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utoxin

Forge Modder
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    Springville, UT
  • Personal Text
    Dragons Rule

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  1. Well, coolAlias' fix solved the issue with lakes and lava lakes. But doesn't help with mineshafts. Is there a decent way to prevent mineshafts from generating through a specific chunk? I've scanned through the code and haven't seen anything that looked helpful, but I hope I missed it.
  2. Yeah, that's sort of what I'm looking into doing. But in my case, I need to worry about mineshafts too, so I may need to go further out than just one chunk. I know they can punch through, but I need to look at their generation to see how it works. Thanks for the source links, they should be very helpful.
  3. I've now run through this in debug mode, and as far as I can tell, I'm doing this perfectly, which just makes me more confused. Is it possible that feature generation in neighboring chunks is bleeding into one of the chunks I generate stuff in? Edit: Yup. That's what's happening. Time to ponder solutions. Any suggested ways of fixing this?
  4. I'm trying to build my UHC mod, and I have the code that generates the bedrock wall working nearly perfectly. But it seems like somehow some of the chunk population is running after my code, even though I'm running it in the PopulateChunkEvent.Post event handler. Here's the file that's running my actual generation: http://bit.ly/1zdQDvE I've triple-checked that I'm only replacing blocks that are in the current chunk, at least for the wall itself. It's possible that the 'starting area' platform is less well behaved, but that code is all getting replaced soon anyway. Lines 24-72 should be the relevant code. The problem is that lakes and mineshafts have a tendency to punch holes in the bedrock wall, as if they are generating after the wall, even though they should all be executing first. Edit: Well, I've now attempted to reject any terrain decoration in chunks that contain my wall, with no effect (so I'm probably doing it wrong), and giving my event handler the Lowest priority, so it should run last, with no effect. I'm out of ideas, and going to bed for the night.
  5. Ahha. Thanks! I figured I must be doing something wrong.
  6. I'm working on a UHC mod, and I've run into an issue when I re-locate the players to the waiting area, and occasionally at the start of the game, where the world doesn't load in for anyone until the log out and back in. I believe this is related to how I'm changing their coordinates. I'm doing the waiting area teleport on line 26 of this file on github: http://bit.ly/1DiXysv Am I handling this correctly? Is there a better way to do it?
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