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Posted

Topic is pretty self explanatory this time. I've been looking around BiomeGenBase and a few other files to see if I could dig up anything, but so far I don't see it being possible. BUT, I figured I would ask here in case I have missed something.

 

 

Thanks for the help,

Cyan

What do you mean by "biome's mutation"?

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

  • Author

Sorry. Guess I should have clarified. The mutations are the rare spawnings of the base biomes. Such as the sunflower plains etc.

 

public BiomeGenBase createMutation()

    {

        BiomeGenPlains biomegenplains = new BiomeGenPlains(this.biomeID + 128);

        biomegenplains.setBiomeName("Sunflower Plains");

        biomegenplains.field_150628_aC = true;

        biomegenplains.setColor(9286496);

        biomegenplains.field_150609_ah = 14273354;

        return biomegenplains;

    }

 

Is the code to create them, but I don't believe there is a way to make things spawn exclusively to the mutations.

Then just let it spawn in every BiomeGenPlains and then check in your entitys getCanSpawnHere() method if

1. the super method returns also true (if you didn't already override the method)

2. if the biome in which the entity is placed has the name "Sunflower Plains"

 

To get the biomes name, use

worldObj.getBiomeGenForCoords([X-Position of entity], [Z-Position of entity]).biomeName

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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