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Posted

Hello world !

 

I will be brief, just asking one question : is it possible, with Minecraft Forge, to change a specific Biome generation without modifying any BiomeGen<BIOME_NAME>.java ? Because I would not like to modify base classes.

 

That's all, thanks for your time !

  • Author

I am currently learning about access transformers, that seems to be useful.

 

But what do you exactly mean by 'setting new values to the variables there' ?

In the BiomeGen class (not sure which one, the one where all the biomes are declared) there are some variables. If you set a new value to any of those in the @Init or @PostInit methods of your mod, the biomes will change accordingly. I have no idea how to explain it in another way.

biomeGenSky = new BiomeGenSwamp();

would be an example. However, I haven't looked into any biomes for some time, and I can't tell you for certain this will work. Good luck on finding your solution!

 

EDIT: I have been looking around for you, and here it is:

BiomeGenBase.*variable of biome you want to overwrite* = *value with which to overwrite*
For instance:
BiomeGenBase.biomeGenHell = new BiomeGenPlains();

im also having problem with my own biome's since 1.4. (worked all fine with older forge version for 1.3)

 

i cant use this anymore:

 

        this.theBiomeDecorator.treesPerChunk = -999;

        this.theBiomeDecorator.deadBushPerChunk = 0;

        this.theBiomeDecorator.reedsPerChunk = 0;

        this.theBiomeDecorator.cactiPerChunk = 0;

 

it say the "field not visible"?!

All I can tell you, is that you'll need to find another way to reference the variables inside the "theBiomeDecorator". I have no clue how, though.

  • Author

Hey, thanks for your anwers !

 

Your method seems very good, I also tried another one :

 

BiomeGenBase.biomeLIst[NUMBER] = new BiomeGenX...

 

it seemed to work, otherwise yours seems better, I think I will use it.

 

I didn't know about @Init, @PostInit..., but it seems useful too.

 

@Odai : use access transformers. these awesome things I learnt about thanks to Ebilkill are really, really, really useful.

What about this?


    	GameRegistry.removeBiome(BiomeGenBase.oldBiome);
    	GameRegistry.addBiome(ModClass.newBiome);

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