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General questions - new modder


Wulfy1889

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Hi everyone, I've been tooling around with Forge the past couple of days, and I've found I'm much more interested in messing around with the rules around stuff that's already part of the game, rather than trying to make entirely new content. 

 

Right now I've been playing around with making nether biomes spawn in the overworld and I managed to do that, but when I start adding in nether monsters to spawn in it wither skeletons and blazes only spawn at night, while pigmen and magma cubes can spawn anytime (I'm assuming this is due to them being passive mobs until provoked, so they're handled differently in the logic) how would I go about making a custom biome where vanilla enemies can spawn at any time of day?

 

My second question is, how would I go about generating a nether fortress in this custom biome? Whenever I look for structure tutorials it's just for making a custom structure, and that structure will be the same every time. I'd like to have a nether fortress generate the way it would in the Nether. I've poked around the Hell world gen files but I'm a bit lost on that front. 

 

Feel free to point me towards any relevant tutorials I've missed that answer this one for me!

 

As for version - technically i want to use this with friends who still play 1.12, but since that's out of date I'll go ahead and try to get this working in 1.14, then try to backdate it from there.

Edited by Wulfy1889
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6 hours ago, diesieben07 said:

There is currently no event to override the spawn rules dictated by the EntitySpawnPlacementRegistry, which is where mobs prevent spawning in light. Forge does have LivingSpawnEvent.CheckSpawn, which allows to override vanilla rules, but it only fires after the EntitySpawnPlacementRegistry check. Someone should make a PR to forge to fix it.

Thank you for the help! When I made my "Overworld Nether" biome I worked around the normal generation rules by making a Biome using setBaseBiome("hell") (I don't know if that part has changed much, but that is in the 1.12 version of my mod). Could I do something similar with mobs? Create a CustomBlaze based on the Blaze, but with new spawn rules that allow it to spawn at any time, but have the only biome where it's in the monsterlist be my custom hell.

If there's no quick and easy way to do it, is there any reason I wouldn't be able to build a custom mob from scratch that shares all of the Blaze's abilities?

 

 

6 hours ago, diesieben07 said:

You should not backport...

I'd rather not have to, personally, but this is for a group that still wants to play 1.12 for whatever reason. I'm sure I'll run into a bunch of weird issues, but I figure if I can at least understand how I would do it in the modern version of Forge I'll be a step closer to figuring out how to do the 1.12 version.

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2 hours ago, Wulfy1889 said:

but I figure if I can at least understand how I would do it in the modern version of Forge I'll be a step closer to figuring out how to do the 1.12 version.

Not as much as you'd think. 1.12 and 1.14 are leagues apart.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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1 minute ago, Draco18s said:

Not as much as you'd think. 1.12 and 1.14 are leagues apart.

I mean, I understand that. 1.14 was a big push to change a lot of stuff, clean up things that have needed cleaning for awhile etc. But also I dont have much other choice here - they don't want to upgrade, and there isn't any place to ask about 1.12 anymore as far as I can tell

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