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Posted

 

heres my test code

public class BiomeGenWyverniaDesert extends BiomeGenBase {

public BiomeGenWyverniaDesert(int par1) {
	super(par1);
	this.setBiomeName("Wide Desert");
	this.setMinMaxHeight(0.3F, 0.8F);
	this.spawnableMonsterList.clear();
	this.spawnableWaterCreatureList.clear();
	this.spawnableCreatureList.clear();
	this.topBlock = (byte)MainBlock.blockDesertSand_1.blockID;
        this.fillerBlock = (byte)MainBlock.blockDesertSand_1.blockID;
        this.theBiomeDecorator.treesPerChunk = -999;
        this.theBiomeDecorator.deadBushPerChunk = 2;
        this.theBiomeDecorator.generateLakes = true;
        
}
@Override
public void decorate(World par1World, Random par2Random, int par3, int par4)
{
	super.decorate(par1World, par2Random, par3, par4);
	int var5 = 12 + par2Random.nextInt(6);

	for (int var6 = 0; var6 < var5; ++var6)
	{
		int var7 = par3 + par2Random.nextInt(16);
		int var8 = par2Random.nextInt(28) + 4;
		int var9 = par4 + par2Random.nextInt(16);
		int var10 = par1World.getBlockId(var7, var8, var9);

		if (var10 == MainBlock.wyverniaStone.blockID)
		{
			par1World.setBlock(var7, var8, var9, MainBlock.MachaliteOre.blockID, 15, 4);
		}
	}
}

}



Posted

Still no luck i cant seem to find my ore

 

heres the code

WorldGenMinable

package MHF.World.gen.layer;


import java.util.Random;

import MHF.Block.MainBlock;

import net.minecraft.block.Block;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;
import net.minecraft.world.gen.feature.WorldGenerator;

public class WorldGenMinableWyvernia extends WorldGenerator
{
/** The block ID of the ore to be placed using this generator. */
private int minableBlockId;
private int minableBlockMeta = 0;

/** The number of blocks to generate. */
private int numberOfBlocks;
private int field_94523_c;

public WorldGenMinableWyvernia(int par1, int par2)
{
// Change this block to the block generated in the End, Nether, Your dimension, my dimension has my custom stone in it so for me
// i would have TutorialStone
this(par1, par2, MainBlock.wyverniaStone.blockID);
}

public WorldGenMinableWyvernia(int par1, int par2, int par3)
{
this.minableBlockId = par1;
this.numberOfBlocks = par2;
this.field_94523_c = par3;
}

public WorldGenMinableWyvernia(int id, int meta, int number, int target)
{
this(id, number, target);
minableBlockMeta = meta;
}

public boolean generate(World par1World, Random par2Random, int par3, int par4, int par5)
{
float f = par2Random.nextFloat() * (float)Math.PI;
double d0 = (double)((float)(par3 +  + MathHelper.sin(f) * (float)this.numberOfBlocks / 8.0F);
double d1 = (double)((float)(par3 +  - MathHelper.sin(f) * (float)this.numberOfBlocks / 8.0F);
double d2 = (double)((float)(par5 +  + MathHelper.cos(f) * (float)this.numberOfBlocks / 8.0F);
double d3 = (double)((float)(par5 +  - MathHelper.cos(f) * (float)this.numberOfBlocks / 8.0F);
double d4 = (double)(par4 + par2Random.nextInt(3) - 2);
double d5 = (double)(par4 + par2Random.nextInt(3) - 2);

for (int l = 0; l <= this.numberOfBlocks; ++l)
{
double d6 = d0 + (d1 - d0) * (double)l / (double)this.numberOfBlocks;
double d7 = d4 + (d5 - d4) * (double)l / (double)this.numberOfBlocks;
double d8 = d2 + (d3 - d2) * (double)l / (double)this.numberOfBlocks;
double d9 = par2Random.nextDouble() * (double)this.numberOfBlocks / 16.0D;
double d10 = (double)(MathHelper.sin((float)l * (float)Math.PI / (float)this.numberOfBlocks) + 1.0F) * d9 + 1.0D;
double d11 = (double)(MathHelper.sin((float)l * (float)Math.PI / (float)this.numberOfBlocks) + 1.0F) * d9 + 1.0D;
int i1 = MathHelper.floor_double(d6 - d10 / 2.0D);
int j1 = MathHelper.floor_double(d7 - d11 / 2.0D);
int k1 = MathHelper.floor_double(d8 - d10 / 2.0D);
int l1 = MathHelper.floor_double(d6 + d10 / 2.0D);
int i2 = MathHelper.floor_double(d7 + d11 / 2.0D);
int j2 = MathHelper.floor_double(d8 + d10 / 2.0D);

for (int k2 = i1; k2 <= l1; ++k2)
{
double d12 = ((double)k2 + 0.5D - d6) / (d10 / 2.0D);

if (d12 * d12 < 1.0D)
{
for (int l2 = j1; l2 <= i2; ++l2)
{
double d13 = ((double)l2 + 0.5D - d7) / (d11 / 2.0D);

if (d12 * d12 + d13 * d13 < 1.0D)
{
for (int i3 = k1; i3 <= j2; ++i3)
{
double d14 = ((double)i3 + 0.5D - d8) / (d10 / 2.0D);

