Everything posted by Garik1303
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[1.12.2] Wrong render IModel
Good question!
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[1.12.2] Generate ore in custom dimension of another mod
Hello! How generate ore in custom dimension of another mod? (In my case, I'm trying to add generation to the Misty World by @Liahim) In the generator, in the generate method, I did such checking if (world.provider.getDimension () == Mist.dimensionID) and such if (world.provider.getDimension () == 69) Does not work( In general, here is my generator, and I'm trying to add the generation of my ore to a measurement from another mod: public class MistyThaumcraftWorldGenerator implements IWorldGenerator { private WorldGenerator ore_amber; public MistyThaumcraftWorldGenerator() { ore_amber = new WorldGenMinable(RegisterBlocks.ore_amber.getDefaultState(), 9); } public void generate(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider) { if (world.provider.getDimension() == Mist.dimensionID) { runGenerator(ore_amber, world, random, chunkX, chunkZ, 80, 5, 180); } } private void runGenerator(WorldGenerator gen, World world, Random rand, int chunkX, int chunkZ, int chance, int minHeight, int maxHeight) { if(minHeight > maxHeight || minHeight < 0 || maxHeight > 256) throw new IllegalArgumentException("Ore generated out of bounds"); int heightDiff = maxHeight - minHeight + 1; for(int i = 0; i < chance; i++) { int x = chunkX * 8 + rand.nextInt(8); int y = minHeight + rand.nextInt(heightDiff); int z = chunkZ * 8 + rand.nextInt(8); gen.generate(world, rand, new BlockPos(x, y, z)); } } }
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[1.12.2] Several surface blocks in the biome
I did this way: protected static final IBlockState COARSE_DIRT = Blocks.DIRT.getDefaultState().withProperty(BlockDirt.VARIANT,BlockDirt.DirtType.COARSE_DIRT); protected static final IBlockState GRASS = Blocks.GRASS.getDefaultState(); protected static final IBlockState CONCRETE = Blocks.CONCRETE.getDefaultState().withProperty(BlockColored.COLOR, EnumDyeColor.ORANGE); protected static final IBlockState RED_SAND = Blocks.SAND.getDefaultState().withProperty(BlockSand.VARIANT, BlockSand.EnumType.RED_SAND); private IBlockState[] clayBands; private long worldSeed; private NoiseGeneratorPerlin pillarNoise; private NoiseGeneratorPerlin pillarRoofNoise; private NoiseGeneratorPerlin clayBandsOffsetNoise; private final boolean brycePillars; private final boolean hasForest; public void genTerrainBlocks(World worldIn, Random rand, ChunkPrimer chunkPrimerIn, int x, int z, double noiseVal) { if (this.clayBands == null || this.worldSeed != worldIn.getSeed()) { this.generateBands(worldIn.getSeed()); } if (this.pillarNoise == null || this.pillarRoofNoise == null || this.worldSeed != worldIn.getSeed()) { Random random = new Random(this.worldSeed); this.pillarNoise = new NoiseGeneratorPerlin(random, 4); this.pillarRoofNoise = new NoiseGeneratorPerlin(random, 1); } this.worldSeed = worldIn.getSeed(); double d4 = 0.0D; if (this.brycePillars) { int i = (x & -16) + (z & 15); int j = (z & -16) + (x & 15); double d0 = Math.min(Math.abs(noiseVal), this.pillarNoise.getValue((double)i * 0.25D, (double)j * 0.25D)); if (d0 > 0.0D) { double d1 = 0.001953125D; double d2 = Math.abs(this.pillarRoofNoise.getValue((double)i * 0.001953125D, (double)j * 0.001953125D)); d4 = d0 * d0 * 2.5D; double d3 = Math.ceil(d2 * 50.0D) + 14.0D; if (d4 > d3) { d4 = d3; } d4 = d4 + 64.0D; } } int k1 = x & 15; int l1 = z & 15; int i2 = worldIn.getSeaLevel(); IBlockState iblockstate = CONCRETE; IBlockState iblockstate3 = this.fillerBlock; int k = (int)(noiseVal / 3.0D + 3.0D + rand.nextDouble() * 0.25D); boolean flag = Math.cos(noiseVal / 3.0D * Math.PI) > 0.0D; int l = -1; boolean flag1 = false; int i1 = 0; for (int j1 = 255; j1 >= 0; --j1) { if (chunkPrimerIn.getBlockState(l1, j1, k1).getMaterial() == Material.AIR && j1 < (int)d4) { chunkPrimerIn.setBlockState(l1, j1, k1, STONE); } if (j1 <= rand.nextInt(5)) { chunkPrimerIn.setBlockState(l1, j1, k1, BEDROCK); } else if (i1 < 15 || this.brycePillars) { IBlockState iblockstate1 = chunkPrimerIn.getBlockState(l1, j1, k1); if (iblockstate1.getMaterial() == Material.AIR) { l = -1; } else if (iblockstate1.getBlock() == Blocks.STONE) { if (l == -1) { flag1 = false; if (k <= 0) { iblockstate = AIR; iblockstate3 = STONE; } else