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NicoKing60

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Everything posted by NicoKing60

  1. I have tried a lot of thing but the only results are Minecraft freezing or Nothing generating, plus the fun fact that yesterday someone hack my minecraft account so basically i make a mod for minecraft but I don't have minecraft anymore so yeah it's cool (no) Anyway let's concentrate only on my modding problem There is something that I miss, I have seen a lot of modders github to see how they do but nobody use map gen features for the overworld but only for their custom dimensions or world type
  2. Well I try, Minecraft doesn't freeze anymore but nothing new generate
  3. Argh everytime I make this error >.< I know it's ravinE but when I write it I forgot the "e" (english is not my native language and in french we say it "ravin") Okay thanks but how do I do that exactly ?
  4. Hello ! So I have a problem about generating a new type of "Ravine" (called Maw of the Void that litterally pierce trough the Bedrock) but the problem is y can't see if it works because when I try to generate a new world Minecraft freeze at the beginning... I don't know what I did wrong, I even try with a normal ravin code but Minecraft freeze again, maybe a problem with the InitMapGenEvent ? I don't know... Here is my code : Main Mod Class (CotVMod) : package nk.cotv; import net.minecraft.potion.Potion; import net.minecraft.world.WorldType; import net.minecraftforge.common.BiomeManager.BiomeType; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.Mod.EventHandler; import net.minecraftforge.fml.common.Mod.Instance; import net.minecraftforge.fml.common.SidedProxy; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPostInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; import net.minecraftforge.fml.common.eventhandler.Event; import net.minecraftforge.fml.common.registry.GameRegistry; import nk.cotv.entities.EntitySpiritOfTheVoid; import nk.cotv.events.MapGenEventHandler; import nk.cotv.events.PotionEventHandler; import nk.cotv.gui.GuiScreenOverlay; import nk.cotv.potions.StressEffect; @Mod(modid = Reference.MODID, name = Reference.NAME, version = Reference.VERSION) public class CotVMod { @SidedProxy(clientSide = Reference.CLIENTPROXY, serverSide = Reference.COMMONPROXY) public static CommonProxy proxy; @Instance(Reference.MODID) public static CotVMod modInstance; public static Potion stresseffect = new StressEffect(true, 0x1a0000).setIconIndex(0, 0).setPotionName("potion.stress"); public static MapGenBase mawOfTheVoidGenerator; @EventHandler public static void preInit(FMLPreInitializationEvent event) { proxy.preInit(event); EntitySpiritOfTheVoid.MainRegistry(); mawOfTheVoidGenerator = new MapGenMawOfTheVoid(); MinecraftForge.EVENT_BUS.register(new PotionEventHandler()); MinecraftForge.TERRAIN_GEN_BUS.register(new MapGenEventHandler()); } @EventHandler public static void init(FMLInitializationEvent event) { proxy.init(event); } @EventHandler public static void postInit(FMLPostInitializationEvent event) { proxy.postInit(event); } } My custom map gen class, basicaly it's like a ravine but with little changes so I can make the difference between them and normal ravin for testing purpose so it's not finished : package nk.cotv.world.gen; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.state.IBlockState; import net.minecraft.init.Blocks; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.MathHelper; import net.minecraft.world.World; import net.minecraft.world.chunk.ChunkPrimer; import net.minecraft.world.gen.MapGenBase; public class MapGenMawOfTheVoid extends MapGenBase { protected static final IBlockState AIR = Blocks.AIR.getDefaultState(); private final float[] rs = new float[1024]; protected void addTunnel(long seed, int chunkX, int chunkZ, ChunkPrimer primer, double blockX, double blockY, double blockZ, float scale, float leftRightRadian, float upDownRadian, int currentY, int targetY, double scaleHeight) { Random random = new Random(seed); double centerX = (double)(chunkX * 16 + 8); double centerZ = (double)(chunkZ * 16 + 8); float leftRightChange = 0.0F; float upDownChange = 0.0F; if (targetY <= 0) { int blockRangeY = this.range * 16 - 16; targetY = blockRangeY - random.nextInt(blockRangeY / 4); } boolean createFinalRoom = false; if (currentY == -1) { currentY = targetY / 2; createFinalRoom = true; } float nextInterHeight = 1.0F; for (int j = 0; j < 256; ++j) { if (j == 0 || random.nextInt(3) == 0) { nextInterHeight = 1.0F + random.nextFloat() * random.nextFloat(); } this.rs[j] = nextInterHeight * nextInterHeight; } for (; currentY < targetY; ++currentY) { double roomWidth = 2.5D + (double)(MathHelper.sin((float)currentY * (float)Math.PI / (float)targetY) * scale); double roomHeight = roomWidth * scaleHeight; roomWidth = roomWidth * ((double)random.nextFloat() * 0.25 + 0.75D); roomHeight = roomHeight * ((double)random.nextFloat() * 0.25 + 0.75D); float moveHorizontal = MathHelper.cos(upDownRadian); float moveVertical = MathHelper.sin(upDownRadian); blockX += (double)(MathHelper.cos(leftRightRadian) * moveHorizontal); blockY += (double)moveVertical; blockZ += (double)(MathHelper.sin(leftRightRadian) * moveHorizontal); upDownRadian = upDownRadian * 0.7F; upDownRadian = upDownRadian + upDownChange * 0.05F; leftRightRadian += leftRightChange * 0.05F; upDownChange = upDownChange * 0.8F; leftRightRadian = leftRightRadian * 0.5F; upDownChange = upDownChange + (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 2.0F; leftRightRadian = leftRightRadian + (random.nextFloat() - random.nextFloat()) * random.nextFloat() * 4.0F; if (createFinalRoom || random.nextInt(4) != 0) { double distanceX = blockX - centerX; double distanceZ = blockZ - centerZ; double distanceY = (double)(targetY - currentY); double maxDistance = (double)(scale + 2.0F + 16.0F); if (distanceX * distanceX + distanceZ * distanceZ - distanceY * distanceY > maxDistance * maxDistance) { return; } if (blockX >= centerX - 16.0D - roomWidth * 2.0D && blockZ >= centerZ - 16.0D - roomWidth * 2.0D && blockX <= centerX + 16.0D + roomWidth * 2.0D && blockZ <= centerZ + 16.0D + roomWidth * 2.0D) { int xLow = MathHelper.floor(blockX - roomWidth) - chunkX * 16 - 1; int xHigh = MathHelper.floor(blockX + roomWidth) - chunkX * 16 + 1; int yLow = MathHelper.floor(blockY - roomHeight) - 1; int yHigh = MathHelper.floor(blockY + roomHeight) + 1; int zLow = MathHelper.floor(blockZ - roomWidth) - chunkZ * 16 - 1; int zHigh = MathHelper.floor(blockZ + roomWidth) - chunkZ * 16 + 1; for (int x = xLow; x < xHigh; ++x) { double xScale = (chunkX * 16 + x + 0.5D - blockX) / roomWidth; for (int z = zLow; z < zHigh; ++z) { double zScale = (chunkZ * 16 + z + 0.5D - blockZ) / roomWidth; if (xScale * xScale + zScale * zScale < 1.0D) { for (int y = yHigh - 1; y >= yLow; --y) { double yScale = (y + 0.5D - blockY) / roomHeight; if ((xScale * xScale + zScale * zScale) * rs[y] + yScale * yScale / 6.0D < 1.0D) { digBlock(primer, x, y, z, chunkX, chunkZ, false); } } } } } if (createFinalRoom) { break; } } } } } /** * Recursively called by generate() */ @Override protected void recursiveGenerate(World worldIn, int chunkX, int chunkZ, int originalX, int originalZ, ChunkPrimer chunkPrimerIn) { if (this.rand.nextInt(15) == 0) { int worldHeight = world.getActualHeight(); double blockX = chunkX * 16 + rand.nextInt(16); double