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JJ42001

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  1. So, I still cant figure out how to see minecraft's worldGen codes, but I've been changing and adding things in my code here and there and still can't quite get it to function. This is what I currently have, which what I thought would only spawn the portion of the vein if 'isLoaded' returns true, but when I load up a world, there are none to be found....anywhere.
  2. How would I go about finding the generation of strongholds, mine shafts and nether fortresses?
  3. Interesting, I'll have to try that, and I'll keep poking at it and trying things until I find out how to get it working.
  4. Alright well that shows me whats causing the issue, but I'm still not quite sure what to do to fix it. Because I am trying to generate such a large number of blocks in a single instance, that one instance takes up about 4-9 chunks every time that a limestone patch is generated, wouldn't centering the generation still cause overlapped generation to load the other chunks? I am using worldGenMinable Am I using it correctly? Edit: I'll keep looking deeper into it.
  5. So what I am having issues with is generating Limestone into the world in big veins. Unfortunately every time I go into the hundreds for 'blockCount' when I go to load new chunks in a pre-existing world I get no visible chunk loading / generation at all, and the game just stops all world interaction. (Can still do commands, but not exit the world) When creating a new world it just stays on the generating world loading screen. Both loading new chunks after updating 'blockCount', and creating a new world throw this too many times to count (but with a different x / y coords): [00:15:56] [Server thread/WARN]: PDS loaded a new chunk (1475, 1 Dimension: 0) during chunk population, causing cascading worldgen lag. Please report this to the mod's issue tracker. This log can be disabled in the Forge config. Here is the worldGen code: This is the only way I know how to generate blocks into the world, so any help on this would be helpful. Thanks in advance, Sincerely JJ42001
  6. Apparently I forgot to change my .txt to a .json thank you, I no longer have any issues.
  7. Alright, just did that. I'll run it now... Still having the same issue.
  8. Yea, thats what I meant, I'll edit my other post. I apologize for the confusion. I'm still unsure how to resolve the issue though.
  9. That's what I thought, but when I run the game I get this: https://www.dropbox.com/sh/5k1epp0wa70k0rs/AAAhuD1Qw5kOcc_Nhd9LBgjQa?dl=0 My model for the Steel Ingot is under: src/ main/ resources/ assets/ models/ item/ steel_ingot.json And the texture: src/ main/ resources/ assets/ textures/ items/ steel_ingot.png
  10. How would one go about rendering items with this method?
  11. That makes sense, Thank you for your reply, I now understand how they work.
  12. What is the import for Utils.getLogger().info(); ? It doesn't matter which one I import, I get a syntax error "Can't resolve method 'getLogger()' " Else do I need to make a class called 'Utils' and create a 'getLogger()' method? I have never used a Logger so this is new to me.
  13. I suppose all the answers s were right under my nose, I was just looking in the wrong places. Thank you guys for your help, my issue has been solved.
  14. I have read through the FML Documentation for 1.12 particularly over the item / block registry and I'm still confused on how to use it. This is how I'm used to doing it: public class ModItems { public static Item gold; public void init() { gold = new ItemGold(); } public void register() { GameRegistry.register(gold); } public void registerRenders() { registerRender(gold); } public void registerRender(Item item) { Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(Reference.MODID + ":" + getUnlocalizedName().substring(5), "inventory")) } } Then I call "ModItems.register();" in my main class under "preInit()", and "registerRenders()" in my "ClientProxy" class. Doing this in 1.12 does not work, and any help would be appreciated.
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