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gimpansor_worldgen_1.16.2 [2020/08/29 19:57] – gimpansor | gimpansor_worldgen_1.16.2 [2020/08/30 00:26] – gimpansor |
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* ''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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| ===== Worldgen Registered Objects ===== |
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| The following diagram shows various objects that participate in defining world generation, and where they are registered/defined. |
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| The general rule of thumb is that ''Registry'' will contain objects that contain some form of custom code, while BuiltInRegistry contains built-in data objects that mostly reference code objects from an associate Registry by ID and sometimes add configuration data. |
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| To illustrate this: |
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| * Vanilla registers an instance of the class ''OreFeature'' under the ID ''minecraft:ore'' in ''Registry.Feature''. |
| * Vanilla then registers 21 configured features in ''BuiltInRegistry.CONFIGURED_FEATURE'' that reference ''minecraft:ore'', and configure it differently (for example ''minecraft:ore_iron'' to place iron ore) |
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| {{:tutorial:worldgen_uml.png|}} |
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