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[1.10] Changing village blocks


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It's kinda working, here's what I've done:

 

 

 

private BlockPos pos;
private boolean hasChanged = false;
private UBBiome currentBiome; // UB stones biomes, not minecraft biomes!

@SubscribeEvent
public void initMapGen(InitMapGenEvent event) {
if (event.getType() == EventType.VILLAGE) {
	event.setNewGen(new MapGenVillage() {
		@Override
		public StructureStart getStructureStart(int chunkX, int chunkZ) {
			LOGGER.debug("Village start in chunk: " + chunkX + ";" + chunkZ);
			pos = new BlockPos(chunkX * 16, 0, chunkZ * 16);
			hasChanged = true;
			return super.getStructureStart(chunkX, chunkZ);
		}
	});
	event.setResult(Result.DENY);
}
}

@SubscribeEvent
public void onVillageSelectBlock(GetVillageBlockID event) {
IBlockState originalState = event.getOriginal();
Block originalBlock = originalState.getBlock();

if (hasChanged) {
	currentBiome = // getting the biome at pos...
	hasChanged = false;
}

// replace blocks
if (originalBlock == Blocks.COBBLESTONE) {
	event.setReplacement(...);
	event.setResult(Result.DENY);
}
// ...
}

 

 

 

The problem is that Minecraft don't call StructureVillagePieces.Village#getBiomeSpecificBlockState for all block of the structures.

For example in StructureVillagePieces.Church#addComponentParts:

IBlockState iblockstate = Blocks.COBBLESTONE.getDefaultState(); // Cobble is not replaced for Churches
IBlockState iblockstate1 = this.getBiomeSpecificBlockState(Blocks.STONE_STAIRS.getDefaultState().withProperty(BlockStairs.FACING, numFacing.NORTH));
IBlockState iblockstate2 = this.getBiomeSpecificBlockState(Blocks.STONE_STAIRS.getDefaultState().withProperty(BlockStairs.FACING, EnumFacing.WEST));
IBlockState iblockstate3 = this.getBiomeSpecificBlockState(Blocks.STONE_STAIRS.getDefaultState().withProperty(BlockStairs.FACING, EnumFacing.EAST));

 

I think Forge should just patch this by replacing the first line like the ones below it, It won't break anything.

If not I will use reflection but I may need some help.

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This is a real problem, GetVillageBlockID is not usable because it is called for half the blocks. It's stupid...

Can the Forge team edit Minecraft code ? It's about ten lines to change, and I can help, just tell me where to go.

Put in a pull request on forges github, i do not know if they will accept it or not.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Thank you!

 

Should I edit the existing patch file ? Or make a new one beside? I'm not really comfortable with those.

Also if I rename the variables (iblockstate1,2,3...) should I do it in the patch file or there is a place for it?

I'm asking because I saw the processing of Minecraft sources is very ordered and complex.

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Thank you!

 

Should I edit the existing patch file ? Or make a new one beside? I'm not really comfortable with those.

Also if I rename the variables (iblockstate1,2,3...) should I do it in the patch file or there is a place for it?

I'm asking because I saw the processing of Minecraft sources is very ordered and complex.

Make it in code aka .java syntax.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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