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tutorial:dimension [2020/02/21 15:27] – Add info on creating a DimensionType earthcomputertutorial:dimensions [2023/09/24 18:56] (current) – Use new minecraft wiki mattidragon
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-====== Creating a Dimension [WIP] ======+FIXME //**In versions 1.16 and beyond, dimensions can be defined in data packs: More information about custom dimensions via JSON can be found in the [[https://minecraft.wiki/w/Custom_dimension|Minecraft Wikia]].**// 
 + 
 +====== Minecraft 1.16 and later ====== 
 + 
 +The information below applies to Minecraft 1.15 and earlier. 
 + 
 +However, you must still create a portal using fabric, [[tutorial:custom_portals|more information about custom portals here.]] 
 + 
 +An example that also shows some of the fabric-api specific code can be found in the [[https://github.com/FabricMC/fabric/tree/1.16/fabric-dimensions-v1/src/testmod|fabric-dimensions-v1 testmod]]. 
 + 
 +====== Creating a Dimension [WIP] (1.15 and earlier) ======
 Creating your own dimension is an advanced topic. This tutorial assumes you have already read through the previous tutorials on world generation, and have other basic knowledge such as how to create your own blocks. Creating your own dimension is an advanced topic. This tutorial assumes you have already read through the previous tutorials on world generation, and have other basic knowledge such as how to create your own blocks.
  
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 } }
 </code> </code>
-The ''defaultPlacer'' determines the default placement when an entity is teleported into this dimension. Here we have made it so the entity spawns on the top block at 0, 0 when entering the dimension. If you want custom portal logic, this is the place to do it. See the [[https://github.com/FabricMC/fabric/blob/1.15/fabric-dimensions-v1/src/main/java/net/fabricmc/fabric/api/dimension/v1/EntityPlacer.java|EntityPlacer documentation]] for details.+The ''defaultPlacer'' determines the default placement when an entity is teleported into this dimension. Here we have made itso the entity spawns on the top block at 0, 0 when entering the dimension. If you want custom portal logic, this is the place to do it. See the [[https://github.com/FabricMC/fabric/blob/1.15/fabric-dimensions-v1/src/main/java/net/fabricmc/fabric/api/dimension/v1/EntityPlacer.java|EntityPlacer documentation]] for details.
  
-=== The Dimension class [TODO] === +=== The Dimension class === 
- +<code java [enable_line_numbers="true"]> 
-=== Travelling between dimensions [TODO] ===+public class BeeDimension extends Dimension { 
 +    private static final Vec3d FOG_COLOR new Vec3d(0.54, 0.44, 0.16); 
 +     
 +    public BeeDimension(World world, DimensionType type) { 
 +        // The third argument indicates how visually bright light level 0 is, with 0 being no extra brightness and 1 being like night vision. 
 +        // The overworld and the end set this to 0, and the Nether sets this to 0.1. We want our dimension to be a bit brighter. 
 +        super(world, type, 0.5f); 
 +    } 
 +     
 +    @Override 
 +    public ChunkGenerator<?> createChunkGenerator() { 
 +        // For now, we'll create a superflat world to get a basic dimension working. 
 +        // We'll come back and change this later. 
 +        FlatChunkGeneratorConfig generatorConfig FlatChunkGeneratorConfig.getDefaultConfig(); 
 +        // The biome everywhere will be jungle 
 +        FixedBiomeSourceConfig biomeConfig BiomeSourceType.FIXED.getConfig(world.getLevelProperties()).setBiome(Biomes.JUNGLE); 
 +        return ChunkGeneratorType.FLAT.create(world, BiomeSourceType.FIXED.applyConfig(biomeConfig), generatorConfig); 
 +    } 
 +     
 +    // The following 2 methods relate to the dimension's spawn point. 
 +    // You can return null if you don't want the player to be able to respawn in these dimensions
 +     
 +    @Override 
 +    public BlockPos getSpawningBlockInChunk(ChunkPos chunkPos, boolean checkMobSpawnValidity) { 
 +        return null; 
 +    } 
 +     
 +    @Override 
 +    public BlockPos getTopSpawningBlockPosition(int x, int z, boolean checkMobSpawnValidity) { 
 +        return null; 
 +    } 
 +     
 +    @Override 
 +    public float getSkyAngle(long worldTime, float tickDelta) { 
 +        // Returns a sky angle ranging between 0 and 1. 
 +        // This is a very simple implementation that approximates the overworld sky angle, but is easier to understand. 
 +        // In the overworld, the sky does not quite move at a constant rate, see the OverworldDimension code for details. 
 +        final int dayLength 24000; 
 +        double daysPassed ((double) worldTime + tickDelta) / dayLength; 
 +        return MathHelper.fractionalPart(daysPassed - 0.25); 
 +    } 
 +     
 +    @Override 
 +    public boolean hasVisibleSky() { 
 +        return true; 
 +    } 
 +     
 +    // Fog color RGB 
 +    @Environment(EnvType.CLIENT) 
 +    @Override 
 +    public Vec3d getFogColor(float skyAngle, float tickDelta) { 
 +        return FOG_COLOR; 
 +    } 
 +     
 +    @Override 
 +    public boolean canPlayersSleep() { 
 +        return false; 
 +    } 
 +     
 +    @Environment(EnvType.CLIENT) 
 +    @Override 
 +    public boolean isFogThick(int x, int z) { 
 +        return false; 
 +    } 
 +     
 +    @Override 
 +    public DimensionType getType() { 
 +        return TutorialDimensions.BEE; 
 +    } 
 +
 +</code>
  
 === Creating a ChunkGenerator [TODO] === === Creating a ChunkGenerator [TODO] ===
tutorial/dimensions.1582298846.txt.gz · Last modified: 2020/02/21 15:27 by earthcomputer