[Suggestion] Use Minecraft biome tags and `c` tags for better mod compat
TelepathicGrunt opened this issue ยท 1 comments
I saw in 1.21.1 NeoForge that your mod hardcodes biomes for the structure to spawn in. Like here:
I wanted to point out that if you have your has_structure tags use the minecraft and c biome tags, your structures will spawn in more modded biomes without needing explicit compat for each biome. For example, using #c:is_jungle as a require-false tag entry in your tag, your structure will spawn in all Overworld modded jungle biomes in that tag.
minecraft namespace biome tags:
https://github.com/misode/mcmeta/tree/b7e7f5282f9cc2ca1bd01e9a4911beab4725cb4b/data/minecraft/tags/worldgen/biome
c namespace biome tags:
https://github.com/neoforged/NeoForge/tree/1.21.1/src/generated/resources/data/c/tags/worldgen/biome
Good stuff. I'll look into that and likely include c: tags in the next release.
We previously attempted to add mod compat by individually checking out each biome and discussing what structures would fit in them. Obviously not very sustainable, lol.. probably time for some broader strokes!
Thanks for the suggestion. Currently learning java with the sole purpose of better naturally placing structures into the blocky world. I appreciate your example projects! If you have any other tips, feel free to shoot them my way.