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Kuro

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  1. Both your comments helped and now it at least doesnt crash on startup. But further looking through the code I found "IChunkProvider". I implemted that and overwrote this method: public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte) { for(int i = 0;i!=256;i++){ par3ArrayOfByte[5+i*128] = (byte)Block.tnt.blockID; } } And now it generates the terrain just as fast as a vanilla flatmap, no problem. But now I'm limited to a build height of 128 and only 127 Blocks (cause i have to cast int to byte). Is there some way to get around these limits without having to use super slow systems?
  2. Well, thats only a mere 256 blocks per chunk. I dont get it why that would be a problem when the normal world generator has to fill around 15000 blocks per chunk. Or when using something like WorldEdit I can simply change a complete Chunk to some block in a matter of seconds.
  3. Hey there, I want to change the way worlds are generated (think alternate caves, sky islands, alternate trees, new ground blocks etc.) My first guess was the IWorldGenerator Interface and I made this dumb test class: public class TestWorldGen implements IWorldGenerator { @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) { if(world.provider.isSurfaceWorld()) { int x = chunkX*16; int z = chunkZ*16; for(int i =0; i!=16;i++) { for(int j =0; j!=16;j++) { world.setBlock((x+i), 80, (z+j), Block.tnt.blockID); } } } } } Though this crashes the game when it starts generating the map and all the examples I found used it just for simple things like putting a little bit of custom ore here and there. I also looked at the BetterWorldGeneration source code to find any hints how they do it, but I found nothing. So I guess this must be a completly wrong approach for what I'm trying to do. Any hints what I have to use instead?

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