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Q & A thread
nicogranelli opened this issue ยท 9 comments
Is it factible to modify the code to use your mod as a dimension instead of a replacement of the overworld/nether?
PS: Mini non related question: Is there a end portal? in the original map there was a portal at 0,0,0.
Question 1: No code needs to be changed to add a skygrid dimension. First you need a mod that will provide a dimension for you to edit, such as XCompCraft. Use that to make your dimension. Then edit SimpleSkyGrid.json in the config/SimpleSkyGrid folder to remove skygrid from the vanilla dimensions and add it for your new dimension.
Question 2: Yes there is an end portal about 1000 blocks from spawn. You can find it with eyes of ender, just like in vanilla.
Thanks for your answers :)
I'm trying to build a modpack using you mod as the base. The intention is to play something relaxed (beside the fact you can fall into the void at any moment). In the process, a lot of small questions are coming up. What would be the best way to ask them? Everyone in the same ticket, one per ticket, or in the forum? I will try to be the less annoying possible. Also I'm a coder (but not a modder) so, probably there wont be a lot stupid questions (I hope).
In addition, I would like offer myself volunteer to write docs for you mod.
Glad you're find my mod fun :)
Lets keep all the questions on this thread. No need to clutter the bug tracker with lots of questions.
Thanks for wanting to help out. Feel free to add info to the wiki.
Well, this is my battery of questions:
- Did you have problems with wool? I tried to add wool to "overworld_earth" and to "overworld_rare". I get random problems when I create a new world if I add wool. I tried with and without metadata For reference, I used this:
{
"object" : {
"type": "block",
"name": "minecraft:wool",
},
"weight": 100
}
Since wool is the only block missing in your mod's default config from the original skigrid map, I'm guessing you had some kind of problem too.
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Can you explain the options in !meta.cfg? I think both use_integraton and use_standards means something like "generate (or not) config files for detected mods if those config files not exist", but not entirely sure.
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If I want to add stuff to worldgen, Do I have to add them to a file created by the mod? Can I have files created and named by me?
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What are the limits of stuff to add. For example, can I add TileEntities? or I have to limit myself to simple blocks?
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This one is a suggestion: What do you think about adding a file exporting the final weight table used in the last generation? This would be useful for you and to the user to debug and test changes to config without having to fly in creative to see if the block actually was generated.
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It's been too long for me to remember why exactly I removed wool. I started this project nearly a year ago, after all. Could you further explain the problems you are having?
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use_integration detects the mods used and adds any support for those mods. use_standards does the same thing for vanilla and the ore dictionary (an odd combination, come to think of it).
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You can add any file you want so long as it has a .json extension.
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Tile entities are entirely possible, but tough to do manually. For those I have a support mod called Simple Sky Grid Utilities. It adds an item (the Identifier) to identify how to add a given block to the configs, and an item (I forget the name) to test how a given block will be generated in world. Unfortunately, the latter will crash the game if you get the syntax wrong at all, and the former does not properly turn item ids into item names within inventories.
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That is exactly the type of thing that should be added to Simple Sky Grid Utilities. Thanks for the idea.
just noticed a problem with your wool entry. You have an extra comma. It should be:
{
"object" : {
"type": "block",
"name": "minecraft:wool"
},
"weight": 100
}
With Christmas and holidays I complete forgot about this. Also I stopped working in the pack. But I'm starting again.
I will check out the utilities mod.
Hopefully I'll get some work done this weekend, so I'll get back here with more questions :)
so @Vorquel is mod like dead dead? would be sad since that other Sky Grid mod on 1.10.2 just takes every dumb block and spawns it by default (incl tileentities) which is impossible to sort by hand
Edit: yes, im aware that i necro-d old mod and old thread xD