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Implement feature for mods to define new world types (#7448)
* Mods can now register world types via a new forge registry, and optionally register a settings screen to tweak them. * The default world type for dedicated servers and singleplayer world creation is configurable via forge's common config.
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@@ -74,6 +74,7 @@ import net.minecraft.world.gen.treedecorator.TreeDecoratorType;
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import net.minecraftforge.common.ForgeTagHandler;
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import net.minecraftforge.common.MinecraftForge;
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import net.minecraftforge.common.loot.GlobalLootModifierSerializer;
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import net.minecraftforge.common.world.ForgeWorldType;
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import net.minecraftforge.event.RegistryEvent;
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import net.minecraftforge.event.RegistryEvent.MissingMappings;
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import net.minecraftforge.fml.ModContainer;
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@@ -180,6 +181,7 @@ public class GameData
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// Custom forge registries
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makeRegistry(DATA_SERIALIZERS, DataSerializerEntry.class, 256 /*vanilla space*/, MAX_VARINT).disableSaving().disableOverrides().addCallback(SerializerCallbacks.INSTANCE).create();
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makeRegistry(LOOT_MODIFIER_SERIALIZERS, c(GlobalLootModifierSerializer.class)).disableSaving().disableSync().create();
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makeRegistry(WORLD_TYPES, ForgeWorldType.class).disableSaving().disableSync().create();
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}
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@SuppressWarnings("unchecked") //Ugly hack to let us pass in a typed Class object. Remove when we remove type specific references.
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private static <T> Class<T> c(Class<?> cls) { return (Class<T>)cls; }
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