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Posted (edited)

I'm trying to figure out what I would need to do in order to create a new world type. I have seen vanilla classes and kinda understand what some of them do.
What I want to achieve is to have a world type that will generate a regular world but will generate only the 1st chunk and nothing else.

 

Any guidance on what I should do to achieve this is appreciate.

 

Thanks a lot.

Edited by American2050
Posted

From a bit of reading, this would work: make a new WorldType (it's automatically registered) and override WorldType::getChunkGenerator to return a custom IChunkGenerator, in which you only generate the first chunk.

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Posted
On 11/26/2017 at 3:05 PM, larsgerrits said:

From a bit of reading, this would work: make a new WorldType (it's automatically registered) and override WorldType::getChunkGenerator to return a custom IChunkGenerator, in which you only generate the first chunk.

Thanks gonna take a look on that. I guess I kinda found that route, but forgot what bump I hit :P

Gonna give it a try again and see how it goes.

Posted

I found what was the "bump" I hit, even if I create my OneChunkGenerator, the method generateChunk(int x, int z) is been called from ChunkProviderServer so I guess I can't make it create just one chunk from the generator itself, but I have to keep going up.

Posted

Honestly world generation can be quite confusing. There is a huge number of classes and methods with similar sounding names - dimensions, dimension manager, world providers, world generators (both vanilla and Forge), chunk providers, chunk generators, biome providers, biome decorators, map generators, etc. that have methods like generate(), populate(), decorate().

 

Furthermore, the vanilla implementations are inconsistent and convoluted (for example, the WorldProvider class has a WorldType as well as a BiomeProvider and ChunkProvider instances, but WorldType generates those instances  -- whereas a cleaner implementation would simply reference those through the WorldType instance).

 

Because of this, it is possible to hook together the classes in all sorts of ways to accomplish the same things. At the end of the day, once you're in the world generation process it is simply about placing blocks (and entities) and as a programmer there are infinite possibilities on how to achieve that.

 

I did try to put together some information which may help you here: http://jabelarminecraft.blogspot.com/p/minecraft-forge-1721710-biome-quick-tips.html

 

One way to string things together is as follows: if you want a custom world you could register a custom DimensionType which you then associate with a dimension id that you register to the DimensionManager. and is associated with a WorldProvider which has a WorldType instance that gives your custom ChunkProvider and BiomeProvider. Within the ChunkProvider you basically fire all the other stuff which can include custom BiomeDecorator and IWorldGenerator classes.

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Posted

Thanks Jabelar, I will have to make and take some time to sit and really dig into this and investigate :D Some day I will get this done. Thanks for the tips and the guide, definitely going to be reading it.

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