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Currently Supported: 1.16.X (Latest) and 1.15.X (LTS)
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isaiah0311

[1.16.3] Custom Ore Generation

By isaiah0311, November 3, 2020 in Modder Support

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Posted November 3, 2020

From what I've seen, ore generation has changed from 1.16.1 to 1.16.3. Can anyone point me in the right direction for solving this in 1.16.3? A link to a tutorial or a repo with an example I could look over maybe. Anything helps.

 

Thanks in advance!

Isaiah

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ChampionAsh5357    162

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Posted November 3, 2020

First, you need to register a ConfiguredFeature into a vanilla registry. A feature can have multiple placements now and their order does have an effect on how they spawn. After you registered one, you attach the feature within BiomeLoadingEvent with the provided generations builder.

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Posted November 15, 2020

Hi Champion,

 

do you have example code? I have made a custom block for testing ("Opal Ore" ;) ), and it works (in creative). Now I want it to be generated, when I start with a new world - probability between gold and diamond -, but it seems that all tutorials are written for older versions and they don´t work for 1.16.3 and higher. Or I am not doing it right....

 

So it woul be great, to get a code example. Can you post something?

 

Thank you very much!

 

NMG

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Posted November 16, 2020
On 11/15/2020 at 8:38 AM, NewModGuy said:

but it seems that all tutorials are written for older versions

And so? A tutorial will not be written for everything you want to do. This is why you must inspect what I said and deduce how to use it. You're already given the event needed to attach the feature to a pre-existing biome. Now what you need is a ConfiguredFeature, which the class Features should provide many examples of.

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