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TheBasedRebel

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  1. Yes I know what they mean, what i'm saying is that changing it had no impact of spawn rate or the minimum/maximum. I put 1000 just as a test to see if it would change and just never put it back, lol. I'm just not sure what would be causing the problems I mentioned above. Thanks for the response
  2. Hello, i'm having a problem where in my custom dimension too many of my mob spawn, and they don't spawn properly. this.spawnableCreatureList.add(new SpawnListEntry(Raptor.class, 1000, 1, 1)); this.spawnableCreatureList.add(new SpawnListEntry(Eotyrannus.class, 1000, 1, 1)); this.spawnableCreatureList.add(new SpawnListEntry(Triceratops.class, 1000, 1, 1)); this.spawnableCreatureList.add(new SpawnListEntry(Apatosaurus.class, 1000, 1, 1)); this.spawnableCreatureList.add(new SpawnListEntry(Obamadon.class, 1000, 1, 1)); This is in my biome gen class. This is the only biome in my dimension. When I use that code only the last two (Apatosaurus, and Obamadon) spawn. They spawn rarely and I only ever saw one Obamadon after flying around for at least 30min. During that time I only saw around 10 Apatosaurus; this was in flying straight one direction. I saw none of the other mobs. The two that did spawn somewhat are type EntityTameable and in order to even get them to spawn at all I added this to both of their Entity classes. @Override public boolean getCanSpawnHere() { return true; } Now all the other ones are type EntityMob. They have this in their code. @Override protected boolean isValidLightLevel() { return true; //don't care about the light level to spawn } Now back to my BiomeGen Class where I had the spawn code I have also tried using: This this.spawnableMonsterList.add(new SpawnListEntry(Raptor.class, 1, 1, 1)); this.spawnableMonsterList.add(new SpawnListEntry(Eotyrannus.class, 1, 1, 1)); this.spawnableMonsterList.add(new SpawnListEntry(Triceratops.class, 1, 1, 1)); this.spawnableMonsterList.add(new SpawnListEntry(Apatosaurus.class, 1, 1, 1)); this.spawnableMonsterList.add(new SpawnListEntry(Obamadon.class, 1, 1, 1)); And this this.spawnableMonsterList.add(new SpawnListEntry(Raptor.class, 1000, 1, 1)); this.spawnableMonsterList.add(new SpawnListEntry(Eotyrannus.class, 1000, 1, 1)); this.spawnableMonsterList.add(new SpawnListEntry(Triceratops.class, 1000, 1, 1)); this.spawnableCreatureList.add(new SpawnListEntry(Apatosaurus.class, 1000, 1, 1)); this.spawnableCreatureList.add(new SpawnListEntry(Obamadon.class, 1000, 1, 1)); In the first one I use this.spawnableMonsterList.add and have the variables set to the lowest possible. They spawn everywhere, which is okay but they spawn wayyy too much. They are all over the place considering I have the spawn so low. Also they spawn in huge groups which doesn't make sense since the min is 1 and max is 1 (Changing the min and max doesn't seem to change the group size at all). Also they only spawn in dark areas, under trees, under cliffs, ect. Going back to the code earlier which allows them to spawn during the day under any light level, I am confused as to why they won't spawn regularly in open grass. As for the last two, they spawn anywhere and everywhere and literally cover the entire ground, presumably this is having to do with this code I mention earlier @Override public boolean getCanSpawnHere() { return true; } However I am not sure, but considering without it they won't spawn at all I think it is a safe assumption. Now for the second configuration the same goes for the first three mobs (spawn too much, large groups, under trees and cliffs) but the last two that spawned everywhere before now spawn rarely but only around the first few chunks out of the portal. I've been messing around with this for a few days now and can't get any of this to work how I want. Any help at all will be greatly appreciated, and I'll give you credit it you can solve this issue for me Thanks for your time P.S. If you are the person that solves this I will add your ingame name to a config file which will give you something only obtainable that way if you ever play the mod
  3. Well you're going to have to make a new chunk provider, a new biome gen, a new world provider, possibly a new chunk manager if you want to go that far... then you need the teleporter.. so a new teleporter class, portal position class, a new portal block class.. and you need an item class that changes the portal block to the portal on right click... also for your teleport you might want a world server class, good luck
  4. Well inside your world provider class you can add this. public String getSunTexture() { return "/filepath/sun.png"; } public String getMoonTexture() { return "/filepath/moon.png"; } Is that what you were looking for?
