There's a much easier way to do what you're looking to do. You have 3 separate classes for each world, which isn't needed. Here is my EventManager class:
package betterblocks;
import java.util.Random;
import net.minecraft.block.Block;
import net.minecraft.world.World;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.feature.WorldGenMinable;
import cpw.mods.fml.common.IWorldGenerator;
public class EventManager implements IWorldGenerator {
@Override
public void generate(Random random, int chunkX, int chunkZ, World world,
IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {
switch(world.provider.dimensionId){
case -1: generateNether(world, random, chunkX * 16, chunkZ * 16);
case 0: generateSurface(world, random, chunkX * 16, chunkZ * 16);
case 1: generateEnd(world, random, chunkX * 16, chunkZ * 16);
}
}
private void generateEnd(World world, Random random, int x, int z) {
}
private void generateSurface(World world, Random random, int x, int z) {
this.addOreSpawn(BBCore.magicOre, world, random, x, z, 16, 16, 3+random.nextInt(3), 20, 10, 50);
}
private void generateNether(World world, Random random, int x, int z) {
}
/**
* Adds an Ore Spawn to Minecraft. Simply register all Ores to spawn with this method in your Generation method in your IWorldGeneration extending Class
*
* @param The Block to spawn
* @param The World to spawn in
* @param A Random object for retrieving random positions within the world to spawn the Block
* @param An int for passing the X-Coordinate for the Generation method
* @param An int for passing the Z-Coordinate for the Generation method
* @param An int for setting the maximum X-Coordinate values for spawning on the X-Axis on a Per-Chunk basis
* @param An int for setting the maximum Z-Coordinate values for spawning on the Z-Axis on a Per-Chunk basis
* @param An int for setting the maximum size of a vein
* @param An int for the Number of chances available for the Block to spawn per-chunk
* @param An int for the minimum Y-Coordinate height at which this block may spawn
* @param An int for the maximum Y-Coordinate height at which this block may spawn
**/
public void addOreSpawn(Block block, World world, Random random, int blockXPos, int blockZPos, int maxX, int maxZ, int maxVeinSize, int chancesToSpawn, int minY, int maxY)
{
int maxPossY = minY + (maxY - 1);
assert maxY > minY: "The maximum Y must be greater than the Minimum Y";
assert maxX > 0 && maxX <= 16: "addOreSpawn: The Maximum X must be greater than 0 and less than 16";
assert minY > 0: "addOreSpawn: The Minimum Y must be greater than 0";
assert maxY < 256 && maxY > 0: "addOreSpawn: The Maximum Y must be less than 256 but greater than 0";
assert maxZ > 0 && maxZ <= 16: "addOreSpawn: The Maximum Z must be greater than 0 and less than 16";
int diffBtwnMinMaxY = maxY - minY;
for(int x = 0; x < chancesToSpawn; x++)
{
int posX = blockXPos + random.nextInt(maxX);
int posY = minY + random.nextInt(diffBtwnMinMaxY);
int posZ = blockZPos + random.nextInt(maxZ);
(new WorldGenMinable(block.blockID, maxVeinSize)).generate(world, random, posX, posY, posZ);
}
}
}
Under:
private void generateSurface(World world, Random random, int x, int z) {
Put your ore (for spawning in the overworld, aka surface).
Make sure you make the EventManager class, for the end and nether, you need to make separate classes. Here's a tutorial on ore generation: