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Posted (edited)

Hi modders, I'm new around here and still learning. Right to my question: do you know how can I call my world generator after caves and other structures are generated? Is there any event I can subscribe or function I can override without messing with other mods irreversibly?

 

I'm currently using 1.12 IWorldGenerator, which I read you don't support, but I might upgrade. In any case, I guess the general question is:

 

How can I get my code called after the generation of each chunk, so I can do whatever I want with the chunk (in a thread safe way) without my changes being overwritten by vanilla generation afterwards?

 

Thanks in advance for your help!

Edited by MistyMarshes
Posted
40 minutes ago, MistyMarshes said:

which I read you don't support

Congradulations on following directions.

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.

 

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Posted

 

10 minutes ago, Draco18s said:

Congradulations on following directions.

I see. I was wondering if there is a general answer relatively independent from the versions. What I want is maybe a ChunkGenerator that uses previous generators? How can I get my code called after the generation of each chunk, caves and all?

 

Are there any useful docs you know about that can make things easier, or should I read Forge+MC code directly?

 

Thank you for you time.

Posted

Worldgen has changed so radically with 1.15 and 1.16 that any answer I give you for a supported version is utterly unhelpful to you.

 

1.16 worldgen is handled by json data files, for instance.

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.

Posted (edited)

Ok I understand.

 

Wow, that worries me. It sounds like porting worldgen mods to newer versions is really hard without a complete rewrite. Do you know if what I want is even possible within Forge?

Edited by MistyMarshes
Posted (edited)

No idea. 1.12 days, sure. COG can do that. Heck I even added an event to COG to fire after COG ran, so I could be sure that my code 100% ran after COG ran which already ran as super-last as it could.

Edited by Draco18s

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.

Posted (edited)

I appreciate your fast answers. Yeah, I think I figured it out for 1.12 by messing with cave generation events. I wonder how I will port it to new versions though.

 

What does COG stand for? I cannot find it.

Edited by MistyMarshes
Posted

Custom Ore Gen

  • Thanks 1

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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