  5. From my experience with EnumCreatureType.creature I had to make the number a lot higher, like in the hundreds, however if you change it to EnumCreatureType.monster it should work with the lower numbers. Also inside your EntityTroll.class I would add this @Override protected boolean isValidLightLevel() { return true; //lets it spawn during the day } This way it will spawn in any light level. Hope that helps
  6. Okay I did that, but then the whole dimension is only the custom stone, no lag though. I have actually since posting the original post resolved the lag somewhat, however then when I go to add trees there is lag again. Then I changed the way the trees generate and it got better but still lag spikes. Here is my new code, with two types of trees spawning and the custom stone and not too much lag. At this point i'm not sure what is causing the lag, either the stone still or the trees. Any suggestions to optimize it more? It currently (the dimension) has only one biome which contains tall trees (think red oak) and willow trees (has lots of leaves that droop down... like a willow tree ) and the land is massive chunks separated by water. I've been messing around with it a lot and can't seem to get it all to work without lag, as far as my code goes do you know a better way of controlling the amount of trees that spawn? Also on a side note, I can't seem to get tall grass to spawn in the dimension as well as some mobs, (my EntityTameable mobs don't but others do). Thanks for your help! Really appreciate you taking the time to respond to my questions. http://gw.minecraftforge.net/PmEV package ZoneSeek.common.worldgen.Prehistoric; import java.util.ArrayList; import java.util.List; import java.util.Random; import ZoneSeek.common.blocks.BlocksHelper; import ZoneSeek.common.worldgen.WorldGenPrehistoricTallGrass; import ZoneSeek.common.worldgen.WorldGenPrehistoricTree; import ZoneSeek.common.worldgen.WorldGenPrehistoricTree2; import net.minecraft.block.Block; import net.minecraft.block.BlockSand; import net.minecraft.entity.EnumCreatureType; import net.minecraft.util.IProgressUpdate; import net.minecraft.util.MathHelper; import net.minecraft.world.ChunkPosition; import net.minecraft.world.World; import net.minecraft.world.biome.BiomeGenBase; import net.minecraft.world.chunk.Chunk; import net.minecraft.world.chunk.IChunkProvider; import net.minecraft.world.gen.MapGenBase; import net.minecraft.world.gen.MapGenCaves; import net.minecraft.world.gen.NoiseGeneratorOctaves; import net.minecraft.world.gen.feature.WorldGenLakes; import net.minecraft.world.gen.feature.WorldGenerator; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.terraingen.TerrainGen; import net.minecraftforge.event.terraingen.PopulateChunkEvent.Post; import net.minecraftforge.event.terraingen.PopulateChunkEvent.Pre; import net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType; public class ChunkProviderPrehistoric implements IChunkProvider { private Random rand; private NoiseGeneratorOctaves noiseGen1; private NoiseGeneratorOctaves noiseGen2; private NoiseGeneratorOctaves noiseGen3; private NoiseGeneratorOctaves noiseGen4; public NoiseGeneratorOctaves noiseGen5; public NoiseGeneratorOctaves noiseGen6; public NoiseGeneratorOctaves mobSpawnerNoise; private final WorldGenerator PrehistoricTree; private final WorldGenerator PrehistoricTree2; private World worldObj; private double[] noiseArray; private double[] stoneNoise = new double[256]; private MapGenBase caveGenerator = new MapGenCaves(); private BiomeGenBase[] biomesForGeneration; double[] noise3; double[] noise1; double[] noise2; double[] noise5; double[] noise6; float[] field_35388_l; int[][] field_914_i = new int[32][32]; public ChunkProviderPrehistoric(World var1, long var2) { this.worldObj = var1; this.rand = new Random(var2); this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16); this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16); this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, ; this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 4); this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10); this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16); this.mobSpawnerNoise = new NoiseGeneratorOctaves(this.rand, ; this.PrehistoricTree = new WorldGenPrehistoricTree(false); this.PrehistoricTree2 = new WorldGenPrehistoricTree2(); } public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte) { byte var4 = 4; byte var5 = 16; byte var6 = 63; int var7 = var4 + 1; byte var8 = 17; int var9 = var4 + 1; this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, var7 + 5, var9 + 5); this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * var4, 0, par2 * var4, var7, var8, var9); for (int var10 = 0; var10 < var4; ++var10) { for (int var11 = 0; var11 < var4; ++var11) { for (int var12 = 0; var12 < var5; ++var12) { double var13 = 0.125D; double var15 = this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0]; double var17 = this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0]; double var19 = this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0]; double var21 = this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0]; double var23 = (this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1] - var15) * var13; double var25 = (this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1] - var17) * var13; double var27 = (this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1] - var19) * var13; double var29 = (this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1] - var21) * var13; for (int var31 = 0; var31 < 8; ++var31) { double var32 = 0.25D; double var34 = var15; double var36 = var17; double var38 = (var19 - var15) * var32; double var40 = (var21 - var17) * var32; for (int var42 = 0; var42 < 4; ++var42) { int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31; int var44 = 128; var43 -= var44; double var45 = 0.25D; double var49 = (var36 - var34) * var45; double var47 = var34 - var49; for (int var51 = 0; var51 < 4; ++var51) { if ((var47 += var49) > 0.0D) { if(var43 + var44 >= par3ArrayOfByte.length) continue; par3ArrayOfByte[var43 += var44] = (byte) BlocksHelper.PrehistoricStone.blockID; } else if (var12 * 8 + var31 < var6) { if(var43 + var44 >= par3ArrayOfByte.length) continue; par3ArrayOfByte[var43 += var44] = (byte) Block.waterStill.blockID; } else { par3ArrayOfByte[var43 += var44] = 0; } } var34 += var38; var36 += var40; } var15 += var23; var17 += var25; var19 += var27; var21 += var29; } } } } } public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase) { byte var5 = 63; double var6 = 0.03125D; this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D); for (int var8 = 0; var8 < 16; ++var8) { for (int var9 = 0; var9 < 16; ++var9) { BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16]; float var11 = var10.getFloatTemperature(); int var12 = (int) (this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D); int var13 = -1; byte var14 = var10.topBlock; byte var15 = var10.fillerBlock; for (int var16 = 127; var16 >= 0; --var16) { int var17 = (var9 * 16 + var8) * 128 + var16; if (var16 <= 0 + this.rand.nextInt(5)) { par3ArrayOfByte[var17] = (byte) Block.bedrock.blockID; } else { byte var18 = par3ArrayOfByte[var17]; if (var18 == 0) { var13 = -1; } else if (var18 == (byte) BlocksHelper.PrehistoricStone.blockID) { if (var13 == -1) { if (var12 <= 0) { var14 = 0; var15 = (byte) BlocksHelper.PrehistoricStone.blockID; } else if (var16 >= var5 - 4 && var16 <= var5 + 1) { var14 = var10.topBlock; var15 = var10.fillerBlock; } if (var16 < var5 && var14 == 0) { if (var11 < 0.15F) { var14 = (byte) BlocksHelper.PrehistoricSand.blockID; } else { var14 = (byte) Block.waterStill.blockID; } } var13 = var12; if (var16 >= var5 - 1) { par3ArrayOfByte[var17] = var14; } else { par3ArrayOfByte[var17] = var15; } } else if (var13 > 0) { --var13; par3ArrayOfByte[var17] = var15; if (var13 == 0 && var15 == (byte) BlocksHelper.PrehistoricSand.blockID) { var13 = this.rand.nextInt(4); var15 = (byte) BlocksHelper.PrehistoricStone.blockID; } } } } } } } } /** * loads or generates the chunk at the chunk location specified */ public Chunk loadChunk(int var1, int var2) { return this.provideChunk(var1, var2); } /** * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the * specified chunk from the map seed and chunk seed */ public Chunk provideChunk(int var1, int var2) { this.rand.setSeed((long)var1 * 341873128712L + (long)var2 * 132897987541L); byte[] var3 = new byte[32768]; this.generateTerrain(var1, var2, var3); this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, var1 * 16, var2 * 16, 16, 16); this.replaceBlocksForBiome(var1, var2, var3, this.biomesForGeneration); this.caveGenerator.generate(this, this.worldObj, var1, var2, var3); Chunk var4 = new Chunk(this.worldObj, var3, var1, var2); byte[] var5 = var4.getBiomeArray(); for (int var6 = 0; var6 < var5.length; ++var6) { var5[var6] = (byte)this.biomesForGeneration[var6].biomeID; } var4.generateSkylightMap(); return var4; } private double[] initializeNoiseField(double[] var1, int var2, int var3, int var4, int var5, int var6, int var7) { if (var1 == null) { var1 = new double[var5 * var6 * var7]; } if (this.field_35388_l == null) { this.field_35388_l = new float[25]; for (int var8 = -2; var8 <= 2; ++var8) { for (int var9 = -2; var9 <= 2; ++var9) { float var10 = 10.0F / MathHelper.sqrt_float((float)(var8 * var8 + var9 * var9) + 0.2F); this.field_35388_l[var8 + 2 + (var9 + 2) * 5] = var10; } } } double var44 = 684.412D; double var45 = 684.412D; this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, var2, var4, var5, var7, 1.121D, 1.121D, 0.5D); this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, var2, var4, var5, var7, 200.0D, 200.0D, 0.5D); this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, var2, var3, var4, var5, var6, var7, var44 / 80.0D, var45 / 160.0D, var44 / 80.0D); this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, var2, var3, var4, var5, var6, var7, var44, var45, var44); this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, var2, var3, var4, var5, var6, var7, var44, var45, var44); boolean var12 = false; boolean var13 = false; int var14 = 0; int var15 = 0; for (int var16 = 0; var16 < var5; ++var16) { for (int var17 = 0; var17 < var7; ++var17) { float var18 = 0.0F; float var19 = 0.0F; float var20 = 0.0F; byte var21 = 2; BiomeGenBase var22 = this.biomesForGeneration[var16 + 2 + (var17 + 2) * (var5 + 5)]; for (int var23 = -var21; var23 <= var21; ++var23) { for (int var24 = -var21; var24 <= var21; ++var24) { BiomeGenBase var25 = this.biomesForGeneration[var16 + var23 + 2 + (var17 + var24 + 2) * (var5 + 5)]; float var26 = this.field_35388_l[var23 + 2 + (var24 + 2) * 5] / (var25.minHeight + 2.0F); if (var25.minHeight > var22.minHeight) { var26 /= 2.0F; } var18 += var25.maxHeight * var26; var19 += var25.minHeight * var26; var20 += var26; } } var18 /= var20; var19 /= var20; var18 = var18 * 0.9F + 0.1F; var19 = (var19 * 4.0F - 1.0F) / 8.0F; double var47 = this.noise6[var15] / 8000.0D; if (var47 < 0.0D) { var47 = -var47 * 0.3D; } var47 = var47 * 3.0D - 2.0D; if (var47 < 0.0D) { var47 /= 2.0D; if (var47 < -1.0D) { var47 = -1.0D; } var47 /= 1.4D; var47 /= 2.0D; } else { if (var47 > 1.0D) { var47 = 1.0D; } var47 /= 8.0D; } ++var15; for (int var46 = 0; var46 < var6; ++var46) { double var48 = (double)var19; double var28 = (double)var18; var48 += var47 * 0.2D; var48 = var48 * (double)var6 / 16.0D; double var30 = (double)var6 / 2.0D + var48 * 4.0D; double var32 = 0.0D; double var34 = ((double)var46 - var30) * 12.0D * 128.0D / 128.0D / var28; if (var34 < 0.0D) { var34 *= 4.0D; } double var36 = this.noise1[var14] / 512.0D; double var38 = this.noise2[var14] / 512.0D; double var40 = (this.noise3[var14] / 10.0D + 1.0D) / 2.0D; if (var40 < 0.0D) { var32 = var36; } else if (var40 > 1.0D) { var32 = var38; } else { var32 = var36 + (var38 - var36) * var40; } var32 -= var34; if (var46 > var6 - 4) { double var42 = (double)((float)(var46 - (var6 - 4)) / 3.0F); var32 = var32 * (1.0D - var42) + -10.0D * var42; } var1[var14] = var32; ++var14; } } } return var1; } /** * Checks to see if a chunk exists at x, y */ public boolean chunkExists(int var1, int var2) { return true; } /** * Populates chunk with ores etc etc */ public void populate(IChunkProvider var1, int var2, int var3) { BlockSand.fallInstantly = true; int var4 = var2 * 16; int var5 = var3 * 16; BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16); this.rand.setSeed(this.worldObj.getSeed()); long var7 = this.rand.nextLong() / 2L * 2L + 1L; long var9 = this.rand.nextLong() / 2L * 2L + 1L; this.rand.setSeed((long)var2 * var7 + (long)var3 * var9 ^ this.worldObj.getSeed()); boolean var11 = false; MinecraftForge.EVENT_BUS.post(new Pre(var1, this.worldObj, this.rand, var2, var3, var11)); int var13; int var14; if (TerrainGen.populate(var1, this.worldObj, this.rand, var2, var3, var11, EventType.LAKE) && !var11 && this.rand.nextInt(4) == 0) { int var12 = var4 + this.rand.nextInt(16) + 8; var13 = this.rand.nextInt(128); var14 = var5 + this.rand.nextInt(16) + 8; (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14); } int var15; int var12; for (var15 = 0; var15 < 1; ++var15) { var12 = var4 + this.rand.nextInt(16) + 8; var13 = 212; var14 = var5 + this.rand.nextInt(16) + 8; (new WorldGenPrehistoricTree2()).generate(this.worldObj, this.rand, var12, var13, var14); } WorldGenPrehistoricTree var17 = new WorldGenPrehistoricTree(false, 30, 0, 0, false); //WorldGenPrehistoricTree2 var151 = new WorldGenPrehistoricTree2(); int var21; int var20; for (int var19 = 0; var19 < 2; ++var19) { int var18 = var4 + this.rand.nextInt(16); var21 = var5 + this.rand.nextInt(16); var20 = this.worldObj.getHeightValue(var18, var21); var17.generate(this.worldObj, this.rand, var18, var20, var21); //var151.generate(this.worldObj, this.rand, var18, var20, var21); } MinecraftForge.EVENT_BUS.post(new Post(var1, this.worldObj, this.rand, var2, var3, var11)); BlockSand.fallInstantly = false; } /** * Two modes of operation: if passed true, save all Chunks in one go. If passed false, save up to two chunks. * Return true if all chunks have been saved. */ public boolean saveChunks(boolean var1, IProgressUpdate var2) { return true; } /** * Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list * is always empty and will not remove any chunks. */ public boolean unload100OldestChunks() { return false; } /** * Returns if the IChunkProvider supports saving. */ public boolean canSave() { return true; } /** * Converts the instance data to a readable string. */ public String makeString() { return "RandomLevelSource"; } /** * Returns a list of creatures of the specified type that can spawn at the given location. */ public List getPossibleCreatures(EnumCreatureType var1, int var2, int var3, int var4) { BiomeGenBase var5 = this.worldObj.getBiomeGenForCoords(var2, var4); return var5 == null ? null : var5.getSpawnableList(var1); } /** * Returns the location of the closest structure of the specified type. If not found returns null. */ public ChunkPosition findClosestStructure(World var1, String var2, int var3, int var4, int var5) { return null; } public int getLoadedChunkCount() { return 20; } public void recreateStructures(int var1, int var2) {} @Override public boolean unloadQueuedChunks() { // TODO Auto-generated method stub return false; } }
  7. I have a custom dimension working, trees generate, grass, dirt, stone, everything works and looks great, but ever since I got the stone working i've been getting terrible lag spikes every few seconds. Before I got the custom stone to generate and replace the regular stone I wasn't having these problems. Any help would be great, just can't seem to fix this one. Here is my ChunkProvider Class: package ZoneSeek.common.worldgen.Prehistoric; import java.util.List; import java.util.Random; import ZoneSeek.common.blocks.BlocksHelper; import net.minecraft.block.Block; import net.minecraft.block.BlockSand; import net.minecraft.entity.EnumCreatureType; import net.minecraft.util.IProgressUpdate; import net.minecraft.util.MathHelper; import net.minecraft.world.ChunkPosition; import net.minecraft.world.SpawnerAnimals; import net.minecraft.world.World; import net.minecraft.world.biome.BiomeGenBase; import net.minecraft.world.chunk.Chunk; import net.minecraft.world.chunk.IChunkProvider; import net.minecraft.world.gen.MapGenBase; import net.minecraft.world.gen.MapGenCaves; import net.minecraft.world.gen.MapGenRavine; import