The next release of Mineclonia will feature a custom Lua map generator which, for diverse technical and non-technical reasons, does not support decorations or biomes registered through the engine. In consequence, to support the next major release of Mineclonia, your mod must be altered to register its stone blob definitions in the appropriate new biomes with mcl_levelgen's feature placement facilities. See:
Your changes appear to have been generated by LLMs with little familiarity with the new level generator API, and consequently are simply minor variations on the built-in engine APIs, which are not supported by mcl_levelgen? If you are incapable of writing these changes yourself, I suggest providing API.txt (https://codeberg.org/mineclonia/mineclonia/src/branch/main/mods/MAPGEN/mcl_levelgen/API.txt) to the utility which you use to generate your mod.
I did use a tool for that because I had no idea how to do it. It did function to some degree in game but I am not confident it's perfect. Thank you for the advice, I'll try to add that ASAP. I've unfortunately been really busy IRL so I've been trying to use AI to get something out even if it's not perfect.
To test these changes, you must configure your map generator to "singlenode," or the old mapgen system will be enabled which retains compatibility with Luanti map generation APIs.
Ah. that's why it worked. I don't play a lot of Mineclonia is my problem so I don't know what I'm doing where it's concerned. I usually play Asuna. But I do genuinely want this mod to work on Mineclonia because I know it's a well made game and a lot of people like it.
The next release of Mineclonia will feature a custom Lua map generator which, for diverse technical and non-technical reasons, does not support decorations or biomes registered through the engine. In consequence, to support the next major release of Mineclonia, your mod must be altered to register its stone blob definitions in the appropriate new biomes with mcl_levelgen's feature placement facilities. See:
https://codeberg.org/mineclonia/mineclonia/src/branch/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/API.txt
and for examples how this may be accomplished,
https://codeberg.org/mineclonia/mineclonia/src/commit/main/mods/ITEMS/mcl_flowers/lg_register.lua (search for "mcl_levelgen:ore_diorite" or the like).
In theory it is working but I don't play enough Mineclonia to say for sure if my current build is viable for long term worlds.
Your changes appear to have been generated by LLMs with little familiarity with the new level generator API, and consequently are simply minor variations on the built-in engine APIs, which are not supported by mcl_levelgen? If you are incapable of writing these changes yourself, I suggest providing API.txt (https://codeberg.org/mineclonia/mineclonia/src/branch/main/mods/MAPGEN/mcl_levelgen/API.txt) to the utility which you use to generate your mod.
I did use a tool for that because I had no idea how to do it. It did function to some degree in game but I am not confident it's perfect. Thank you for the advice, I'll try to add that ASAP. I've unfortunately been really busy IRL so I've been trying to use AI to get something out even if it's not perfect.
To test these changes, you must configure your map generator to "singlenode," or the old mapgen system will be enabled which retains compatibility with Luanti map generation APIs.
Thanks.
Ah. that's why it worked. I don't play a lot of Mineclonia is my problem so I don't know what I'm doing where it's concerned. I usually play Asuna. But I do genuinely want this mod to work on Mineclonia because I know it's a well made game and a lot of people like it.