2024-12-12 09:24:35|Myriagame |source:minecraft skins
Brief introduction
This module moves the function of "Biome Modifier" in FORGE and Neoforge to add more new features to Fabric, and adds more new features to Fabric.
This is a library module, similar to Kubejs and Crafttweaker. Installing alone will not play any effect. You need to add a packet or link module to make it play.
How to use: facing developers
For Fabric developers, although we already have Biomemodifications, there are still more limitations, such as unable to delete ground objects, no application priority, etc. -the former limits its functions, and the latter is prone to produce Feature Order Cycle (Although you can use cyanide to investigate).In addition, the integrated package author and server administrator without module development capabilities cannot modify the group system through the form of a packet, which can not easily realize their needs.
Forge and Neoforge proposed Biome Modifier. Developers can use the following data packets JSON for group modification (this example comes from the emerald process module):
{"type": "Forge: add_features", "biomes": "#Forge: is_plains", "Features": [EMERALDCRAFT: Wild_cabbage " "EMERALDCRAFT: Wild_chili"]], "Step": "Vegetal_Decora"}
Then Fabric must also be a whole set!So this module was born.
The author of the packet can put all the Biome Modifier (format as *.json) in the method in the data/
The format of each Biome Modifier file is as follows:
{"type": "", "biomes": "List of group ID/group ID" "", "priority": "Priority, " ": " "}
The application stage of the group editor will be applied in the order of priority from small to large.The default priority is 1000.
Editor type
This part of the recommended developers read the original English text.
The module currently provides 18 different group editor types, 19 different dimensions of editor types, and 6 different noise generator editors.Commonly used:
biome_modifier: None
As the name suggests, this editor does not have any functions and can allow the group editor provided by the author overwritten by the author.
{"type": "biome_modifier: none"}
biome_modifier: add_features
You can add all the places mentioned in Features to the group.
{"type": "biome_modifier: add_features", "biomes": "List/group label of group ID/group ID>", "features": "List of ground object ID/ground ID> "," Step ":"Biome_modifier: Remove_features
You can delete all the grounds mentioned in Features from the group.
If the group lacks one of them, a warning will appear in the log file, but it will not collapse.
{"type": "biome_modifier: remove_features", "biomes": "List/group label of group ID/group ID>", "features": ""," STEP ":"
"}
biome_modifier: Add_SPAWNS
All the physical generators mentioned in Spawns can be added to the group.
{"type": "biome_modifier: add_spawns", "biomes": "List/group label of group ID/group ID>", "spawners": [{{{{{{"Type": "", "weight": weight, "mincount": minimum quantity, "maxcount": maximum quantity} // If you only add one creature, you can replace this list replacementA single object]}
biome_modifier: Remove_spawns
You can delete all the physical generators mentioned in Entity_Types from the group.
If the group lacks one of the physical generators, a warning will appear in the log file, but it will not collapse.
{"type": "biome_modifier: remove_spawns", "biomes": "List of group ID/group ID" "," Entity_Types ": [" "biome_modifier: add_spawn_costs"// If you only delete the generation of a creature, you can replace this list for a single string]}
You can add all the physical generators mentioned in spawn_costs to the group.
Note that this is a biological generation system related to generating potential.
{"type": "biome_modifier: add_spawn_costs", "biomes": "List of group ID/group ID", "spawn_costs": {"" "": {" charge ": generate potential," Energy_budget ": Budget for potential energy}}
biome_modifier: Remove_spawn_costs
You can delete all the physical generators mentioned in Entity_Types from the group.
Note that this is a biological generation system related to generating potential.
If the group lacks one of the physical generators, a warning will appear in the log file, but it will not collapse.
{"type": "biome_modifier: remove_spawn_costs", "biomes": "List of group ID/group ID" "," Entity_types ": [" ""// If you only delete the generation of a creature, you can replace this list into a single string]}
biome_modifier: add_carvers
You can add all the carvings mentioned in Carvers to the group.
{"type": "biome_modifier: add_carvers", "biomes": "List/group label of group ID/group ID>", "Carvers": "List of carvarian ID/sculpture ID> "", "Step": "biome_modifier: Remove_carvers"}
You can delete all the sculptures mentioned in Carvers from the group.
If the group lacks one of the sculptures, a warning will appear in the log file, but it will not collapse.
{"type": "biome_modifier: remove_carvers", "biomes": "List/group label of group ID/group ID>", "Carvers": ""," STEP ":"
"}
other
For more groups, dimensions, and noise generators, the types of editorials and SCHEMA, please refer to GitHub Readme and Wiki.
Example data packet
Extra Ores
This data package adds additional ore to the Lord World.
Additional minerals (shooting with xRay packet)
NO Ore in Overworld
This data packet is except for the generation of the ore of the main world (but the ore vein can still be generated).
The main world is mineless (using the xRAY packet to shoot, the iron ore on the left is intentionally placed for comparison)
Zombies in the Nether
This data packet allows zombies to generate in every group in the lower bounds.
Zombie lower boundary
Author's words
The module body is open source in the MIT protocol.It is still being improved, and more functions will be added in the future.
When feedback, please indicate the MC version, module version, and the data packet you use, and upload the error report or explain the complete reproduction method, otherwise it will be regarded as you have solved it.
All gameplay and content of this module are completely free and open source, and the author will not ask you for any money.Please speak friendly, maintain the community atmosphere, and thank you for your cooperation.
The developer is very eager to get the problem and error message of the work, so I will thank you very much for your feedback!
If there is a suggestion, we are also very welcome to make in the comments that we will work hard to make the module better!
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