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ianm1647

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Posts posted by ianm1647

  1. public class OreGeneration {
    	
    	public static final Feature<OreFeatureConfig> KUNZITE_ORE = new OreFeature(OreFeatureConfig.CODEC);
    	
    	public static final ConfiguredFeature <?,?> KUNZITE_FEATURE = new ConfiguredFeature<?, ?>((KUNZITE_ORE).withConfiguration(new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NATURAL_STONE, 
    			BlockInit.KUNZITE_ORE.get().defaultBlockState(), 6)).range(20).square().func_242731_b(20));
    	
    	public static void generateOre(final BiomeLoadingEvent event) {
    		if (event.getCategory() == Category.SAVANNA) {
    			event.getGeneration().getFeatures(Decoration.UNDERGROUND_ORES).add(() -> KUNZITE_FEATURE);
    			
    		}
    	}
    }

    I have used multiple ways of incorporating ore generation into the game and they all seem to require ".withConfiguration"

    this one doesnt require ".configure" though but most others do, and I have no idea why there is an error. theres usually a replacement solution but i cant seem to figure anything out

    let me know if im missing anything

     

    also this code heavily inspired by Beethoven92's better end generation, but i've tried many different simple ways of generating

  2. MORE PROGRESSION MOD

     

    The MoreProgression Mod adds tons of new progression items to get you from spawn, all the way to the Ender Dragon and some more after that!

     

    It adds a numerous amount of items including new foods, ores, blocks, tools, armor, and more!

    VERSION 0.3.1 and higher:

    Spoiler

    These are the features from v3.1 and higher:

    *

    NEW BLOCKS:

    Ender infuser (crafted with 4 ender blocks, 4 ender ingots, and a furnace) (0.3.2)

    Enderanium block (made by putting a tritanium block in the ender infuser or 9 enderanium ingots in the crafting table) (0.3.2)

    Field grass (generates in Field biome, guaranteed wheat seeds when broken) (0.3.1)

    Corn grass (generates in Field biome, guaranteed corn seeds when broken) (0.3.1)

    *

    NEW ITEMS:

    Enderanium ingot (made by putting tritanium ingot in the ender infuser or an enderanium block by crafting) (0.3.2)

    Cactus berries (found in deserts) (0.3.4)

    Cactus berry juice (crafted like other juices) (0.3.4)

    *

    NEW TOOLS AND ARMOR:

    Enderanium armor (stronger than tritanium, not as strong as dragon scale armor) (0.3.2)

    Enderanium tools (stronger than tritanium, not as strong as star tools) (0.3.2)

    Paxels (vanilla and progression materials) (0.3.3)

    *

    NEW BIOMES:

    Field biome (generates with corn and field grass) (0.3.1)

     

    VERSION 0.3.0 and lower:

    Spoiler

    AS OF MOREPROGRESSION v0.3.0, 

    NEW BLOCKS:

    Crusher block (used for ore doubling)

    Cherry Wood Block Variants (slabs, stairs, doors, fences, etc.)

    Marble, Basalt, and Limestone block variants (slabs, stairs, and walls)

    Dust

    Terracotta Grass

    Silverwood Tree and block variants for wood (slabs, stairs, doors, fences, etc.)

    Redwood tree and block variants for wood type (slabs, stairs, doors, fences, etc.)

    Reinforced barrel (as resistant as obsidian)

    *

    3 NEW BIOMES:

    Terracotta Plains:

    Just like the plains biome but no trees and blue terracotta everywhere.

    Dust Wasteland:

    A desert without the life of it. Just a barren wasteland of nothing.

    Redwood Forest:

    Forest full of redwood trees, generates like mega taiga biome.

    *

    NEW FOOD:

    Horse Ribs and Calamari

    Peaches and peach pie

    Juice variants for cherries, carrots, peaches, and apples.

    *

    NEW TOOLS AND ARMOR:

    Nether Star tools, strongest in the game

    Dragon scale armor, strongest in the game (until it's not)

    *

    *

    *

     

     

    This mods goal is to add more progression to the game at the beginning and the end, and I've added exactly that. A mod which adds tools for the in between and AFTER diamonds.

     

    Ores:

     

    Currently, there are 4 ores, one of which does not have a tool and armor set yet.

