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1/8/2013
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I want to make a mod similar to the Giant Caves bukkit mod, but I'm unaware of the methods and implications of doing so. I am learning java and reviewing open source mods, so I believe I will soon understand that portion, but how should I go about generating these? I assume a biome is out of the question, so perhaps generating them as a structure? What should I do to keep this from generating into other structures like those from Recurrent Complex or Roguelike Dungeons? I'm explaining this because I'd like ideas and pointers on how to go about making this mod, and any help would be appreciated. I have the workspace set up, so I don't need to know general workflow advice or tutorials on how to get started in Forge itself.
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You can replace vanilla's MapGenCaves instance (used to generate caves) with your own object that extends MapGenBase using InitMapGenEvent. This generator is run before PopulateChunkEvent.Pre is fired (which Recurrent Complex uses to generate its structures) and GameRegistry.generateWorld is called (which most mods use to do world gen, including Roguelike Dungeons).
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
I want to make a mod similar to the Giant Caves bukkit mod, but I'm unaware of the methods and implications of doing so. I am learning java and reviewing open source mods, so I believe I will soon understand that portion, but how should I go about generating these? I assume a biome is out of the question, so perhaps generating them as a structure? What should I do to keep this from generating into other structures like those from Recurrent Complex or Roguelike Dungeons? I'm explaining this because I'd like ideas and pointers on how to go about making this mod, and any help would be appreciated. I have the workspace set up, so I don't need to know general workflow advice or tutorials on how to get started in Forge itself.
You can replace vanilla's MapGenCaves instance (used to generate caves) with your own object that extends MapGenBase using InitMapGenEvent. This generator is run before PopulateChunkEvent.Pre is fired (which Recurrent Complex uses to generate its structures) and GameRegistry.generateWorld is called (which most mods use to do world gen, including Roguelike Dungeons).
I do something similar to generate Iron Blocks in caves here: event handler, MapGenWrapper, MapGenIronBlockCaves. I can't help you with the actual generation of the caves, though.
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.