
hi do you guys want a free biome api
valoeghese opened this issue ยท 57 comments
finally
yes please do it :)
should have these :-
- adding biomes
- syncing biome ids (look at the content registries module)
- adding features to them
> adding features to them
that's not how it works in these versions. Instead you manipulate the biome decorator properties (or whatever you named it, I only know the old mcp name). For more control you override the biome's decorate/populate method.
Certain things like tree type is done in a method in the biome.
If you want to add custom features to existing biomes, instead there should be an event for biome decoration/population. I can add that in my PR.
I know this because I started mc modding by learning biome stuff on 1.12.2, and I know that 1.8.9 world gen is very similar to 1.12.2
adding features to them
that's not how it works in these versions. Instead you manipulate the biome decorator properties (or whatever you named it, I only know the old mcp name). For more control you override the biome's decorate/populate method.
Certain things like tree type is done in a method in the biome.
check out #30
that was for ores
shedaniel didn't like it though so I closed it
If you want to add custom features to existing biomes, instead there should be an event for biome decoration/population. I can add that in my PR.
finally someone other than me is making an enhancement pull request
Back in 1.12.2 forge days we just hooked into the world decoration event and checked if the biome matched our conditions. It's simpler and I think it works well
Back in 1.12.2 forge days we just hooked into the world decoration event and checked if the biome matched our conditions
that would be suitable for us too
Forge literally had an event for every single feature in addition to it's world gen decoration callback. I'm not implementing all those callbacks. ๐
I mean, I'll implement the useful callbacks, just won't have an event posted for every single vanilla feature like forge does lol
so what are these useful callbacks?
could you give some examples of what you plan to implement?
I had done something similar in #30
but, shedaniel didn't like it so ๐ฆ
Most Likely:
- hills/shores/rivers if I have time. don't want to overdo it
- definitely vanilla continental biome gen and fabric's variant system (the latter of which I think I wrote half of anyway)
- world decoration callback
well, I know how to do it as in per-world registries, as I wrote that for cursed legacy. But not networking
syncing raw ids is done by writing them to a file. so removing a mod doesn't break your worlds
I know how to sync raw ids per world as I wrote cursed legacy's version of that.
I just can't do server-client sync
@shedaniel what do you think about per world biome ids?
anyway I only have 1/6 thumbs up reactions so far, so I might not even make the pr :tiny_Potao
6 thumbs ups and i'll remove it because something's actually gonna happen then ๐
How in the actual f*k have you not mapped the OverworldChunkGenerator yet. It's literally class_427
at least I'm familiar enough with the code to be able to deal with it when it's obf
HOW THE ACTUAL F*CK DID YOU MAP THE BIOME DECORATION METHOD AS BUILD SURFACE WTF
I'm also going to make an ExtendedBiome interface which can be used for biomes to edit some aspects of world gen not controlled by the biome decorator (lakes)
@valoeghese I told people on every discord server I was in where I wouldn't get banned to go put a thumbs up on the comment ๐