     

    Bone:

    Generates in the overworld as a fossil ore, mining that drops 2 to 3 bone fragments which can be used to craft bone tools and armor.

    Bone fragments also can be used to craft bones and bone meal

    Ianite:

    Generates in the overworld as ianite ore, mining this drops 1 ianite gem which can be used to craft ianite tools and armor.

    Ianite gems can also be used to craft a block of ianite

    Tritanium:

    Generates in the nether as tritanium ore, mining this drops the ore block which can be put in a furnace or blast furnace to give you a tritanium ingot. Tritanium ingots can be used to craft tritanium tools and armor. Tritanium ingots can also be used to craft a block of tritanium

    Ender:

    Generates in the end as ender ore, mining this drops the ore block which can be put in the a furnace or blast furnace to give you an ender ingot. Ender ingots have no use as of right now, although they can be use to craft a block of ender.

     

    Food:

     

    Cherry:

    Obtainable from Cherry Leaves which generate with the Cherry Tree.

    Cherry Pie:

    Cherry pies can be crafted with an egg, sugar, and a single cherry.

    Corn:

    Obtainable from corn crops.

    Corn Seeds:

    Obtainable from breaking tall grass. Corn seeds can be planted on farmland to grow corn.

    Hamburger:

    Craftable with two pieces of bread and a steak in between.

    Blue Berries:

    Obtainable from blue berry bushes found generated around the world.

     

    Blocks:

     

    Marble and Marble Bricks:

    Marble is generated underground in the overworld, can be crafted into marble bricks and can also be put into a stonecutter.

    Limestone and Limestone Bricks:

    Limestone is just the same as marble.

    Basalt and Basalt Bricks:

    Basalt is the final rock type that is generated in the nether, can also be crafted into bricks with both a crafting table and stonecutter.

    Cherry Log and Cherry Planks:

    Cherry wood is obtainable from Cherry Trees, the only obtainable way to get a cherry sapling is from chests in certain locations in the world. Cherry planks do not have a purpose as of yet because of troubles with tags and tagging it as a planks block in planks.json.

     

    Download Here:

    https://www.curseforge.com/minecraft/mc-mods/moreprogression

     
  3. For anyone who is stuck on ore generation, this is what I've come up with. It works, of course everything is already filled in, the variable effecting the ore spawning is at the top. 

     

    Feel free to use code, just make sure you use your blocks instead of mine.

    package com.ianite.main.world;
    
    import com.ianite.main.block.IaniteBlocks;
    
    import net.minecraft.world.biome.Biome;
    import net.minecraft.world.biome.Biomes;
    import net.minecraft.world.gen.GenerationStage;
    import net.minecraft.world.gen.feature.Feature;
    import net.minecraft.world.gen.feature.OreFeatureConfig;
    import net.minecraft.world.gen.placement.CountRangeConfig;
    import net.minecraft.world.gen.placement.Placement;
    import net.minecraftforge.common.BiomeManager;
    
    public class IaniteOreGeneration {
        private static final CountRangeConfig IANITE = new CountRangeConfig(15, 10, 0, 25);
        private static final int IANITE_VEINSIZE = 5;
        private static final CountRangeConfig TRITANIUM = new CountRangeConfig(25, 10, 0, 128);
        private static final int TRITANIUM_VEINSIZE = 8;
    
        public static void setupOreGeneration() {
            for (BiomeManager.BiomeType btype : BiomeManager.BiomeType.values()) {
                    for (BiomeManager.BiomeEntry biomeEntry : BiomeManager.getBiomes(btype)) {
                        if (IaniteOreConfig.enableIaniteOre) {
                            biomeEntry.biome.addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Biome.createDecoratedFeature(Feature.ORE, new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NATURAL_STONE, 
                            		IaniteBlocks.ianite_ore.getDefaultState(), IANITE_VEINSIZE), Placement.COUNT_RANGE, IANITE));
                        }
                    }
            }
        }
    
        public static void setupNetherOreGeneration() {
            if (IaniteOreConfig.enableTritaniumOre) {
                Biomes.NETHER.addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Biome.createDecoratedFeature(Feature.ORE, new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NETHERRACK, 
                		IaniteBlocks.tritanium_ore.getDefaultState(), TRITANIUM_VEINSIZE), Placement.COUNT_RANGE, TRITANIUM));
            }
        }
    }

     

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