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Schleim_time

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Everything posted by Schleim_time

  1. Hey thank you for responding, i already fixed it but i need an explaination, i readed i have to add 8 to the random for some reason. If do rz/rx=random16+8 no lag be be fired but whyyy? I mean the plus 8 in my thought will surely trigger 3 neigbour chunks with a very high chance
  2. i found out what causes it but now im feeling dumber than bevore im wondering why, if i turn rz/rx to randomnextint14+1 no cascadeworldgenlag will be triggered and i have stripes in my decoration exactly at chunk boarders, if i do random16 it will only generate in the chunk but still trigger that gen lags :C oof can anybody explain why? i also tested to only populate the chunk at 0,0 i dont see any dekoration reaching over chunk boarders but cascade worldgenlag say other stuff
  3. I created my own World Generator which add some Custom Plants, Trees and Grass. The problem that occurs is when i add more stuff, it start to Stackoverflow, but only during world creation in my custom biome (custom worldtype) , finding my biome in a normal worldtype dont cause it because not that much chunks will created at same i think. I heard it is because if i try to generate blocks outside of chunks, they will try to generate over and over again until they get placed causing that overflow if it will use that to often. However it is sometimes nessesary for me to generate more than only a chunk of stuff, like clusters of blocks like pumpkins they need to reach over chunks borders otherwise it will looks weird. I had a few thoughts for a solution, one is to ask if the chunk of the block is generated and if it isnt the block will not be generated and added to a pos/block hashmap and will be asked again during the next chunk generation but i think that isnt a good way because on restart it will maybe cause cuts of blocks in the landscape after the map will be unloaded. Does anybody of ou have a solution to fix the stackoverflow Problem? Maybe i am completly wrong with what i think about the problem.
  4. I created a genLayerCustom for multiple biomes i only added my biomes but i still have rivers and oceans :C how is the way to only get my 2 biomes in one world type???
  5. I dont know what to override in there everything i tried dont worked
  6. for only having one biome in the Type its very simple : i tried that but the upper one will generate normal biomes and the lower one only my wasteland biome, it seems that the list dont affect the biomes that will spawn, how to change the biomeprovider to spawn both biomes?
  7. oh damn i didnt readed that only this player will not hear the sound, ok now it works for me thx XD
  8. im sure my method get called because i could pickup my item from my container it did a sysout but not the sound a line under it. I also followed the documentation and tried to look in to other classed but i didnt found an example for sound played
  9. Thanks, i found out that there exist a extra class for translating strings to lang file strings I18n.format(string) will give the lang file string from input
  10. i want to play the player a sound i tried that player.playSound(new SoundEvent(new ResourceLocation("random.explode")), 1f, 1f); i also used instead of random.explode other resourcelocations from the SoundEvents class but i dont get a sound returned
  11. I want to let my container show up "Forging Table" instead of container.forgingtable.name this are some parts of my code : anybody know what i forgot?
  12. world.setBlockState(pos, Blocks.FLOWER_POT.getDefaultState().withProperty(BlockFlowerPot.CONTENTS, EnumFlowerType.DEAD_BUSH)); that will only place me a normal unfilled flower pot, i know how to use the properties and for variants, halfs, facings and color on other blocks everything works fine.
  13. there is my problem, i never used that event or created anything like that, like i said i tried to replace the mineshaft by putting for x "new MapGenRavine()" so how does that work? and new MapGenRavine() didnt worked for that
  14. does it makes it easier when i say i am owning a custom world type? and it only have to be disabled in that world type
  15. @SubscribeEvent public void onInitMapGenEvent(InitMapGenEvent event) { if(event.getType() == InitMapGenEvent.EventType.MINESHAFT) { event.setNewGen(x); } } so thats my code and the only thing i want to know what i have to fit in for "x" to remove the mineshafts, i tried null and also new MapGenBase but both just doent worked like i wanted them to work, i need something to fit in for x and i think a log will not help for that problem
  16. if it crashes i need something diffrent i i know its whrong what i did, i only want to know how to cancel InitMapGenEvent or override it
  17. @SubscribeEvent public void onInitMapGenEvent(InitMapGenEvent event) { if(event.getType() == InitMapGenEvent.EventType.MINESHAFT) { event.setNewGen(new MapGenRavine()); } } tried to override them with ravines but that crash, null also crash and new MapGenBase() also crash, idk hot to use that event im sorry
  18. something like setType dont exist
  19. wait what? how to override a void method huh? @SubscribeEvent public void onEventGenerateStructure(InitMapGenEvent event){ if(event.getType() == InitMapGenEvent.EventType.MINESHAFT){ } } got that but idk how to override that, i only know how to override objects, also i tried in the if statement to setCancelled, that chrashes and setNewGen also crashes
  20. I tryed out to add an enchantment when i am clicking on something but how to add enchantments? i found that code but it seems outdated in my version, there is nothing with Enchantment.blablabla i dont know what to fill there addEnchantment(Enchantment.sharpness, 4);
  21. Hi guys, i know how to cancel ores and Decorations and that stuff, but how can i cancel Mineshafts and vanilla dungeons?
  22. oh its working thank you
  23. i have my Created my custom GUI and Container all is working fine but i cant see the item names when i hover over them, anybody know hot to enable that?
  24. ahh however i think it isnt that much performance so i take that easy way i did
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