instead.

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.

Posted

Hmmm.

You want to modify worldgen, but you don't even know how to register an object in forge?

You are going to break people's worlds. 😞 

 

https://forge.gemwire.uk/wiki/Registration

The ResourceKey you want is the "suprisingly" named:

net.minecraft.core.Registry.CHUNK_GENERATOR_REGISTRY

 

 

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.

Posted (edited)
10 hours ago, warjort said:

Hmmm.

You want to modify worldgen, but you don't even know how to register an object in forge?

You are going to break people's worlds. 😞 

 

https://forge.gemwire.uk/wiki/Registration

The ResourceKey you want is the "suprisingly" named:

net.minecraft.core.Registry.CHUNK_GENERATOR_REGISTRY

 

I know how to do this, but I don't have an entry in ForgeRegistries(Requires the DeferredRegister) and I can't pass a ChunkGenerator in the ResourceKey variant

Edited by ErfinderLabyrinth
Posted (edited)
10 hours ago, warjort said:

net.minecraft.core.Registry.CHUNK_GENERATOR_REGISTRY

From the link I posted above:

Quote

Most objects that are known within the game are handled by a Vanilla Registry or a Forge IForgeRegistry

 

Forge expands Vanilla's registries to add important features for modded environments, such as world saving of integer ids and network syncing of integer ids, to ensure consistency when different mods and entries are present.

There is no need to add those extra features for chunk generators so you just use the vanilla resource key.

Edited by warjort

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.

Posted

All this effort over something that is 2 or 3 lines of code.

Other people seem to be able to work it out just fine?

https://github.com/search?q=CHUNK_GENERATOR_REGISTRY&type=code

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.

Posted
20 minutes ago, warjort said:

All this effort over something that is 2 or 3 lines of code.

Other people seem to be able to work it out just fine?

https://github.com/search?q=CHUNK_GENERATOR_REGISTRY&type=code

I dont know, that i can use A Registry Object in a DefferedRegister.
Another question about the codec: Can I also say that the constructor does not require a value

And how I create the Level? Which LevelType(Level, ServerLevel, ClientLevel) must I use and which Varialbles do I have to pass

Posted (edited)

It is you that specifies how the chunk generator gets constructed in the codec you register.  i.e. which parameters it needs either from the json or other sources

Compare for example the previously mentioned DebugLevelSource that takes a single (hardcoded) biome vs the full NoisedChunkBasedGenerator that takes a BiomeSource and noise settings.

If you want a codec that takes no parameters look at for example the NoneFeatureConfiguration.CODEC

Codecs in general:

https://forge.gemwire.uk/wiki/Codecs

 

You don't create the level. The level uses you based on your generator being configured for the Dimension/WorldPreset.

Edited by warjort

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.

Posted

I don't see the point of providing you with links to documentation if you don't read them.

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.

Posted

Here's an example from the vanilla datapack I linked to earlier:

https://github.com/misode/mcmeta/blob/e7034dbd1f202250fbae9e6e155a5d76e3d30450/data/minecraft/dimension/the_end.json#L4

or this is how that DebugLevelSource is specified in a WorldPreset

https://github.com/misode/mcmeta/blob/e7034dbd1f202250fbae9e6e155a5d76e3d30450/data/minecraft/worldgen/world_preset/debug_all_block_states.json#L6

 

You have now reached my limit of wanting to help you.

You seem to expect to be treated like a baby. i.e. you want me to feed you with a spoon instead of you feeding yourself.

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.

Posted
Vor 59 Minuten sagte Warjort:

Hier ist ein Beispiel aus dem Vanilla-Datenpaket, das ich zuvor verlinkt habe:

https://github.com/misode/mcmeta/blob/e7034dbd1f202250fbae9e6e155a5d76e3d30450/data/minecraft/dimension/the_end.json#L4

oder so WIRD this DebugLevelSource in Einem WorldPreset angegeben

https://github.com/misode/mcmeta/blob/e7034dbd1f202250fbae9e6e155a5d76e3d30450/data/minecraft/worldgen/world_preset/debug_all_block_states.json#L6

 

Sie haben jetzt meine Grenze erreicht, Ihnen helfen zu wollen.

Sie scheinen zu erwarten, wie ein Baby behandelt zu werden. dh du willst, dass ich dich mit einem Löffel füttere, anstatt dass du dich selbst fütterst.

Thanks

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