Move spawn logic to within own event such that changes to spawn data can be changed without risking spawning reading invalid data
Enable modifications to be processed n SpawnerTicker loop.
Move Command Load/Save over to new system
Add BiomeGroup mod support for add/remove/update biome groups.
Update is currently functions as a replace, though more atomic support may be supported in the future.
Case None should throw format exception
Commands Need to be registered
Add appropriate autocompletes to CommandModBiomeGroup
Add commands to add/remove/update LivingGroups.
Currently Update functions as replace.
Add commands to add/remove/update CreatureTypes
Currently Update functions as replace.
Forgot to register commands
remove useless comment
Add Command to add/remove/update LivingHandler.
Update currently functions as replace.
Add Command to add/remove/update BiomeSpawnList.
Update currently functions as replace.
Obvious mistake
Might as well document that it needs to be done eventually
Shouldn't be clearable. Cannot recreate anyway.
Add SideEffect handling for ModAddBiomeGroup. Generate a spawnlist for the newly created group
Document requirement for modification call declaration.
Was required anyway to ensure modifications leave database valid, doubly so now that references are being used (i.e. ModAddBiomeGroup).
Fix ChunkSpawnChance being read as an integer. closes #79
Expose inner spawn data structures as public final. The reference shouldn't change so this should be acceptable. Makes mods function in a cleaner manner as well.
Method calls for Modifications interface order still matters.
Add Side effects handling to ModRemoveBiomeGroup:
Remove spawnlists associated with the biomegroup.