if (j1 >= i2 - 4 && j1 <= i2 + 1) { iblockstate = CONCRETE; iblockstate3 = this.fillerBlock; } if (j1 < i2 && (iblockstate == null || iblockstate.getMaterial() == Material.AIR)) { iblockstate = WATER; } l = k + Math.max(0, j1 - i2); if (j1 >= i2 - 1) { if (this.hasForest && j1 > 86 + k * 2) { if (flag) { chunkPrimerIn.setBlockState(l1, j1, k1, COARSE_DIRT); } else { chunkPrimerIn.setBlockState(l1, j1, k1, GRASS); } } else if (j1 > i2 + 3 + k) { IBlockState iblockstate2; if (j1 >= 64 && j1 <= 127) { if (flag) { iblockstate2 = CONCRETE; } else { iblockstate2 = this.getBand(x, j1, z); } } else { iblockstate2 = CONCRETE; } chunkPrimerIn.setBlockState(l1, j1, k1, iblockstate2); } else { chunkPrimerIn.setBlockState(l1, j1, k1, this.topBlock); flag1 = true; } } else { chunkPrimerIn.setBlockState(l1, j1, k1, iblockstate3); if (iblockstate3.getBlock() == Blocks.CONCRETE) { chunkPrimerIn.setBlockState(l1, j1, k1, CONCRETE); } } } else if (l > 0) { --l; if (flag1) { chunkPrimerIn.setBlockState(l1, j1, k1, CONCRETE); } else { chunkPrimerIn.setBlockState(l1, j1, k1, this.getBand(x, j1, z)); } } ++i1; } } } } public void generateBands(long p_150619_1_) { this.clayBands = new IBlockState[64]; Arrays.fill(this.clayBands, CONCRETE); Random random = new Random(p_150619_1_); this.clayBandsOffsetNoise = new NoiseGeneratorPerlin(random, 1); for (int l1 = 0; l1 < 64; ++l1) { l1 += random.nextInt(5) + 1; if (l1 < 64) { this.clayBands[l1] = CONCRETE; } } int i2 = random.nextInt(4) + 2; for (int i = 0; i < i2; ++i) { int j = random.nextInt(3) + 1; int k = random.nextInt(64); for (int l = 0; k + l < 64 && l < j; ++l) { this.clayBands[k + l] = CONCRETE.withProperty(BlockColored.COLOR, EnumDyeColor.YELLOW); } } int j2 = random.nextInt(4) + 2; for (int k2 = 0; k2 < j2; ++k2) { int i3 = random.nextInt(3) + 2; int l3 = random.nextInt(64); for (int i1 = 0; l3 + i1 < 64 && i1 < i3; ++i1) { this.clayBands[l3 + i1] = CONCRETE.withProperty(BlockColored.COLOR, EnumDyeColor.PINK); } } int l2 = random.nextInt(4) + 2; for (int j3 = 0; j3 < l2; ++j3) { int i4 = random.nextInt(3) + 1; int k4 = random.nextInt(64); for (int j1 = 0; k4 + j1 < 64 && j1 < i4; ++j1) { this.clayBands[k4 + j1] = CONCRETE.withProperty(BlockColored.COLOR, EnumDyeColor.RED); } } int k3 = random.nextInt(3) + 3; int j4 = 0; for (int l4 = 0; l4 < k3; ++l4) { int i5 = 1; j4 += random.nextInt(16) + 4; for (int k1 = 0; j4 + k1 < 64 && k1 < 1; ++k1) { this.clayBands[j4 + k1] = CONCRETE.withProperty(BlockColored.COLOR, EnumDyeColor.CYAN); if (j4 + k1 > 1 && random.nextBoolean()) { this.clayBands[j4 + k1 - 1] = CONCRETE.withProperty(BlockColored.COLOR, EnumDyeColor.YELLOW); } if (j4 + k1 < 63 && random.nextBoolean()) { this.clayBands[j4 + k1 + 1] = CONCRETE.withProperty(BlockColored.COLOR, EnumDyeColor.LIME); } } } } Yes ... yes ... I Copied from vanilla
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[1.12.2] Several surface blocks in the biome
How to make several surface blocks in a biome?
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[1.12.2] No generated
Hello! I have a structure that must be generated in my biome. But it is not generated (
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[1.7.10] How to make the generation of ore deposits?
Help please! How to make the generation of ore deposits in GregTech. How to make a vein generated with a certain distance?
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Which came to replace "registerEnchantments(RegistryEvent.Register<Enchantment> event)" in versions 1.9.4
"@SubscribeEvent public void registerEnchantments(RegistryEvent.Register<Enchantment> event) { event.getRegistry(). register(myname); }" How to rewrite this code to 1.9.4 ?
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"The constructor Enchantment(int, int, EnumEnchantmentType) is undefined"
Hi, Tell me how to solve this error? "The constructor Enchantment(int, int, EnumEnchantmentType) is undefined"
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How can I do to make this spell can be installed only on my specific items
Many thanks!
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How can I do to make this spell can be installed only on my specific items
There is Enum Enchantment Type but I can not add my item. The question is how can I do to my enchant could only impose on my item?
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