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1.5.2 Ore Generation help in a custom biomes


Heltrato
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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);
		}
	}
}

}



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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

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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.

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