blockY = rand.nextInt(rand.nextInt(worldHeight / 2) + world.provider.getAverageGroundLevel() + 10); double blockZ = chunkZ * 16 + rand.nextInt(16); float leftRightRadian = rand.nextFloat() * (float)Math.PI * 2.0F; float upDownRadian = (rand.nextFloat() - 0.5F) * 2.0F / 8.0F; float scale = (rand.nextFloat() * 6.0F + rand.nextFloat()) * 6.0F; if (blockY > worldHeight - 40) { blockY = world.provider.getAverageGroundLevel() + rand.nextInt(10); } addTunnel(rand.nextLong(), originalX, originalZ, chunkPrimerIn, blockX, blockY, blockZ, scale, leftRightRadian, upDownRadian, 0, 0, 3.0D); } } //Exception biomes to make sure we generate like vanilla private boolean isExceptionBiome(net.minecraft.world.biome.Biome biome) { if (biome == net.minecraft.init.Biomes.BEACH) return true; if (biome == net.minecraft.init.Biomes.OCEAN) return true; if (biome == net.minecraft.init.Biomes.DEEP_OCEAN) return true; if (biome == net.minecraft.init.Biomes.RIVER) return true; if (biome == net.minecraft.init.Biomes.MUSHROOM_ISLAND) return true; if (biome == net.minecraft.init.Biomes.MUSHROOM_ISLAND_SHORE) return true; if (biome == net.minecraft.init.Biomes.FROZEN_OCEAN) return true; if (biome == net.minecraft.init.Biomes.FROZEN_RIVER) return true; if (biome == net.minecraft.init.Biomes.MUTATED_SWAMPLAND) return true; if (biome == net.minecraft.init.Biomes.STONE_BEACH) return true; return false; } /** * Digs out the current block, default implementation removes stone, filler, and top block * Sets the block to lava if y is less then 10, and air other wise. * If setting to air, it also checks to see if we've broken the surface and if so * tries to make the floor the biome's top block * * @param data Block data array * @param index Pre-calculated index into block data * @param x local X position * @param y local Y position * @param z local Z position * @param chunkX Chunk X position * @param chunkZ Chunk Y position * @param foundTop True if we've encountered the biome's top block. Ideally if we've broken the surface. */ protected void digBlock(ChunkPrimer data, int x, int y, int z, int chunkX, int chunkZ, boolean foundTop) { net.minecraft.world.biome.Biome biome = world.getBiome(new BlockPos(x + chunkX * 16, 0, z + chunkZ * 16)); IBlockState state = data.getBlockState(x, y, z); IBlockState top = isExceptionBiome(biome) ? Blocks.GRASS.getDefaultState() : biome.topBlock; IBlockState filler = isExceptionBiome(biome) ? Blocks.DIRT.getDefaultState() : biome.fillerBlock; if (state.getBlock() == Blocks.STONE || state.getBlock() == top.getBlock() || state.getBlock() == filler.getBlock() || state.getBlock() == Blocks.FLOWING_WATER || state.getBlock() == Blocks.WATER || state.getBlock() == Blocks.FLOWING_LAVA || state.getBlock() == Blocks.LAVA || state.getBlock() == Blocks.BEDROCK) { data.setBlockState(x, y, z, AIR); if (foundTop && data.getBlockState(x, y - 1, z).getBlock() == filler.getBlock()) { data.setBlockState(x, y - 1, z, top.getBlock().getDefaultState()); } } } } The event handler class that is supposed to generate my custom ravine in the world : package nk.cotv.events; import net.minecraftforge.event.terraingen.InitMapGenEvent; import net.minecraftforge.event.terraingen.InitMapGenEvent.EventType; import net.minecraftforge.fml.common.eventhandler.EventPriority; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import nk.cotv.CotVMod; public class MapGenEventHandler { @SubscribeEvent(priority = EventPriority.LOWEST) public void caveControl(InitMapGenEvent event) { if(event.getType() == EventType.CUSTOM) { event.setNewGen(CotVMod.mawOfTheVoidGenerator); } } } If someone can help me please, I am using Forge 1.12.1-14.22.0.2463

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