Krevik
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Everything posted by Krevik
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After the chest in your structure is generated you need to get it tile entity using world.getTileEntity (you must know it position). Then you call it to TileEntityChest and at the final you need to use methods setLootTable and fillWithLoot. Hope this will help you a bit, greetings!
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Hello! I have made a dimension and custom biomes. I want to have floating islands only in one biome so I copied code from ChunkGeneratorEnd, pasted it into my ChunkGenerator and code from ChunkGeneratorEnd is done only in FloatingIslands biome. Though I've got some problems on borders of the biome: https://i.imgur.com/vzFE1yl.png . So the goal is to somehow smooth these pieces, or maybe let chunkgenerator complete generation if it's out the biome border but basing on noise the stone should be generated here. Does anyone have any idea or can help me? Here's my ChunkGenerator: I thought of checking neighbour heightMap if the method is generating blocks on a border of chunk and if it is positive than generate neighbour chunk,but operating on this heightMap seems quite difficult.
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Not so begginer as you think Will post rest of the code soon
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Cannot find it. Could you post a link?
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But how that fix my problem? Whenever I change the value to low or high, there are lot's of mobs. That applies only to MONSTERS
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Hi! I would like to know more about flags in the world.setBlockState(state,flag) method. Is there any list describing what each flag does? What is the best flag to generate blocks in custom dimension (I am talking about performance of course)?
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It's in edit spoiler
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I decided to reopen topic cause the problem still occurs
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Hello! I want to have floating islands in my custom dimension but only in one biomes so that's why I think I cannot do that in Chunk Generator, and I must do that in WorldGenerator class. After hours of trying I got something like: The problem is I would prefer something more like the last image here I thought of using Noise Generator in World Generator. So the question is: Do anyone know some source code of some structure which is generated using noise generators? I even do not understand noise generator so that's why I need some source code to understand just a bit how it's working Also if someone has any ideas how to improve my generator here's the actual code
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Searched for some example, found it and updated sounds.json. Now it works nice. Got next problem that I didn't notice last time.. After some time minecraft starts to playing two musics at the same time... But I think that I can fix that myself, so thanks everyone for help!
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Hmm low RAM amount shouldn't be problem anyway. I have 8gb DDR4. Minecraft in eclipse has it's default - 1gb. I would change it to higher, but I think that most minecraft players have default. I want these "most minecraft players" to have comfortable conditions to use my mod.
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Checked both, repaired my json but the lag still occurs
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Thanks! I thought this works same as with animals, cause animals with spawn rate like 1 spawn very rare
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[Solved] Cascading chunk-load in IWorldGenerator
Krevik replied to Matryoshika's topic in Modder Support
Try using flag=2 -
The music normally plays so I thought this is true. Can be json invalid, even if there's no error log in console during loading? Could you point me the place this is wrong? Yea I used this method before but after updating forge to latest version there is no such method in WorldProvider - it's just deleted. Also there is no such method in latest forge version as EnumHelperClient.addMusicType. This lag occured even with using getMusicType in WorldProvider instead of using event.
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Hi! My problem is that MONSTERS are spawning in large amounts. Only in dark places, but amounts are really too big. There's no such problem with creatures. In entity code I have getMaxSpawnedInChunk() set to 2. What can be causing this problem? Spawn Registry EDIT: Even when I set weight to some huge number I've got a lot of mobs. For e.g. EDIT: BiomeMysticForest Kether Biome BiomeDecoratorMystic populateChunk method in my ChunkGenerator It appeared that the problem is very weird. There is only problem with EntitySkylight during the day. During the night they almost don't spawn.
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It helped with crashing, Thanks! But lags problem is still present
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Didn't help. Also I noticed that after few minutes of playing this sound (maybe 1/2 minutes) the game crashes. Here's the log
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Hi! I've got little problem. Each time my music is starting to playing, minecraft got one lag spike (like resource loading spike). Then the music normally plays. Is there any way to solve it? Event class Client Proxy Event register (in mod main class) Sounds.json There is no error during loading sounds.json (in console) SoundHelper SoundEventHandlerMystic
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Found a solution. I was just using setBlockState method instead of setBlockAndNotifyAdequately Even if no generate method was called there were lags (Idk why) but now the lags are gone
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Checked with these print Statements and it seems that structures are not causing these lags. Every structure is generated very fast and finished also. Lags occure even if no structure is actually being generated. So It seems that generators are correct, but there's problem with something "higher".
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Yes some of my blocks do something and they"re "ticking" but even if they"re disabled from generation lags occure. Also these blocks start ticking after these lags end. Yes I have some tileEntities but they"re not generated, they"re available only from crafting table. Thanks will remember about shifting!
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Added code. Actually the problem is I tried a lot of structures e.g. some small constant structures like mushroom from blocks, and any of them cause these lags, even if (as I said) there is no word about cascading in console. Yea I am making custom trees but disabling them from generation doesn't help Thanks will be trying with these print statements.