Jump to content

[world generation compatibility] Idea for classifying world generation pieces


keybounce

Recommended Posts

Note: I am not a modder. I am a user. I am trying to understand the how/why of multiple world generation mods working together.

 

So I've been playing around with a bunch of mods. Things like NetherOres, Twilight Forest, and Mystcraft. I've been hearing about things such as RedPower (marble!), Simple Ores, and other such things.

 

And ... well, there's something called "Dense Ores" in mystcraft. Simply put, it tries to generate all known ores (everything registered with forge) in higher quantities, at higher than normal Y's.

 

And there's things like better ore distribution/custom ore distribution, both of which want to change how ores are laid out, to give more meaningful clusters instead of completely random vanilla layouts.

 

Not to mention lots of mods that add custom critters for specific dimensions.

 

So what's the issue that I see?

 

Both SimpleOres and NetherOres add ores that normally only generate in the nether.

But as far as I can tell, there's no hook in forge to say "This is a nether ore", or "This is a normal/overworld ore", or "This is a custom new-dimension material, only generate in my custom dimensions".

There are no hooks to permit altering how they are generated -- Better Ore Generation basically has a config file where you spell it out in detail. Which works well enough. But then there's no way for a Dense Ore age in Mystcraft to ramp the generation up higher than normal without having to take over the generation completely, ruining the motherlode/vein style distribution.

 

===

 

What do I see as potential resolutions? Again, I am a user that wants to work with mods that alter world/dimension generation.

 

1. Indicate if a given world piece -- animal, mineral, plants, biome, etc -- is nether only, hell only (note that those are not the same since Mystcraft lets you have a hell biome in a non-nether age), or correspondingly end/sky only, or "Normal dimensions/overworld compatible", or "custom dimensions only".

 

2. A way to run ore generations, with the output being a list of locations where the ores should go, rather than being actually modified in the ground; this would permit mods to alter the generation results of other mods.

2b -- ideally a way to specify a seed other than the normal world seed, for secondary/multiple generations.

 

3. Equally, now that I think about it, that same sort of behavior -- the output of the generation is a list of locations and changes, rather than changing the blocks in the ground -- for surface decorations, or entities spawned at chunk generation.

 

Note that case #2 -- ore generations being a list rather than ground modifications -- would permit mods such as Mystcraft, which generates very large amounts of stone exposed to air in the dark (floating sky islands) to work well with mods such as Redpower -- which assumes that stone exposed to air in the dark must be a cave and not in very large amounts

Jeb! The sheep! The fence pens, they do nothing still leak!

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
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

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