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blued00r

Making Biomes with 4096 IDs

By blued00r, August 9, 2012 in General Discussion

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blued00r    1

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Posted August 9, 2012

now i was trying to make a biome with a block that has an id of 500+. Now understand that its the best that i dont move any ids as the map that i have would seriously get edited as i have run out of normal block ids. Can anybody help me. When i try to make them it doesnt generate

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ShneekeyTheLost    0

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Posted August 9, 2012

This sounds less like a problem with 4096 and more like a problem with your mod_Block file. Specifically where you tell it to generate. There should be code that looks like this:

 

   public void GenerateSurface(World world, Random rand, int chunkX, int chunkZ)
        {
                        for(int l = 0; l < 5; l++)
                        {
                                int i1 = chunkX + rand.nextInt(16);
                                int j1 = rand.nextInt(20);
                                int k1 = chunkZ + rand.nextInt(16);
                                (new WorldGenMinable(oreTitanium.blockID, 3)).generate(world, rand, i1, j1, k1);
                        }
        }

 

This code yanked directly from this tutorial on creating mod blocks, and generation thereof. I'd strongly suggest reading it if you are new to this.

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blued00r    1

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Posted August 9, 2012

See im not generating ores im making my own biome. The biome i make generate with no topblock or fillerblock.  ores gen fine if there over the minecraft block limit(i have my ores generating)

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hotrods20    8

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Posted August 9, 2012

https://github.com/hotrods20/mod_shadowRealm/tree/master/net/minecraft/src

Look at my custom biome and such.

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Posted August 9, 2012

I understand the how to make a biome. what im asking is how do i make it use my custom blocks as top and filler blocks. they always spawn as nothing. no top or filler blocks exist. 

 

Here's my BiomeGen class

 

package xolovon;

import net.minecraft.src.*;

public class BiomeGenSerenity extends BiomeGenBase
{

    public BiomeGenSerenity(int par1)
    {
            super(par1);
            spawnableCreatureList.clear();
            topBlock = (byte)mod_XolovonRPG.serenityGrass.blockID; //ID = 513
            fillerBlock = (byte)mod_XolovonRPG.serenityDirt.blockID; //ID = 514
            //biomeDecorator.treesPerChunk = 0;
            //biomeDecorator.deadBushPerChunk = 0;
            //biomeDecorator.reedsPerChunk = 0;
            //biomeDecorator.cactiPerChunk = 0;
            waterColorMultiplier = 0x9933FF;
    }

}

 

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Posted August 9, 2012

This sounds less like a problem with 4096 and more like a problem with your mod_Block file. Specifically where you tell it to generate. There should be code that looks like this:

 

   public void GenerateSurface(World world, Random rand, int chunkX, int chunkZ)
        {
                        for(int l = 0; l < 5; l++)
                        {
                                int i1 = chunkX + rand.nextInt(16);
                                int j1 = rand.nextInt(20);
                                int k1 = chunkZ + rand.nextInt(16);
                                (new WorldGenMinable(oreTitanium.blockID, 3)).generate(world, rand, i1, j1, k1);
                        }
        }

 

This code yanked directly from this tutorial on creating mod blocks, and generation thereof. I'd strongly suggest reading it if you are new to this.

yah, that code throws an error/does not work. can you guess why?

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LexManos    1620

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Posted August 9, 2012
            topBlock = (byte)mod_XolovonRPG.serenityGrass.blockID; //ID = 513
            fillerBlock = (byte)mod_XolovonRPG.serenityDirt.blockID; //ID = 514

... who taught you data types?

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Posted August 9, 2012

            topBlock = (byte)mod_XolovonRPG.serenityGrass.blockID; //ID = 513
            fillerBlock = (byte)mod_XolovonRPG.serenityDirt.blockID; //ID = 514

... who taught you data types?

Nobody.

I so should have caught that... :P

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So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

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blued00r    1

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Posted August 9, 2012

            topBlock = (byte)mod_XolovonRPG.serenityGrass.blockID; //ID = 513
            fillerBlock = (byte)mod_XolovonRPG.serenityDirt.blockID; //ID = 514

... who taught you data types?

Nobody.

I so should have caught that... :P

 

well it was just off a tutorial...i dont really get how they work... but if i remove the (byte) it throws an error

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LexManos    1620

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Posted August 9, 2012
http://docs.oracle.com/javase/tutorial/java/nutsandbolts/datatypes.html
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I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
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Posted August 10, 2012

alright what would i have to change (byte) to?  i see all the others like short and int would work but how could i make it so that the biome works correctly with that

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LexManos    1620

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Posted August 10, 2012

You change it to a datatype that supports numbers as high as your id.

