In the mod that I'm working on I want to implement a bunch of structures. The spawning of the structures is working as planned with one large exception. As soon as I start moving away from spawn, the blocks within my structure are being replaced by other world generation (as far as I can tell this is what happens). To give an example here is an image of what it is supposed to look like:
To give an example what is happening:
So I figured out it had something to do with the WorldGenMinable Class. This class is what replaces stone with ores,dirt and stone varients. In particular the part:
public WorldGenMinable(IBlockState state, int blockCount)
{
this(state, blockCount, BlockMatcher.forBlock(Blocks.STONE));
}
This part is, I believe, what checks for stone and then replaces it with other stuff found in normal generation.
Is there anyway to stop minecraft from generating into a structure? I tried to somehow setup a way to either:
1. Ignore all my structures during this process
2. Place my structures after this process has completed.
I have gotten no luck with trying to complete either option... Am I just blind? I tried looking at other mods and at lots of forums but I can't find anything related to this issue anywhere?
Here are are my classes dealing with the structure spawning:
An example of one of the classes for the individual structures:
My structure spawn class, that spawns all my structures and is registered in the init.