Flenix Posted October 12, 2013 Posted October 12, 2013 Hey guys, I'm working on an ore mod which is designed to be a non-intrusive solution to removing duplicate ores. The mod works in that other mods can add an optional hook (checking if the mod is there then using it if so) to disable their own ores and use mine instead. However, I imagine some of the bigger mods wouldn't support it so I'm also going to try and add an override too (which simply prevents their ore actually appearing) However, I'm not sure exactly how I'd replace ores that are already added to an existing world? Basically all I need to do is find an ore which is on the list, and replace it with a specified ore. I'd want to be able to find the ore either by unlocalized name or ID - unless you know better ways? I want users to be able to add ores to a config in case there are smaller mods I've not included directly in the mod. Any help is great, thanks Quote http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
mnn Posted October 12, 2013 Posted October 12, 2013 To replace ore just after being generated you can subscribe to PopulateChunkEvent.Post . If you mean replacing ores in already generated world then I'd use ChunkEvent.Load , replace ores and mark this chunk as processed (and save it, we don't want to process already processed chunks every time chunk loads). In config being able to input ID or NAME would be nice. In code you should work with IDs - compairing names (= string cmp) of every block in a chunk, that would be awful. I have a feeling I somewhere saw similar project to what you're describing, are you sure it hasn't been already done? Quote mnn.getNativeLang() != English If I helped you please click on the "thank you" button.
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