Thread:LOTRMod/@comment-29954640-20170223220430/@comment-25101690-20170302003313

AlteOgre wrote: SamwiseFilmore wrote: Why would you want to replace all the classes that you reference? That doesn't make any sense. It would be much easier to just do as Sinth describes, which is really what the Forge API is designed to do.

We're talking replacing entire biome generation class files for world generation here, not just an event triggered mechanic. I don't see how dedicated code could make that simpler. Sure you can write separate lines of submod code for each individual constituent of mentioned files that are involved in world generation and faction relationships so each time either of these is called upon by the mod you create a diversion that surpresses the mod coded parameters or lines and replaces them by custom stuff ... but that would seem incredibly laborious and inefficient to me.

''Please note that I am not a coder, nor do I feel inclined to dig into the coding myself. There are others who are better equipped and motivated to do so.'' The LOTR mod doesn't add anythong notable to world generation, except for the map mechanism. This mechanism, as magical as it might seem, is still a simplification of the vanilla biome generation because it replaces many features, such as climate zones, oceans, islands, biome sizes etc and only uses the map amd a bit of noise as basis. The algorithm is fairly easy.

The other improvements of world generation, such as the removal of overhangs and floating rocks, was basically just fiddling around with world configuration settings (which you can also do in Minecraft 1.8+ in the world generation customiser) combined with the custom biomes.

To better understand parts of the code, I can give other coders my clone of the original mod sources from a long past mod version. They are ourdated but they still contain all the original variable namees etc which makes reading it easier than the decompiled code.