Description
A mod for adding custom data to chunks without the hassle of writing custom packets, event handling, loading hooks, and more.
Licensed under the LGPLv3 license
Originally developed by FalsePattern
Mod logo by Houstonruss
Goals
It is a goal to provide a way to add custom data to chunks without having to modify any vanilla classes. The API will also provide a simple way to implement the custom serialization/deserialization of the data, both for the networking and the NBT format. An optional goal is to provide a way to register DFUs for the custom data, but this is not a priority.
Non-Goals
It is not a goal to provide any kind of callback/hook system for anything except saving/loading and netcode, any kind of extra behavior should be implemented in the mod using ChunkAPI.
Storage is not provided by the API, the user is expected to implement their own storage system. A good example is using a mixin to add a field to the chunk class, and using that field to store the data.
Motivation
Modifying chunk packet data involved incompatibly modifying network packets, the chunk class, and the anvil chunk loader, which is a lot of work for a simple feature. This mod provides a way to add custom data to chunks without having to modify any of the vanilla classes yourself.
API and spec
The API exposes a way to add custom data to chunks, and a way to register custom serializers for the data.
ChunkDataManager
The ChunkDataManager
itself is the primary class used for managing registrations, but does not implement functionality by itself. For that, you need to use the PacketDataManager
, ChunkNBTDataManager
, and SectionNBTDataManager
interfaces included inside the ChunkDataManager class.
ChunkDataManager.PacketData
This interface is used for synchronizing data from the server to the client. If your data is only required on the server, you can freely skip implementing this interface.
ChunkDataManager.ChunkNBTData
This interface is used for saving/loading data from the chunk NBT. This is required if you want to keep persistent data across world reloads. Note, if you store data per block in the chunk, you should use SectionNBTData
instead, as it is designed with the internal chunk format in mind.
ChunkDataManager.SectionNBTData
This interface is mostly identical to ChunkNBTData
, but is designed for storing data per block in the chunk. Instead of being called once per chunk, it is called once per chunk section (16x16x16 blocks, ExtendedBlockStage
class).
ChunkDataRegistry
This is where you actually register your manager. You need to do all registrations inside the init
phase. You can also disable specific manager IDs by calling disableDataManager
, but this is not recommended, and should only be used if you know what you are doing. You need to do all the disabling inside the postInit
phase.
Packet specification
ChunkAPI modifies the S21PacketChunkData and S26PacketMapChunkBulk vanilla packets, and overwrites their default formats.
All sizes in the tables below are specified in bytes.
S21PacketChunkData new format:
Size (bytes) |
Datatype |
Name |
4 |
int |
X position |
4 |
int |
Z position |
1 |
bool |
Force Update |
2 |
short |
ExtendedBlockStorage mask |
4 |
int |
Uncompressed data length |
4 |
int |
(n) Compressed data length |
n |
byte[n] |
Compressed data |
S26PacketMapChunkBulk new format:
Size (bytes) |
Datatype |
Name |
2 |
short |
(n) Chunk count in packet |
n * 4 |
int[n] |
Uncompressed chunk data lengths |
4 |
int |
(m) Compressed data length |
1 |
1 |
Contains skylight data |
m |
byte[m] |
Compressed data |
n * 10 |
(int, int, short)[n] |
Chunk Headers (x, z, ebs mask) |
In both cases, the compressed data is populated through the ChunkDataRegistryImpl.writeToBuffer method. The layout of this data is as follows:
Size (bytes) |
Datatype |
Name |
4 |
int |
(n) Manager count |
n * varying |
MGRData |
Manager data |
Manager data:
Size (bytes) |
Datatype |
Name |
4 |
int |
(n) Manager name length |
n |
UTF-8 str |
Manager name |
4 |
int |
(m) Manager data length |
m |
byte[m] |
Manager data |
Dependencies
FalsePatternLib
UniMixins
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What means Verified?
-
Compatibility: The mod should be compatible with the latest version of Minecraft and be clearly labeled with its supported versions.
-
Functionality: The mod should work as advertised and not cause any game-breaking bugs or crashes.
-
Security: The mod should not contain any malicious code or attempts to steal personal information.
-
Performance: The mod should not cause a significant decrease in the game's performance, such as by causing lag or reducing frame rates.
-
Originality: The mod should be original and not a copy of someone else's work.
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Up-to-date: The mod should be regularly updated to fix bugs, improve performance, and maintain compatibility with the latest version of Minecraft.
-
Support: The mod should have an active developer who provides support and troubleshooting assistance to users.
-
License: The mod should be released under a clear and open source license that allows others to use, modify, and redistribute the code.
-
Documentation: The mod should come with clear and detailed documentation on how to install and use it.
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How to Install
Download Forge & Java
Download Forge from the offical Site or here. If you dont have Java installed then install it now from here. After Downloading Forge you can run the file with Java.
Prepare
Lounch Minecraft and select your Forge istallation as Version this will create a Folder called Mods.
Add Mods
Type Win+R and type %appdata% and open the .minecraft Folder. There will you find your Folder called Mods. Place all Mods you want to play in this Folder
Enjoy
You are now Ready. Re-start your Game and start Playing.