Thread:LOTRMod/@comment-27200931-20170303133111/@comment-27190591-20170304151536

Sinthorion wrote:

LOTRMod wrote: It starts of kind of fun, but soon gets tedious... Yes, I have the game open with the build, code part of the build, relaunch the game, check for errors and fix them, and repeat. (The only way to do it!)

You can do all sorts of randomisation, whatever you want, such as making random holes in the tower, giving it a random height, a random radius, using randomised blocks to create it, random chest loot, chest placement, and so on. You are limited only by your imagination (and by how long you want to spend messing around on an inconsequential structure before doing something actually important). I noticed how tedious this is while making Babel world generation. I thought maybe I could develop a simulator that can run a structure generator and render the result simplified without having to launch Minecraft, just to speed up development.

Also maybe some hotswapping functionality to replace the code during runtime. But I don't know how that could work. The hotswapping should be possible: Eclipse can do this if you start your development environment in the debug mode. And as long as you don't add new functions, fields etc. you don't have to restart the game. So if you use a structure generator that generates the structure in one method you would simply have to respawn the structure ( to example with structure spawners) without restarting the game.