The methods should contain your custom code to whatever you want when the event happens. Each method needs to have the annotation and the parameter passed tot the event must be the type of event you're trying to handle (I list most known events at the end of the tutorial). Put public static methods in it that follow the example in my tutorial, one method for each event type you want to handle.By doing this you don't need to actually register it, that will happen automatically! If your events are client-side only, set the annotation value = Side.CLIENT (see discussion on sided event handling below). Create an event handling class, call it whatever you want.I provide a lot of details below, but it is important to understand the general stepsĪlso, there are two common methods for registering your event handler, with the more common one now being the annotation method. The Steps Needed To Create An Event Handler You may also want to check out CoolAlias' tutorial that covers similar topic: CoolAlias' Event Handling Tutorial. In this tutorial, I'll explain the basics, provide example handler classes that list all known events, and then give some tips and references on how to learn and have fun with event handling. 1111/60 = 18.5 hours.The general concept is that you create "event handling" methods that subscribe (using then register those as "listeners" to the appropriate event bus. Try /forge generate 0 0 0 1000000 on a test server and look at first reports in the chat (or logger window) to calculate how much chunks your machine can generate per minute (then just stop your server to stop generating all the chunks). This is the number to put in the command, so /forge generate 0 0 0 1000000 So your entire desired zone is 1.000x1.000 chunks So your entire desired zone is 16.000x16.000 blocksĭivide each side by 16 (chunk size). If you want to generate the map from +8.000 to -8.000 for X and Z coordinate:įind the diameters. My hardware generates ~900 chunks per minute. The command /forge generate also reports the count of chunks generated every minute. So now forge actually skips already generated chunks. If I try bugger number for chunks count it will generate only the missing chunks. Tried /forge generate 0 0 0 1000 and it instantly says: Finished generating 0 new chunks (out of 1000) for dimension minecraft:overworld. The chunk generator has to load the chunks correctly, just like the server normally would (so that obviously means the server has to be online). What's a good 1.12.2 Forge mod I can install, that will allow me to generate chunks incrementally without checking the previous chunks first? A mod where I can skip x amount of chunks and generate x amount of new chunks. However, at some point, running the /forge generate command will take so long, that it has to stop in order to let players play (because it has to check every chunk up until your number). It has like 250+ mods, so pregenerating chunks should only be done at night (so the server is actually playable in the day). On my server I run a modpack called DDSS. I might be overexaturating on the numbers a bit, as checking if a chunk has been generated is a tad faster than generating one. Then I do: /forge generate 0 0 0 300000Īnd that takes 60 minutes, but only 100.000 were generated. Then I do: /forge generate 0 0 0 200000Īnd that takes 40 minutes, but only 100.000 were generated. So that means that if I do: /forge generate 0 0 0 100000Īnd that takes 20 minutes. it has to check every single chunk from 0 to x (where x is your new number). Okay, sure, I can keep track of that in a notepad and just increment by 100.000 (or more) from time to time. You need to write 200.000 to generate an additional 100.000 chunks. Surely you just run the same command again, and it will generate an ADDITIONAL 100.000 chunks, right? NO. A few hours pass by, and you realise you need to generate more chunks. That's completely fine and it works quite well. That will generate 100.000 chunks around 0, 0, 0. Say I run this command: /forge generate 0 0 0 100000 That's literally going to be impossible (at some point). The above sentences are completely fine, until you want to generate new chunks. Might as well use the built-in chunk generator, just in case some 3rd party plugin does it in some weird way.
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