net.minecraft.world.gen.NoiseGeneratorOctaves; import net.minecraft.world.gen.feature.MapGenScatteredFeature; import net.minecraft.world.gen.feature.WorldGenDungeons; import net.minecraft.world.gen.feature.WorldGenLakes; import net.minecraft.world.gen.structure.MapGenMineshaft; import net.minecraft.world.gen.structure.MapGenStronghold; import net.minecraft.world.gen.structure.MapGenVillage; public class ChunkProviderPrehistoric implements IChunkProvider { /** RNG. */ private Random rand; /** A NoiseGeneratorOctaves used in generating terrain */ private NoiseGeneratorOctaves noiseGen1; /** A NoiseGeneratorOctaves used in generating terrain */ private NoiseGeneratorOctaves noiseGen2; /** A NoiseGeneratorOctaves used in generating terrain */ private NoiseGeneratorOctaves noiseGen3; /** A NoiseGeneratorOctaves used in generating terrain */ private NoiseGeneratorOctaves noiseGen4; /** A NoiseGeneratorOctaves used in generating terrain */ public NoiseGeneratorOctaves noiseGen5; /** A NoiseGeneratorOctaves used in generating terrain */ public NoiseGeneratorOctaves noiseGen6; public NoiseGeneratorOctaves mobSpawnerNoise; /** Reference to the World object. */ private World worldObj; /** are map structures going to be generated (e.g. strongholds) */ private final boolean mapFeaturesEnabled; /** Holds the overall noise array used in chunk generation */ private double[] noiseArray; private double[] stoneNoise = new double[256]; private MapGenBase caveGenerator = new MapGenCaves(); /** Holds Stronghold Generator */ private MapGenStronghold strongholdGenerator = new MapGenStronghold(); /** Holds Village Generator */ private MapGenVillage villageGenerator = new MapGenVillage(); /** Holds Mineshaft Generator */ private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft(); private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature(); /** Holds ravine generator */ private MapGenBase ravineGenerator = new MapGenRavine(); /** The biomes that are used to generate the chunk */ private BiomeGenBase[] biomesForGeneration; /** A double array that hold terrain noise from noiseGen3 */ double[] noise3; /** A double array that hold terrain noise */ double[] noise1; /** A double array that hold terrain noise from noiseGen2 */ double[] noise2; /** A double array that hold terrain noise from noiseGen5 */ double[] noise5; /** A double array that holds terrain noise from noiseGen6 */ double[] noise6; /** * Used to store the 5x5 parabolic field that is used during terrain generation. */ float[] parabolicField; int[][] field_73219_j = new int[32][32]; public ChunkProviderPrehistoric(World par1World, long par2, boolean par4) { this.worldObj = par1World; this.mapFeaturesEnabled = par4; this.rand = new Random(par2); this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16); this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16); this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, ; this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 4); this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10); this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16); this.mobSpawnerNoise = new NoiseGeneratorOctaves(this.rand, ; } /** * Generates the shape of the terrain for the chunk though its all stone though the water is frozen if the temperature is low enough */ public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte) { byte var4 = 4; byte var5 = 16; byte var6 = 63; int var7 = var4 + 1; byte var8 = 17; int var9 = var4 + 1; this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, var7 + 5, var9 + 5); this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * var4, 0, par2 * var4, var7, var8, var9); for (int var10 = 0; var10 < var4; ++var10) { for (int var11 = 0; var11 < var4; ++var11) { for (int var12 = 0; var12 < var5; ++var12) { double var13 = 0.125D; double var15 = this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0]; double var17 = this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0]; double var19 = this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0]; double var21 = this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0]; double var23 = (this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1] - var15) * var13; double var25 = (this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1] - var17) * var13; double var27 = (this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1] - var19) * var13; double var29 = (this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1] - var21) * var13; for (int var31 = 0; var31 < 8; ++var31) { double var32 = 0.25D; double var34 = var15; double var36 = var17; double var38 = (var19 - var15) * var32; double var40 = (var21 - var17) * var32; for (int var42 = 0; var42 < 4; ++var42) { int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31; short var44 = 128; var43 -= var44; double var45 = 0.25D; double var49 = (var36 - var34) * var45; double var47 = var34 - var49; for (int var51 = 0; var51 < 4; ++var51) { if ((var47 += var49) > 0.0D) { par3ArrayOfByte[var43 += var44] = (byte) BlocksHelper.PrehistoricStone.blockID; } else if (var12 * 8 + var31 < var6) { par3ArrayOfByte[var43 += var44] = (byte) Block.waterStill.blockID; } else { par3ArrayOfByte[var43 += var44] = 0; } } var34 += var38; var36 += var40; } var15 += var23; var17 += var25; var19 += var27; var21 += var29; } } } } } /** * Replaces the stone that was placed in with blocks that match the biome */ public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase) { byte var5 = 63; double