Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 08/19/19 in all areas

  1. For anyone who is stuck on ore generation, this is what I've come up with. It works, of course everything is already filled in, the variable effecting the ore spawning is at the top. Feel free to use code, just make sure you use your blocks instead of mine. package com.ianite.main.world; import com.ianite.main.block.IaniteBlocks; import net.minecraft.world.biome.Biome; import net.minecraft.world.biome.Biomes; import net.minecraft.world.gen.GenerationStage; import net.minecraft.world.gen.feature.Feature; import net.minecraft.world.gen.feature.OreFeatureConfig; import net.minecraft.world.gen.placement.CountRangeConfig; import net.minecraft.world.gen.placement.Placement; import net.minecraftforge.common.BiomeManager; public class IaniteOreGeneration { private static final CountRangeConfig IANITE = new CountRangeConfig(15, 10, 0, 25); private static final int IANITE_VEINSIZE = 5; private static final CountRangeConfig TRITANIUM = new CountRangeConfig(25, 10, 0, 128); private static final int TRITANIUM_VEINSIZE = 8; public static void setupOreGeneration() { for (BiomeManager.BiomeType btype : BiomeManager.BiomeType.values()) { for (BiomeManager.BiomeEntry biomeEntry : BiomeManager.getBiomes(btype)) { if (IaniteOreConfig.enableIaniteOre) { biomeEntry.biome.addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Biome.createDecoratedFeature(Feature.ORE, new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NATURAL_STONE, IaniteBlocks.ianite_ore.getDefaultState(), IANITE_VEINSIZE), Placement.COUNT_RANGE, IANITE)); } } } } public static void setupNetherOreGeneration() { if (IaniteOreConfig.enableTritaniumOre) { Biomes.NETHER.addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Biome.createDecoratedFeature(Feature.ORE, new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NETHERRACK, IaniteBlocks.tritanium_ore.getDefaultState(), TRITANIUM_VEINSIZE), Placement.COUNT_RANGE, TRITANIUM)); } } }
    1 point
  2. Oh you mean self-defeating anticheat!
    1 point
  3. Why do you need to patch Minecraft directly?
    1 point
  4. Use packets to sync tile entity’s data from server to client. I would suggest making a TileEntityRenderer and do the rendering of cables there. Each tile entity would only renders its cables, therefore making another storage of cables unnecessary.
    1 point
  5. Oh god not that thing again. That is not a tool supported by the Forge team. Just use Forge.
    1 point
  6. Crash Course in block states: You know how torches sit on different sides of a block? You know how dispensers can face in different directions? You know how there's grass and snowy grass? You know how there's both sand and red sand? You know how fences connect to each other in different directions? All of those things are block states. States of the block that define some behavior, be it a different texture, model, or behavior. Metadata is the underlying implementation of how blockstate information (which is complex) is saved to disk. Some states (like fence connectivity) is not saved as it is a property that can be determined by looking at the world. 1.13 The Flattening removed all "its actually a different block" states, so Red Sand is now its own block, rather than a "variant state" of Sand. Same goes for the 16 wool colors (and their associated dyes and the fact the dye and the wool metadatas were mirrors of each other for no god damn reason).
    1 point
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.