I'm trying to improve rainfall in my flowing water fork. And I'm running into a real problem: determining sea level.
I can make a good guess -- 62 in the overworld, 49 in the end.
I can make good guesses for mystcraft/RfTools type dimensions -- "getAverageGroundLevel()", badly mis-named, returns 64, or 50, or 32, and turning that to 62, 49, and 31 is reasonable.
EDIT: 4 in flat worlds, and I don't know what in customized superflats.
But ... Twilight Forest actually needs 30 to avoid breaking swamps, other dimensions might actually have 63 for their overworld-like behavior, etc. And that's before oddball dimensions that are higher than normal. Before "sea-less" worlds that have no sea at all.
So, ultimately, I need to have a way for users to edit what I think is the answer. At first it was going into a config file, until I realized that in single-player, one config file drives multiple worlds. No good. And "WorldSavedData" makes NBT files that are not easy for users to edit. And relying on a server command to set data ... works but does not scale for worlds with lots of dimensions, plus the security issue (it would need to be op-only on servers, but accessible even without cheat codes in single player).
I'm thinking there has to be a better way. I cannot be the only one that has per-dimension / per-save data that needs to be editable by users and not stuck in an NBT file. What's a better way?
I can make a good guess -- 62 in the overworld, 49 in the end.
I can make good guesses for mystcraft/RfTools type dimensions -- "getAverageGroundLevel()", badly mis-named, returns 64, or 50, or 32, and turning that to 62, 49, and 31 is reasonable.
EDIT: 4 in flat worlds, and I don't know what in customized superflats.
But ... Twilight Forest actually needs 30 to avoid breaking swamps, other dimensions might actually have 63 for their overworld-like behavior, etc. And that's before oddball dimensions that are higher than normal. Before "sea-less" worlds that have no sea at all.
So, ultimately, I need to have a way for users to edit what I think is the answer. At first it was going into a config file, until I realized that in single-player, one config file drives multiple worlds. No good. And "WorldSavedData" makes NBT files that are not easy for users to edit. And relying on a server command to set data ... works but does not scale for worlds with lots of dimensions, plus the security issue (it would need to be op-only on servers, but accessible even without cheat codes in single player).
I'm thinking there has to be a better way. I cannot be the only one that has per-dimension / per-save data that needs to be editable by users and not stuck in an NBT file. What's a better way?
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