var6 = 0.03125D; this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D); for (int var8 = 0; var8 < 16; ++var8) { for (int var9 = 0; var9 < 16; ++var9) { BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16]; float var11 = var10.getFloatTemperature(); int var12 = (int) (this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D); int var13 = -1; byte var14 = var10.topBlock; byte var15 = var10.fillerBlock; for (int var16 = 127; var16 >= 0; --var16) { int var17 = (var9 * 16 + var8) * 128 + var16; if (var16 <= 0 + this.rand.nextInt(5)) { par3ArrayOfByte[var17] = (byte) Block.bedrock.blockID; } else { byte var18 = par3ArrayOfByte[var17]; if (var18 == 0) { var13 = -1; } else if (var18 == (byte) BlocksHelper.PrehistoricStone.blockID) { if (var13 == -1) { if (var12 <= -20) { var14 = 0; var15 = (byte) BlocksHelper.PrehistoricStone.blockID; } else if (var16 >= var5 - -16 && var16 <= var5 + 1) { var14 = var10.topBlock; var15 = var10.fillerBlock; } if (var16 < var5 && var14 == 0) { if (var11 < 0.15F) { var14 = (byte) Block.ice.blockID; } else { var14 = (byte) Block.waterStill.blockID; } } var13 = var12; if (var16 >= var5 - 1) { par3ArrayOfByte[var17] = var14; } else { par3ArrayOfByte[var17] = var15; } } else if (var13 > 0) { --var13; par3ArrayOfByte[var17] = var15; if (var13 == 0 && var15 == BlocksHelper.PrehistoricSand.blockID) { var13 = this.rand.nextInt(4); var15 = (byte) BlocksHelper.PrehistoricStone.blockID; } } } } } } } } /** * loads or generates the chunk at the chunk location specified */ public Chunk loadChunk(int par1, int par2) { return this.provideChunk(par1, par2); } /** * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the specified chunk from the map seed and chunk seed */ public Chunk provideChunk(int par1, int par2) { this.rand.setSeed((long) par1 * 341873128712L + (long) par2 * 132897987541L); byte[] var3 = new byte[32768]; this.generateTerrain(par1, par2, var3); this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16); this.replaceBlocksForBiome(par1, par2, var3, this.biomesForGeneration); //this.caveGenerator.generate(this, this.worldObj, par1, par2, var3); //this.ravineGenerator.generate(this, this.worldObj, par1, par2, var3); if (this.mapFeaturesEnabled) { //this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, var3); //this.villageGenerator.generate(this, this.worldObj, par1, par2, var3); //this.strongholdGenerator.generate(this, this.worldObj, par1, par2, var3); //this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, var3); } Chunk var4 = new Chunk(this.worldObj, var3, par1, par2); byte[] var5 = var4.getBiomeArray(); for (int var6 = 0; var6 < var5.length; ++var6) { var5[var6] = (byte) this.biomesForGeneration[var6].biomeID; } var4.generateSkylightMap(); return var4; } /** * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the size. */ private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7) { if (par1ArrayOfDouble == null) { par1ArrayOfDouble = new double[par5 * par6 * par7]; } if (this.parabolicField == null) { this.parabolicField = new float[25]; for (int var8 = -2; var8 <= 2; ++var8) { for (int var9 = -2; var9 <= 2; ++var9) { float var10 = 10.0F / MathHelper.sqrt_float((float) (var8 * var8 + var9 * var9) + 0.2F); this.parabolicField[var8 + 2 + (var9 + 2) * 5] = var10; } } } double var44 = 684.412D; double var45 = 684.412D; this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D); this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D); this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, par2, par3, par4, par5, par6, par7, var44 / 80.0D, var45 / 160.0D, var44 / 80.0D); this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, var44, var45, var44); this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, var44, var45, var44); boolean var43 = false; boolean var42 = false; int var12 = 0; int var13 = 0; for (int var14 = 0; var14 < par5; ++var14) { for (int var15 = 0; var15 < par7; ++var15) { float var16 = 0.0F; float var17 = 0.0F; float var18 = 0.0F; byte var19 = 2; BiomeGenBase var20 = this.biomesForGeneration[var14 + 2 + (var15 + 2) * (par5 + 5)]; for (int var21 = -var19; var21 <= var19; ++var21) { for (int var22 = -var19; var22 <= var19; ++var22) { BiomeGenBase var23 = this.biomesForGeneration[var14 + var21 + 2 + (var15 + var22 + 2) * (par5 + 5)]; float var24 = this.parabolicField[var21 + 2 + (var22 + 2) * 5] / (var23.minHeight + 2.0F); if (var23.minHeight > var20.minHeight) { var24 /= 2.0F; } var16 += var23.maxHeight * var24; var17 += var23.minHeight * var24; var18 += var24; } } var16 /= var18; var17 /= var18; var16 = var16 * 0.9F + 0.1F; var17 = (var17 * 4.0F - 1.0F) / 8.0F; double var47 = this.noise6[var13] / 8000.0D; if (var47 < 0.0D) { var47 = -var47 * 0.3D; } var47 = var47 * 3.0D - 2.0D; if (var47 < 0.0D) { var47 /= 2.0D; if (var47 < -1.0D) { var47 = -1.0D; } var47 /= 1.4D; var47 /= 2.0D; } else { if (var47 > 1.0D) { var47 = 1.0D; } var47 /= 8.0D; } ++var13; for (int var46 = 0; var46 < par6; ++var46) { double var48 = (double) var17; double var26 = (double) var16; var48 += var47 * 0.2D; var48 = var48 * (double) par6 / 16.0D; double var28 = (double) par6 / 2.0D + var48 * 4.0D; double var30 = 0.0D; double var32 = ((double) var46 - var28) * 12.0D * 128.0D / 128.0D / var26; if (var32 < 0.0D) { var32 *= 4.0D; } double var34 = this.noise1[var12] / 512.0D; double var36 = this.noise2[var12] / 512.0D; double var38 = (this.noise3[var12] / 10.0D + 1.0D) / 2.0D; if (var38 < 0.0D) { var30 = var34; } else if (var38 > 1.0D) { var30 = var36; } else { var30 = var34 + (var36 - var34) * var38; } var30 -= var32; if (var46 > par6 - 4) { double var40 = (double) ((float) (var46 - (par6 - 4)) / 3.0F); var30 = var30 * (1.0D - var40) + -10.0D * var40; } par1ArrayOfDouble[var12] = var30; ++var12; } } } return par1ArrayOfDouble; } /** * Checks to see if a chunk exists at x, y */ public boolean chunkExists(int par1, int par2) { return true; } /** * Populates chunk with ores etc etc */ public void populate(IChunkProvider par1IChunkProvider, int par2, int par3) { BlockSand.fallInstantly = true; int var4 = par2 * 16; int var5 = par3 * 16; BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16); this.rand.setSeed(this.worldObj.getSeed()); long var7 = this.rand.nextLong() / 2L * 2L + 1L; long var9 = this.rand.nextLong() / 2L * 2L + 1L; this.rand.setSeed((long) par2 * var7 + (long) par3 * var9 ^ this.worldObj.getSeed()); boolean var11 = false; if (this.mapFeaturesEnabled) { //this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); //var11 = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); //this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); //this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); } int var12; int var13; int var14; if (!var11 && this.rand.nextInt(4) == 0) { var12 = var4 + this.rand.nextInt(16) + 8; var13 = this.rand.nextInt(128); var14 = var5 + this.rand.nextInt(16) + 8; (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14); } if (!var11 && this.rand.nextInt( == 0) { var12 = var4 + this.rand.nextInt(16) + 8; var13 = this.rand.nextInt(this.rand.nextInt(120) + ; var14 = var5 + this.rand.nextInt(16) + 8; if (var13 < 63 || this.rand.nextInt(10) == 0) { (new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14); } } for (var12 = 0; var12 < 8; ++var12) { var13 = var4 + this.rand.nextInt(16) + 8; var14 = this.rand.nextInt(128); int var15 = var5 + this.rand.nextInt(16) + 8; if ((new WorldGenDungeons()).generate(this.worldObj, this.rand, var13, var14, var15)) { ; } } var6.decorate(this.worldObj, this.rand, var4, var5); SpawnerAnimals.performWorldGenSpawning(this.worldObj, var6, var4 + 8, var5 + 8, 16, 16, this.rand); var4 += 8; var5 += 8; for (var12 = 0; var12 < 16; ++var12) { for (var13 = 0; var13 < 16; ++var13) { var14 = this.worldObj.getPrecipitationHeight(var4 + var12, var5 + var13); if (this.worldObj.isBlockFreezable(var12 + var4, var14 - 1, var13 + var5)) { this.worldObj.setBlock(var12 + var4, var14 - 1, var13 + var5, Block.ice.blockID); } if (this.worldObj.canSnowAt(var12 + var4, var14, var13 + var5)) { this.worldObj.setBlock(var12 + var4, var14, var13 + var5, Block.snow.blockID); } } } BlockSand.fallInstantly = false; } /** * Two modes of operation: if passed true, save all Chunks in one go. If passed false, save up to two chunks. Return true if all chunks have been saved. */ public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate) { return true; } /** * Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list is always empty and will not remove any chunks. */ public boolean unload100OldestChunks() { return false; } /** * Returns if the IChunkProvider supports saving. */ public boolean canSave() { return true; } /** * Converts the instance data to a readable string. */ public String makeString() { return "RandomLevelSource"; } /** * Returns a list of creatures of the specified type that can spawn at the given location. */ public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4) { BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(par2, par4); return biomegenbase == null ? null : biomegenbase.getSpawnableList(par1EnumCreatureType); } /** * Returns the location of the closest structure of the specified type. If not found returns null. */ public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5) { return "Stronghold".equals(par2Str) && this.strongholdGenerator != null ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null; } public int getLoadedChunkCount() { return 10; } public void func_82695_e(int par1, int par2) { if (this.mapFeaturesEnabled) { //this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, (byte[]) null); //this.villageGenerator.generate(this, this.worldObj, par1, par2, (byte[]) null); //this.strongholdGenerator.generate(this, this.worldObj, par1, par2, (byte[]) null); //this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, (byte[]) null); } } @Override public void recreateStructures(int var1, int var2) { // TODO Auto-generated method stub } @Override public boolean unloadQueuedChunks() { // TODO Auto-generated method stub return true; } } http://gw.minecraftforge.net/2XE6 Thanks in advance to anyone who can help me
  8. I did get it, but thanks I just made the trees only only spawn on my custom grass and dirt and added the custom world gen class to the biome gen, it's updated to 1.5 too
  9. So i'm updating my mod and everything is done save a few blocks that use multiple textures. With this new update I don't fully understand what is happening here. This is my code for my custom log: http://gw.minecraftforge.net/IJmV Inside the game everything looks as it should and my trees generate with the correct textures. The problem is in the inventory screen, whenever this block gets scrolled to, typed in, basically just being visible on the screen (crashes before you see it) it will crash. This is my crash log: http://gw.minecraftforge.net/pRK6 If you could please show me instead of telling me that would greatly help but any help is appreciated, thanks for your time.
