Important Mineclonia modding PSA

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repetitivestrain
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Posts: 100
Joined: Fri Aug 09, 2024 01:54

Important Mineclonia modding PSA

by repetitivestrain » Post

PSA: the next release of Mineclonia will feature a new deterministic structure generator and biome abstraction layer, which supersede mcl_structures, the engine's decoration system, and the engine's "core.get_biome_*" functions and "core.registered_biomes" table. Please update your mods accordingly; failure to do so will result in structures ceasing to generate or invalid or erroneous biome data being returned when the singlenode-based custom map generator is enabled. These new facilities are documented at:

https://codeberg.org/mineclonia/mineclo ... en/API.txt
https://codeberg.org/mineclonia/mineclo ... ch/API.txt

though it may be prudent to retain support for the existing structure systems, as they will continue to be enabled and utilized on Luanti releases earlier than 5.14, unless the new custom map generator is also enabled.

Furthermore, new function blocks are available by the names of jigsaw and structure blocks to facilitate recording player constructions for future generation and assembling templates so recorded into procedurally generated structures, and function nearly identically to their Minecraft counterparts. It is now exceedingly trivial to create large and complex generated structures with a combination of structure, structure data, and jigsaw blocks; this process is also documented in mcl_levelgen's API.txt. Here is an example of jigsaw generation in action:

https://codeberg.org/mineclonia/mineclo ... d_city.lua

Mods which depend upon the default behavior of the "singlenode" mapgen must place a file named "mcl_levelgen.conf" in their base directories with the following line:

disable_mcl_levelgen = true

to inhibit the new map generator.
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isaiah658
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Joined: Sun Jan 24, 2016 14:58
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Re: Important Mineclonia modding PSA

by isaiah658 » Post

So I'm sort of struggling on how to keep my mod compatible. How do you register basic mapgen decorations, like plants? Because my mod is meant to work on any game, I would normally just use core.register_decoration and avoid any game specific mapgen features. Also, is there a way to determine which mapgen is being used, the old one or the new one? My mod will have to support both for very long time.

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