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gimpansor_worldgen_1.16.2 [2020/08/29 19:56] – gimpansor | gimpansor_worldgen_1.16.2 [2020/08/29 19:56] – gimpansor |
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* What you can do instead is maintain an IdentityHashMap<RegistryKey<Biome>, YourCustomData> in your mod, and query the custom data based on the biome's key. | * What you can do instead is maintain an IdentityHashMap<RegistryKey<Biome>, YourCustomData> in your mod, and query the custom data based on the biome's key. |
* The key of a biome must be obtained via the DynamicRegistryManager of the current world, ClientWorld and ServerWorld offer a convenience method for this called ''method_31081'' (currently unnamed), which retrieves the key of the biome at a given ''BlockPos'', although you can also do this yourself via ''world.getRegistryManager().get(Registry.BIOME_KEY).getKey(<the_biome_variable>)''. | * The key of a biome must be obtained via the DynamicRegistryManager of the current world, ClientWorld and ServerWorld offer a convenience method for this called ''method_31081'' (currently unnamed), which retrieves the key of the biome at a given ''BlockPos'', although you can also do this yourself via ''world.getRegistryManager().get(Registry.BIOME_KEY).getKey(<the_biome_variable>)''. |
* FabricBiomes#addSpawnBiome was removed, since this is now a property that can be set via Vanilla's Biome.Builder (see SpawnSettings.Builder#playerSpawnFriendly). | * ''FabricBiomes#addSpawnBiome'' was removed, since this is now a property that can be set via Vanilla's ''Biome.Builder'' (see ''SpawnSettings.Builder#playerSpawnFriendly''). |
* Parent Biomes are gone and now hardcoded in AddHillsLayer#field_26727 based on their raw ids. Since the mapping is from unmodified biome -> modified biome, there's no real point in exposing this to mods, because there can only be _one_ modified biome for each unmodified one. | * Parent Biomes are gone and now hardcoded in ''AddHillsLayer#field_26727'' based on their raw ids. Since the mapping is from unmodified biome -> modified biome, there's no real point in exposing this to mods, because there can only be _one_ modified biome for each unmodified one. |
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