  10. Mobs now spawn, I didn't need the Global method, in fact adding it made them stop spawning but i'mm sure that was of my own fault. Anyways it's not needed for me and everything works correctly. If anyone else has the same problem copy this code: EntityRegistry.registerModEntity(Entity.class, "yourentitysname", 1, this, 80, 3, true); EntityRegistry.addSpawn(Entity.class, 10, 2, 6, EnumCreatureType.monster, BiomeGenBase.beach, BiomeGenBase.desert, BiomeGenBase.extremeHills, BiomeGenBase.forest, BiomeGenBase.jungle, BiomeGenBase.plains, BiomeGenBase.taiga, BiomeGenBase.taigaHills); LanguageRegistry.instance().addStringLocalization("entity.yourmodidname.yourentitysname.name", "Entity Name"); And for for mobs to spawn in custom biome make sure the biome is initiated before all mobs are. Credit to mnn for figuring that out
  11. oh, by relevant code I meant classes responsible for/working with your biome and mob, you didn't have to prune it by hand (my bad, sorry). I didn't feel any arrogance from you post, but again my english isn't excellent. A lot of people asking here forgets to append source code/logs, but without it it's usually nearly impossible to track down the issue. the biome seems to be created after registering a mob spawn which uses the biome, it could be the problem. I'm not really sure if only "registerModEntity" is enough, in my mod I had to register my mob also by the global method. take a look at this post, it might help: http://www.minecraftforge.net/forum/index.php/topic,5748.msg30986.html#msg30986 (rest of it is here - https://github.com/mnn/jaffas/tree/master/src/minecraft/monnef) Oh hey, didn't even realize that post was yours, I actually was looking at that earlier, anyways I've actually gotten the mobs to spawn now and they spawn even when I go really far away, however it's very infrequent, even though my numbers for spawning are 50, 20, 60 and I list most all biomes, also I checked out your github, where exactly is the part about spawning in the duck? For the life of me I just can't find it, sorry Thanks btw, I think the part about the biome being after the mob is correct so I will change that, any chance you could tell me how to spawn a tree in that biome? Like a custom one? Edit: found duck code after posting, wouldn't of thought to look in food
  12. I'm sorry, but this sounds like you should learn more about java and/or programming. Please provide more information, like (relevant) source code at http://paste.minecraftforge.net/, logs of crash and so on. Yes, sorry I realized how that sounded after posting I do know a great deal about Java and that statement didn't reflect it. I've took your advice and created relevant source code. Here is sections of my main class file. mod_MainClass: http://gw.minecraftforge.net/qdsL I tried to remove most of the irrelevant code, things left are just for my biome and my mobs, exluding crafting recipes and such. This is all my files for just the InfectedPig mob, but the other mobs follow almost the same code. Model: http://gw.minecraftforge.net/Jkgn Render: http://gw.minecraftforge.net/J9UK Entity: http://gw.minecraftforge.net/HffX This is my Proxys. ClientProxy: http://gw.minecraftforge.net/f2mG ServerProxy: http://gw.minecraftforge.net/Poed Finally this is all the code for my biome. WorldGeneratorLagoon: http://gw.minecraftforge.net/ak3m BiomeGenLagoon: http://gw.minecraftforge.net/nG2r Logs: For when it launches but no mobs spawn, says "[sTDOUT] Fetching addPacket for removed entity" http://gw.minecraftforge.net/tovk For when it crashes after adding custom biome: http://gw.minecraftforge.net/OjhU Again sorry for my lack of relevant information and arrogance, I hope I have provided the proper source code now. Thank you for your time.
  13. Using newest version of forge and modding 1.4.7 Minecraft, using Eclipse. First off I am having troubles getting my custom mobs to spawn anywhere. Here is my code that is inside my main_ModClass: EntityRegistry.registerModEntity(InfectedPig.class, "InfectedPig.entity", 4, this, 80, 3, true); EntityRegistry.addSpawn(InfectedPig.class, 25, 4, 6, EnumCreatureType.creature, BiomeGenBase.forest, BiomeGenBase.forestHills, BiomeGenBase.jungle, BiomeGenBase.icePlains); LanguageRegistry.instance().addStringLocalization("entity.InfectionMod.InfectedPig.entity.name", "Infected Pig"); Every tutorial I've watched has the mobs spawning like this but for some reason it doesn't spawn for me. When I first did the code for it, i thought it was working perfectly, but then I noticed it was only around the initial spawn area, then I noticed this: "[iNFO] [sTDOUT] Fetching addPacket for removed entity" in my debug window the farther i got out, and the message is very frequent which leads me to believe that it is the result of my custom Mobs being removed, however I could be wrong. Now I have noticed that they are just not spawning entirely, or if they are I cant find them. I have changed the numbers for how frequent they spawn, but to no avail. On another note when they were spawning and now if I try to add my custom biome to the list like this: BiomeGenBase.jungle, BiomeGenBase.icePlains, Lagoon); Lagoon being the custom biome (it does show as blue when it is typed) it then crashes on startup. I can by the way spawn it in with an egg and it works just fine. Now my goal in the end is to make them spawn naturally and to make them spawn in my custom biome, Lagoon. Any help with this issue would be much appreciated. And I have looked at every post here about this issue and none helped me, yes I did use the search feature
  14. I have a custom biome already implemented and generating in the world randomly. However it is currently just a plain biome and i'm looking to add my custom tree to spawn in this biome Only. I also noticed that despite having the decorator statements as shown below i do not believe that they have any effect on the biome. Here is the BiomeGen code for my biome (includes the statements I posted above): And then this is the WorldGenerator class for the Tree: I'm trying to add that tree to that biome. This is the WorldGen for the tree as well, however I do not think this is needed: Lastly this is the code implemented into my main mod class that registers my biome: Any help getting the tree to spawn in Only that biome would incredibly helpful. On another note I also need to know how to spawn a custom mob in only this same biome. Thanks in advanced for anyone that can provide any assistance. Please excuse my re-post, didn't mean to post this in general discussion, mods feel free to remove that one.
  15. I have a custom biome already implemented and generating in the world randomly. However it is currently just a plain biome and i'm looking to add my custom tree to spawn in this biome Only. I also noticed that despite having the decorator statements as shown below i do not believe that they have any effect on the biome. Here is the BiomeGen code for my biome (includes the statements I posted above): And then this is the WorldGenerator class for the Tree: I'm trying to add that tree to that biome. This is the WorldGen for the tree as well, however I do not think this is needed: Lastly this is the code implemented into my main mod class that registers my biome: Any help getting the tree to spawn in Only that biome would incredibly helpful. On another note I also need to know how to spawn a custom mob in only this same biome. Thanks in advanced for anyone that can provide any assistance.
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