Block block = Block.blocksList[par1World.getBlockId(k2, l2, i3)];
if (d12 * d12 + d13 * d13 + d14 * d14 < 1.0D && (block != null && block.isGenMineableReplaceable(par1World, k2, l2, i3, field_94523_c)))
{
par1World.setBlock(k2, l2, i3, this.minableBlockId, minableBlockMeta, 2);
}
}
}
}
}
}
}

return true;
}
}


MainOregen

package MHF.World.gen;

import java.util.Random;

import MHF.Block.MainBlock;
import MHF.World.gen.layer.WorldGenMinableWyvernia;

import net.minecraft.world.World;
import net.minecraft.world.chunk.IChunkProvider;
import cpw.mods.fml.common.IWorldGenerator;


public class MainOreGen implements IWorldGenerator
{

public static int rarity = 50;

/** Methods For Ore Generation **/
@Override
public void generate(Random random, int chunkX, int chunkZ, World world,
		IChunkProvider chunkGenerator, IChunkProvider chunkProvider)
{
	/** switchs between dimension's**/
	// the case number must match the dimension id !!!!!!!!!!! i dont no y ? it just does lol
	switch(world.provider.dimensionId)
	{
	case 2 :
		generateWyvernia(world, random, chunkX * 16, chunkZ * 16);
	}
}

private void generateWyvernia(World world, Random random, int chunkX, int chunkZ)
{
	for(int i = 0; i < 3; i++)
	{
		//this below just tells me if its generating or not
		int xCoord = chunkX + random.nextInt(16);
		int yCoord = random.nextInt(128);// the 128 is the max height the ore/block will generate
		int zCoord = chunkZ + random.nextInt(16);

		//The 230 on the line below is how meny will generate per vain, as an example i think diamond is like 2 or 4
		//and the Block.blockIron is what it will spawn
		(new WorldGenMinableWyvernia(MainBlock.MachaliteOre.blockID, 7)).generate(world, random, xCoord, yCoord, zCoord);
		(new WorldGenMinableWyvernia(MainBlock.ArmorSphere.blockID, ).generate(world, random, xCoord, yCoord, zCoord);
	}
	// the 4 below is for how rare it will be
	for(int i = 0; i < 2; i++)
	{
		//this below just tells me if its generating or not
		int xCoord = chunkX + random.nextInt(16);
		int yCoord = random.nextInt(128);// the 128 is the max height the ore/block will generate
		int zCoord = chunkZ + random.nextInt(16);

		//The 230 on the line below is how meny will generate per vain, as an example i think diamond is like 2 or 4
		//and the Block.blockIron is what it will spawn

	}

		for(int i = 0; i < 1; i++)
		{
			//this below just tells me if its generating or not
			int xCoord = chunkX + random.nextInt(16);
			int yCoord = random.nextInt(128);// the 128 is the max height the ore/block will generate
			int zCoord = chunkZ + random.nextInt(16);

			//The 230 on the line below is how meny will generate per vain, as an example i think diamond is like 2 or 4
			//and the Block.blockIron is what it will spawn

	}

}
}

 

Psi already register it on GameRegistry in my modfile

Posted

I think it might be because after this:

for(int i = 0; i < 3; i++)
	{
		//this below just tells me if its generating or not
		int xCoord = chunkX + random.nextInt(16);
		int yCoord = random.nextInt(128);// the 128 is the max height the ore/block will generate
		int zCoord = chunkZ + random.nextInt(16);

		//The 230 on the line below is how meny will generate per vain, as an example i think diamond is like 2 or 4
		//and the Block.blockIron is what it will spawn
		(new WorldGenMinableWyvernia(MainBlock.MachaliteOre.blockID, 7)).generate(world, random, xCoord, yCoord, zCoord);
		(new WorldGenMinableWyvernia(MainBlock.ArmorSphere.blockID, ).generate(world, random, xCoord, yCoord, zCoord);
	}

You used 2 more for loops with the same variable "i". Every time you make a new for loop, you must use a different variable. But you might as well delete those two last for loops because they're not doing anything if you don't tell them what blocks to generate.

Posted

Even after that, it could also be that your ore is just extremely difficult to find. You stated that only 3 veins spawn per chunk, and about 7 per vein. That's only 21 of your ore (max) in a chunk of 4096 blocks.

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