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[1.14.4] Dimensions


RaphGamingz

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I am following this Github: https://gist.github.com/Commoble/ac7d7b57c9cbbfcae310c4ab110c3cc0 to make a dimension. I have a few questions:

How do I teleport a player using the function? What do I put into the parameters? How do I get the dimensionType?

Is there a simple way to make a simple ChunkGenerator that makes you spawn anywhere above ground?

How do I make the dimension have a biome?

Edited by RaphGamingz
First Question Answered
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On 12/13/2019 at 1:45 AM, RaphGamingz said:

How do I get the dimensionType?

When you create a dimension, you have to pass a DimensionType to DimensionManager.registerDimension()

 

Why not...hold onto it?

 

If you have access to the world, you can also query that world for its dimension information, which includes the DimensionType.

Edited by Draco18s
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Could someone explain these functions and what i should put in it

@Override
	public ChunkGenerator<?> createChunkGenerator() {
		return null;
	}

	@Override
	public BlockPos findSpawn(ChunkPos chunkPosIn, boolean checkValid) {
		return null;
	}

	@Override
	public BlockPos findSpawn(int posX, int posZ, boolean checkValid) {
		return null;
	}

	@Override
	public float calculateCelestialAngle(long worldTime, float partialTicks) {
		return 0;
	}

	@Override
	public boolean isSurfaceWorld() {
		return false;
	}

	@Override
	public Vec3d getFogColor(float celestialAngle, float partialTicks) {
		return null;
	}

	@Override
	public boolean canRespawnHere() {
		return false;
	}

	@Override
	public boolean doesXZShowFog(int x, int z) {
		return false;
	}

and how do I add a biome to the dimension

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On 12/15/2019 at 6:42 AM, RaphGamingz said:

Could someone explain these functions and what i should put in it


@Override
	public ChunkGenerator<?> createChunkGenerator() {
		return null;
	}

	@Override
	public BlockPos findSpawn(ChunkPos chunkPosIn, boolean checkValid) {
		return null;
	}

	@Override
	public BlockPos findSpawn(int posX, int posZ, boolean checkValid) {
		return null;
	}

	@Override
	public float calculateCelestialAngle(long worldTime, float partialTicks) {
		return 0;
	}

	@Override
	public boolean isSurfaceWorld() {
		return false;
	}

	@Override
	public Vec3d getFogColor(float celestialAngle, float partialTicks) {
		return null;
	}

	@Override
	public boolean canRespawnHere() {
		return false;
	}

	@Override
	public boolean doesXZShowFog(int x, int z) {
		return false;
	}

and how do I add a biome to the dimension

Try looking how vanilla does it. createChunkGenerator() is the function you're looking for to add a biome (if I remember correctly)

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