Everything posted by Villfuk02
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[1.11] SOLVED Fertilized Dirt HELP
Ok, i have this: if (chunkGenerator instanceof ChunkProviderOverworld) { ChunkProviderOverworld cpOverworld = (ChunkProviderOverworld) chunkProvider; } if am i doing this right so far, how do i get the MapGenVillage out of it? else tell me, what am i doing wrong
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[1.11] SOLVED Fertilized Dirt HELP
THX So if i understood correctly i can cast IchunkGenerator into ChunkProviderOverworld, but i can't figure out what next
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[1.11] SOLVED Fertilized Dirt HELP
Oh, i see and how do i get the ChunkProviderOverworld from the IChunkGenerator?
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[1.11] SOLVED Fertilized Dirt HELP
you mean IChunkProvider? i tried this and i dont see any ChunkProviderOverworld passed into the generator
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[1.11] SOLVED Fertilized Dirt HELP
Just tell me how do i get the structureMap field please
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[1.11] SOLVED Fertilized Dirt HELP
i tried this world.getVillageCollection() but it's allways empty
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[1.11] SOLVED Fertilized Dirt HELP
something like this? if (MapGenVillage.Start.this.getBoundingBox().minX <= x && MapGenVillage.Start.this.getBoundingBox().maxX >= x)
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[1.11] SOLVED Fertilized Dirt HELP
ok, i'm novice to programming in java, so can you please explain me how does this work? i'm sorry, don't be mad at me please
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[1.11] SOLVED Fertilized Dirt HELP
how do i get from this if is village in the chunk, or where is the nearest village or something like that
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[1.11] SOLVED Fertilized Dirt HELP
How exactly do i do this?
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[1.11] SOLVED Fertilized Dirt HELP
Ok, i made 4 variants - each with different metadata (0-3) and i want them to be randomly mixed in the veins. package vms.archeology.worldgen; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.init.Biomes; import net.minecraft.init.Blocks; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import net.minecraft.world.chunk.IChunkGenerator; import net.minecraft.world.chunk.IChunkProvider; import net.minecraft.world.gen.feature.WorldGenMinable; import net.minecraft.world.gen.feature.WorldGenerator; import net.minecraftforge.fml.common.IWorldGenerator; import vms.archeology.blocks.FertilizedDirt; import vms.archeology.init.ModBlocks; public class DepositeGeneration implements IWorldGenerator{ private WorldGenerator villagers; public DepositeGeneration() { fertilizedDirt = new WorldGenMinable(ModBlocks.fertilized_dirt.getDefaultState().withProperty(FertilizedDirt.DROP_ID, 0), 36, new DirtPredicate()); } private void runGenerator(WorldGenerator generator, World world, Random rand, int chunk_X, int chunk_Z, int chancesToSpawn, int minHeight, int maxHeight) { if (minHeight < 0 || maxHeight > 256 || minHeight > maxHeight) throw new IllegalArgumentException("Illegal Height Arguments for WorldGenerator"); int heightDiff = maxHeight - minHeight + 1; for (int i = 0; i < chancesToSpawn; i ++) { int x = chunk_X * 16 + rand.nextInt(16); int y = minHeight + rand.nextInt(heightDiff); int z = chunk_Z * 16 + rand.nextInt(16); generator.generate(world, rand, new BlockPos(x, y, z)); } } @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider) { switch(world.provider.getDimension()) { case 0: if(world.provider.getBiomeForCoords(new BlockPos(chunkX*16+random.nextInt(16),64,chunkZ*16+random.nextInt(16))) == Biomes.PLAINS){ this.runGenerator(fertilizedDirt, world, random, chunkX, chunkZ, 50, 60, 90); } case 1: break; case -1: break; } } }
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[1.11] SOLVED Fertilized Dirt HELP
thx do you have any idea for the Village detection?
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[1.11] SOLVED Fertilized Dirt HELP
so i made this new 'Ore' called Fertilized Dirt. It generates in the dirt on the surface of a world, but i want it to generate more near Villages. Is there a way to detect nerby Village when generating the world? BTW The block makes stone sound, even though i've set the material to GROUND, but i think it's problem with Forge, or has anything changed since 1.10? Thanx for any response
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[1.10.2]TileEntity not Working properly (page 2)
thx, i'll look it up tomorrow i dont have any more time today, but thanks
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[1.10.2]TileEntity not Working properly (page 2)
K, but i dont know how
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[1.10.2]TileEntity not Working properly (page 2)
It look just lik the server is not syncing with the server, BUT WHY?????
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[1.10.2]TileEntity not Working properly (page 2)
I have debugged this so many times and nothing seems suspicious. Everything does what it is supposed to and then it just resets like wtf
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[1.10.2]TileEntity not Working properly (page 2)
Somebody please help me
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[1.10.2]TileEntity not Working properly (page 2)
Yes btw you can look here: https://github.com/Villfuk02/Essence/blob/master/java/com/villfuk02/essence/tileentities/TileEntityManualMill.java
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[1.10.2]TileEntity not Working properly (page 2)
Hey, is anyone here? I just don thave any idea what to do with this, i tried everything ií could think of. PLZ HALP
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[1.10.2]TileEntity not Working properly (page 2)
Just updated the TileEntityManualMill on GitHub. Now doesn't overwrite the outputs[] when processed.
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[1.10.2]TileEntity not Working properly (page 2)
That was simple, but what about the saving?
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[1.10.2]TileEntity not Working properly (page 2)
1st recipe: leaves tallgrass melon wheat 2nd recipe: feather string glowstone_dust paper 3rd recipe: 4x essence dust of the same kind the items can be in any order
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[1.10.2]TileEntity not Working properly (page 2)
try pressing the Mill button until it's done and then try to take it the item out of the inventory.
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[1.10.2]TileEntity not Working properly (page 2)
How do you mean it saves for you?
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