If the thing you're trying to assign it to doesn't support anything but a byte.

You're gunna have to figure out how to make it more then a byte.

 

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hotrods20    8

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Posted August 10, 2012

I don't think it would be possible unless you created a new ChunkProvider that used a short instead of a byte and also creating a new variable for the ChunkProvider to use that would also be a short.

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If your grammar is shit and you blatantly don't know what you're doing, I will not help you.

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Posted August 10, 2012

Well see these biomes are for my new dimension so i am writing a new ChunkProvider. Now I almost have it complete. I have 2 more errors before i could test if casting the data to (short) instead of (byte).

 

How would i go about solving those errors below (I commented them on what I need to fix.)

 

    public Chunk provideChunk(int var1, int var2)
    {
        this.rand.setSeed((long)var1 * 341873128712L + (long)var2 * 132897987541L);
        byte[] var3 = new byte[32768];
        //Line Below needs to be casted to BiomeGenBase and not my Custom BiomeGenBase
        this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, var1 * 16, var2 * 16, 16, 16); 
        this.generateTerrain(var1, var2, var3, biomesForGeneration, generatedTemperatures);
        this.replaceBlocksForBiome(var1, var2, var3, this.biomesForGeneration); //Needs this.biomesForGeneration to be resolved
        this.caveGenerator.generate(this, this.worldObj, var1, var2, var3);
        Chunk var5 = new Chunk(this.worldObj, var3, var1, var2);
        byte[] var6 = var5.getBiomeArray();

        for (int var7 = 0; var7 < var6.length; ++var7)
        {
            var6[var7] = (byte)this.biomesForGeneration[var7].biomeID;
        }

        var5.generateSkylightMap();
        return var5;
    }

 

Should I just create another class that extends World specifying to just my custom BiomeGenBase instead of Minecraft's BiomeGenBase class?

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LexManos    1620

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Posted August 10, 2012

Thats fucking retarded. who taught you how to program?

You have a BiomeGen which extends BiomeGenBase

You override anything that uses the byte limited ids.

Replace them with a short.

How hard is that?

This has NOTHING to do with World at all

This is ALL inside BiomeGenBase

Seriously

Its not difficult

 

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hotrods20    8

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Posted August 10, 2012

BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16];
                float var11 = var10.getFloatTemperature();
                int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
                int var13 = -1;
                byte var14 = var10.topBlock;
                byte var15 = var10.fillerBlock;

 

That is the code in the ChunkProviderGenerate that makes it so you need a new ChunkProvider.  That is where the problem is from.  It would be so much easier to just change it in his biome gen and assume the problem would go away but he will have to extend BiomeGenBase and write a different ChunkProvider that will accept a short instead of a byte.

 

He could copypasta mod a just make it read as:

BiomeGenHisBiome var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16];
                float var11 = var10.getFloatTemperature();
                int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
                int var13 = -1;
                short var14 = var10.topBlock;
                short var15 = var10.fillerBlock;

 

This would also mean he needs to make a new BiomeGenBase like file.  Would seem more troublesome than just making Forge compatible with all by simply switching the "default" code to have short instead of byte.

 

EDIT: I should also mention he will need to change about everything in his custom ChunkProviderGenerate to use short instead of byte.  If done correctly, this code would work fine.  Since you question his programming skill, someone might have to code it for him.

 

EDIT2: I took the time to create a new ChunkProviderGenerate that would *in theory* work.  I will message/email the code to you for you to use blued00r.

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LexManos    1620

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Posted August 10, 2012

Well, actually the main issue is that all of the world generation is encoded into a byte array.

Someone should look into what exactly would need to be changed for world gen to use a short array as opposed to a byte array.

Its in quite a few files.

Seems the start of it is ChunkProviderGenerate.providceChunk, and touches all BiomeGen classes, as well as all the other world generation classes...

It would be quite a large change.

Not to mention throwing compatibility right out the window with any non-forge mods.

I think the simplest soltution for now, is to either do your world gen stuff in the populatChunk callback.

Or to make sure your world-gen blocks are < 256

 

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I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
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hotrods20    8

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Posted August 10, 2012

If you would wish/want, I could look into rewriting the code and still have compatibility.  In my rewrite of ChunkProviderGenerate, I made it so you still have an array of bytes for the world generation of structures, mines, and strongholds.  I then created a new array of shorts for the replaceBlocksForBiome method so that is gets the same exact array but as a short[].  It was a quick fix but overall changing the normal code would/could be possible while maintaining compatibility with non-Forge.  Just gotta do it the right way.

