Posted November 12, 20195 yr Hello I've been trying to use my custom world type on server. This is it: public static WorldType WNWorldType = new WNWorldType("something");; And after running my mod on a server and typing level-type=something in server.properties, and reloading server, it resets to default. Also I've been thinking about the solution and found this: @SubscribeEvent public void dedicatedServerStarting(FMLDedicatedServerSetupEvent event) { ServerProperties serverProperties = event.getServerSupplier().get().getServerProperties(); if (ConfigApplier.runWorldOnServer.get()) { LOGGER.info(String.format("Using WildNature Server World Generator %s", serverProperties.worldType.getName())); serverProperties.serverProperties.setProperty("level-type", "wildnature");//serverProperties is private serverProperties.worldType = WNWorldType;//worldType is final } else { LOGGER.info("Using normal world generator"); } } This could work, but the code is invalid(see //) Thanks
January 15, 20205 yr You can generate a single player world to your needs with mods etc(your server needs those mods aswell, and the players to. Don't know how, just search mc modded server) When the world is created replace the default one in the server list with the one from the single player world and it should work.
January 30, 20205 yr One solution I've found is to use the "generator-settings" in server.properties, as they're get loaded properly, even if they don't strictly match valid settings in the vanilla game. Here's an example: server.properties: allow-flight = false ... generator-settings = {"mod-id": true} ... white-list = false mod.java: @SubscribeEvent public void dedicatedServerStarting(FMLDedicatedServerSetupEvent event) { ServerProperties serverProperties = event.getServerSupplier().get().getServerProperties(); boolean loadMod = false; // get the generator-settings and parse them as json JsonElement json = new Gson().fromJson(serverProperties.generatorSettings, JsonElement.class); // check for the existance of the "mod-id" entry in the json object. if it's present, we can load the mod. if (json.isJsonObject()) loadMod = JSONUtils.getBoolean(json.getAsJsonObject(), "mod-id", false); if (loadMod) { // do mod loading stuff } else { LOGGER.info("Using normal world generator"); } } While not as elegant as having the ability to type a custom level-type, this works and is, in my mind, less hacky than many other options I tried. One thing to note is that the Client is never sent generator-settings. Thus, if the Client needs to know whether or not the mod was loaded, you'll have to find another way to inform it. Edited January 30, 20205 yr by acid1103
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