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SilentThief

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Everything posted by SilentThief

  1. 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:
  2. In your event manager, where you set your ore to spawn: this.addOreSpawn(block, world, random, blockXPos, blockZPos, maxX, maxZ, maxVeinSize, chancesToSpawn, minY, maxY); Increase "chancesToSpawn" and MaxY (to find easier). (set minY to 10)
  3. Thank you for the replies! Sorry I wasn't clear enough: I have one ore, if I break the ore, it drops one of the items specified, if I break the same ore a second time, it drops another ore that is specified. But the item it drops is random each time. Roymond, and AndyLun, thank you for supplying sufficient explanations. I will reply with the product of what I come up with. Edit: package betterblocks.ores; import java.util.Random; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import betterblocks.items.YellowDust; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.Item; public class MagicOre extends Block { public MagicOre(int id, Material material) { super(id, material); setHardness(3.0F); setStepSound(Block.soundStoneFootstep); setUnlocalizedName("magicOre"); setCreativeTab(CreativeTabs.tabBlock); setTextureName("betterblocks:magicore"); setLightValue(0.5F); } public int idDropped(int metadata, Random random, int fortune){ int drop = random.nextInt(4); if (drop == 0){ return betterblocks.BBCore.whiteDust.itemID; }else if (drop == 1); return betterblocks.BBCore.yellowDustBB.itemID; } @SideOnly(Side.CLIENT) protected boolean canSilkHarvest(){ return true; } } Roymond's suggestion did work, drops the two items randomly, I will be adding more to the ore, thank you very much, also AndyLun, thank you very much for pointing me towards the Random class, I will get to learning that.
  4. Hello everyone, I am kind of new at modding and having a little trouble finding out how to make a ore drop different items each time you break the ore. Detailed Explanation: For instance, if I were to break my ore, and it drops for say, yellow dust, and then I break the second ore, it drops red dust, and so on, what would be the way to go about doing that. Note: I am still in the progress of learning modding and java. You don't have to give me the code, but an explanation would be helpful.
  5. Light values shouldn't make your texture bright, it must be something wrong with the texture. Try re-creating the texture.
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