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Forge/Fabric server support #22

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GeekCornerGH opened this issue Jan 11, 2025 · 6 comments
Open

Forge/Fabric server support #22

GeekCornerGH opened this issue Jan 11, 2025 · 6 comments
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enhancement New feature or request

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@GeekCornerGH
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Hi,
I was wondering if it was planned to support modded servers with a Forge or Fabric version of this plugin?

Regards

@HydrolienF
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Hi @GeekCornerGH,
It would require a lot of time and effort, so it's not planned for now. Only plugins & datapacks are supported.

You can still generate your world with Underilla on a paper server, then use it on a moded server. (But it won't have any moded biomes or structures).
If your mods use a datapack for structure or biome generation, you can add it to the paper server and custom structure & biome will be included on your world. It require a bit of search in the mod files.

I will leave this issue open if someday I change my mind and choose to add Fabric support.
If someone else want to try to add Fabric or Forge, pull request are welcome.

@HydrolienF HydrolienF added the enhancement New feature or request label Jan 11, 2025
@GeekCornerGH
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I get what you mean. My world is using BOP biomes however, so that's an issue. Thanks for answering tho

@HydrolienF
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This mod is using a datapack for the biomes, so you could use the datapack files alone for Underilla merging.

cf https://github.com/Glitchfiend/BiomesOPlenty/tree/1.21.4/common/src/generated/resources/data/biomesoplenty/worldgen/biome

@GeekCornerGH
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Not sure how I would use it, I got basically no modding experience with MC

@junible
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junible commented Feb 28, 2025

If I'm to understand correctly, would this mean that mods that propagate modded blocks in their generation would not function properly even if their generation was data-driven? I attempted to extract the data from Spelunkery for instance, and it would not run.

Additionally, I attempted to load a World Painter world that had the custom biome "terralith:yosemite_lowlands" from the terralith datapack, and the console outputted Could not resolve biome 'yosemite_lowlands' repeatedly until the server automatically stopped. I tried this with the datapack in a datapacks folder in both an empty world folder and the world_base folder individually
and it reproduced the same results. Am I not doing this properly?

@HydrolienF
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@junible

If I'm to understand correctly, would this mean that mods that propagate modded blocks in their generation would not function properly even if their generation was data-driven? I attempted to extract the data from Spelunkery for instance, and it would not run.

Hi, Underilla is not made to works with mods.
You can generate caves in a custom map with only vanilla blocks (with or without datapack), then use it with mod, but you can't have modded blocks placed on the map with Underilla. This limitation is because Minecraft does not allow datapack or plugins to do custom blocks.

Additionally, I attempted to load a World Painter world that had the custom biome "terralith:yosemite_lowlands" from the terralith datapack, and the console outputted Could not resolve biome 'yosemite_lowlands' repeatedly until the server automatically stopped. I tried this with the datapack in a datapacks folder in both an empty world folder and the world_base folder individually and it reproduced the same results. Am I not doing this properly?

You should be able to make that datapack work, are you using the latest Underilla version in 1.21.4 ?
Datapacks are supposed to be in world/datapacks/YOUR_DATAPACK_NAME.

You can debug it without Underilla first like this:

  1. If Minecraft find your datapack you should be able to see it with this command /datapack list. If there is no terralith datapack, Minecraft can't find it, so Underilla can't use it.
  2. If your datapack is loaded, you can try to locate the custom biome "terralith:yosemite_lowlands" to check if Minecraft find it.
  3. If the datapack is loaded & the biome exist, send me your config file & server logs with Underilla on the plugin Discord: https://discord.gg/RPNbtRSFqG

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