Biome and chunk handling help,

Started by ImNotUnintelligent on

Topic category: Advanced modding

Last seen on 01:04, 6. May 2022
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Biome and chunk handling help,

I'm working on a mod that adds 2 end game dimensions. The first one was relatively simple to make as it is just a very hilly and cave flooded biome with not much to code other than the biome base as an amplified version. However the second one I want to be mostly ocean with tons of floating islands around, small and large. I'm not sure how to make large islands in mid air whilst also having land or ocean below those islands. Its supposed to mimic an aether 2 type feel but with land below it so you don't fall into the void. I also want the islands to generate entirely different from one another, so I'd prefer not to use schematics.

Last seen on 20:25, 8. May 2020
Joined Aug 2019
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I'm afraid that you'll have…
Wed, 10/02/2019 - 21:16

I'm afraid that you'll have to use structures/schematics. But a lot more is possible with schematics then you might think. Lots of possibilities for randomisations, even if you use limited numbers of schematics.

Last seen on 01:04, 6. May 2022
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I don't beleive I've ever…
Wed, 10/02/2019 - 22:45

I don't beleive I've ever heard of randomisations, can you please explain what they are. It sounds very useful.

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https://www.youtube.com…
Thu, 10/03/2019 - 07:27

https://www.youtube.com/watch?v=bFFDcw3WOZw

In this video, I simply create 1 structure, yet that structure generates many variations of that structure. It's a trick using a block inside of your structure that does nothing and saving it inside of your structure, then adding the procedures to the block and making it do random things. You can also do it through adding a condition to executing the block's procedures by checking if the player is in creative more or not, or by checking for a global variable that can be turned on through commands, preventing procedures from playing when the variable is set to true.