Blueprint

Blueprint

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[Bug]: Blueprint itself ruins Better End generation.

KostromDan opened this issue ยท 4 comments

commented

Was:
Image
After installing Blueprint:
Image

Modlist:
Image

reproduction:
Create new world with seed 1
run command: /execute in minecraft:the_end as @p run tp -151.68 158.00 9921.42
see corrupted, completely different worldgen.

Summury:
didn't expect from lib mod worldgen corruption.
I was needing it only for Personality.

commented

We do not prioritize fixing issues present only with Sinytra Connector. Blueprint was not designed for Fabric mods, so problems are expected.

I'm also not sure what your issue is in the screenshot. You may be saying Blueprint changes the generation of chunks already loaded, which is likely not something Blueprint should have to fix.
Or, if you're saying that Blueprint changes the generation of the end, then that should be expected, as adding any biome mod is likely to have that effect.

commented

We do not prioritize fixing issues present only with Sinytra Connector. Blueprint was not designed for Fabric mods, so problems are expected.

I'm also not sure what your issue is in the screenshot. You may be saying Blueprint changes the generation of chunks already loaded, which is likely not something Blueprint should have to fix.
Or, if you're saying that Blueprint changes the generation of the end, then that should be expected, as adding any biome mod is likely to have that effect.

Issue with generating new chunks.
Blueprint doesn't generate biomes itself, it can be used by another mods for adding biomes, so maybe that part of code which can be used for generation, changes it, despite the fact only blueprint installed.
Maybe we shouldn't apply parts of blueprint which are used for generation, if no woldgen mods using it installed.

commented

Okay, gave it another chance. It not just changes, but ruins. for example end_midlands biome shouldn't generate at all with better_end. But it generated pretty often.
Can I change it somehow? Can you add option to prevent invading generation of some dimention?
Anyways I'll fix it, I need personality mod for my modpack, maybe I'll just threw out all classes of blueprint not requed for personality via coremodding but I don't want doing this.

commented

Digged into Personality code. If we remove all code of climbing feature, snow feature, which I don't need, mod can work without blueprint.
Maybe you can just a little refactor Personality, so if climbing feature, snow feature disabled, blueprint no longer needed?