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Custom stalactites #50
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Custom stalactites #50
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@Gordon-Frohman need to run spotless |
I've previously explained I believed this method would not work for the purposes of allowing replacement of stalactites by GT ores, but now I've looked into it a bit further so I can explain why that is. The code that needs to run to set a block to be a GT Ore is here. As you can see, due to the nature of Since you never know exactly what kind of processing a mod needs to perform in order to do their worldgen, my approach in #41 was to give the API user mod the ability to just call whatever code they liked in order to place the block. This enables the placing of GT ores. Now in order to move forward feel free to adapt my code or a similar solution into your PR. If not I would most likely adapt your "add the entire stalactite" model into my PR once @Dream-Master comes back with a solid plan on what exactly he wants these stalactites to be made of, and in what distribution. In order to make your PR acceptable to merge you should at least test adding GT ores with it, and demonstrate that you have done so. You could do so by temporarily adding Gregtech as a dependency while testing in this mod, or by asking @Dream-Master to tag your PR so you can use that version of TF in another mod that already has a GregTech dependency like the core mod. |
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See previous comment.
Do you remember what @Caedis said about GT ore generation? TileEntities will be replaced with extended metadata after the materials rewrite |
Unfortunately that extended metadata rewrite isn't completed. This PR could be merged as-is once it is completed, but I'm not aware of a specific ETA for it. For now it needs to be immediately useful after the merge so we can use it with the GT ore blocks we do have today. |
Let's just use your PR then |
Now you have me thinking of a third way. One could use your PR to make a new subclass of TFGenCaveStalactite, in this case maybe GTGenCaveStalactite, and just overrride the This would work with GT ores today and moving forward as well. Would you like to test that approach? edit: If we're moving forward that way, some additional optional feedback.
Neither of these points are deal breakers, just nice to haves. |
Hmm, that sounds like an interesting idea, but I don't quite understand how should it work. You want to Override the |
Yeah I'm down with saying you probably shouldn't purposefully empty out hills. Worst case scenario one can add air stalactites.
Not quite, the subclass would just need to override the
I would actually argue that |
@YannickMG, will this do? |
@OneEyeMaker, is this alright? |
As a next step why don't you try to add some GT stalactites yourself and see how well that works? Still as a temporary commit. You can get the right meta like so, I believe: |
Ok, I was able to fix the last problem |
any update here? |
yea its a reminder for me to write down some concept how this need to be added. After that Yannik said he will re code it. |
Using the
addNewStalactite
method, you can add stalactites made of various blocks without affecting vanilla ones. You can also adjust:For example I used it to generate these huge fur stalactites in hills of any level. But, as you can see, no other stalactites are affected by this:
You can also remove all the vanilla ores from lists if you happen to need it, using the
removeAllStalactites
method