gimpansor_worldgen_1.16.2
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gimpansor_worldgen_1.16.2 [2020/08/30 00:23] – gimpansor | gimpansor_worldgen_1.16.2 [2020/08/30 10:19] (current) – gimpansor | ||
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+ | The following applies to 1.16.2 at the time this is written. | ||
+ | |||
====== Changes from 1.16.1 ====== | ====== Changes from 1.16.1 ====== | ||
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* Parent Biomes are gone and now hardcoded in '' | * Parent Biomes are gone and now hardcoded in '' | ||
- | ===== Worldgen | + | ===== Worldgen |
The following diagram shows various objects that participate in defining world generation, and where they are registered/ | The following diagram shows various objects that participate in defining world generation, and where they are registered/ | ||
+ | |||
+ | The general rule of thumb is that '' | ||
+ | |||
+ | As an example: | ||
+ | |||
+ | * Vanilla registers an instance of the class '' | ||
+ | * Vanilla then registers 21 configured features in '' | ||
+ | |||
+ | For use in an actual world, all data objects from '' | ||
{{: | {{: | ||
+ | ===== Registering Custom Worldgen ===== | ||
+ | |||
+ | You should register your custom worldgen in the following order in your mod initializer: | ||
+ | |||
+ | - Register all of your custom code (feature, structure feature, etc.) into '' | ||
+ | - Register all of your data such that referenced code or data is already registered | ||
+ | - Register configured features and configured structures before using them in biomes for example | ||
+ | - Use the Fabric biome API to insert your custom biomes into vanilla generation of the overworld, nether and the end as needed | ||
+ | - Register your custom configured features and structures for insertion into other biomes using the Fabric biome API | ||
gimpansor_worldgen_1.16.2.1598746994.txt.gz · Last modified: 2020/08/30 00:23 by gimpansor