 

EDIT: Quick idea for a fix that could/would work with the code I wrote and wouldn't change much at all.  You could have a boolean variable in BiomeGenBase that says if it will require a byte or a short, defaulting to false(for byte) it could be used so old mods still have compatibility and would accept mods that use shorts.  I'm going to write a quick example and put the source on this thread for the classes I changed.

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Posted August 10, 2012

Well, actually the main issue is that all of the world generation is encoded into a byte array.

Someone should look into what exactly would need to be changed for world gen to use a short array as opposed to a byte array.

Its in quite a few files.

Seems the start of it is ChunkProviderGenerate.providceChunk, and touches all BiomeGen classes, as well as all the other world generation classes...

It would be quite a large change.

Not to mention throwing compatibility right out the window with any non-forge mods.

I think the simplest soltution for now, is to either do your world gen stuff in the populatChunk callback.

Or to make sure your world-gen blocks are < 256

 

 

I can not make the blocks that are generating <256. My mod is for my personal server and we have had this map for a LONG time and I have filled every possible ID <256, therefore i can't, I'm sure I have stated this before. Compatibility is not my problem, I'm trying to enforce incompatibility. Also these biomes I'm trying to create are for my new Dimension. I have a ChunkProvider all set up for my dimension except my only problem is that my biomes don't generate their perspective top and filler blocks and my "stone" for the world gens as coal ore, as the ID for it is 528 came here to the forums to see if i could get help, all I've got is being screamed at with no real help..well except for hotrod..

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Posted August 10, 2012

Right now I am writing up a fix that could work for you and might even be put into Forge if Lex and the other members of Forge find it useful.  Currently ran into a problem but I am working on fixing it.  I see what error you came across.  It is pretty messed up.

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Posted August 10, 2012

Well, actually the main issue is that all of the world generation is encoded into a byte array.

Someone should look into what exactly would need to be changed for world gen to use a short array as opposed to a byte array.

Its in quite a few files.

Seems the start of it is ChunkProviderGenerate.providceChunk, and touches all BiomeGen classes, as well as all the other world generation classes...

It would be quite a large change.

Not to mention throwing compatibility right out the window with any non-forge mods.

I think the simplest soltution for now, is to either do your world gen stuff in the populatChunk callback.

Or to make sure your world-gen blocks are < 256

 

 

I can not make the blocks that are generating <256. My mod is for my personal server and we have had this map for a LONG time and I have filled every possible ID <256, therefore i can't, I'm sure I have stated this before. Compatibility is not my problem, I'm trying to enforce incompatibility. Also these biomes I'm trying to create are for my new Dimension. I have a ChunkProvider all set up for my dimension except my only problem is that my biomes don't generate their perspective top and filler blocks and my "stone" for the world gens as coal ore, as the ID for it is 528 came here to the forums to see if i could get help, all I've got is being screamed at with no real help..well except for hotrod..

 

compacted answer:

 

1) the generator currently does not support values above 256

2) its possible to custom rewrite the generator to do so, but its a lot of work

3) doing so for forge would most likely cause non-forge mods to become incompatible

4) hotrods is trying to solve your problem in a way that #3 does not happen

 

the reason people scream is because you are using dirty code, and the people here have a to high IQ to comprehend not everyone is as smart as they are

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Posted August 10, 2012

Well, actually the main issue is that all of the world generation is encoded into a byte array.

Someone should look into what exactly would need to be changed for world gen to use a short array as opposed to a byte array.

Its in quite a few files.

Seems the start of it is ChunkProviderGenerate.providceChunk, and touches all BiomeGen classes, as well as all the other world generation classes...

It would be quite a large change.

Not to mention throwing compatibility right out the window with any non-forge mods.

I think the simplest soltution for now, is to either do your world gen stuff in the populatChunk callback.

Or to make sure your world-gen blocks are < 256

 

 

I can not make the blocks that are generating <256. My mod is for my personal server and we have had this map for a LONG time and I have filled every possible ID <256, therefore i can't, I'm sure I have stated this before. Compatibility is not my problem, I'm trying to enforce incompatibility. Also these biomes I'm trying to create are for my new Dimension. I have a ChunkProvider all set up for my dimension except my only problem is that my biomes don't generate their perspective top and filler blocks and my "stone" for the world gens as coal ore, as the ID for it is 528 came here to the forums to see if i could get help, all I've got is being screamed at with no real help..well except for hotrod..

 

compacted answer:

 

1) the generator currently does not support values above 256

2) its possible to custom rewrite the generator to do so, but its a lot of work

3) doing so for forge would most likely cause non-forge mods to become incompatible

4) hotrods is trying to solve your problem in a way that #3 does not happen

 

the reason people scream is because you are using dirty code, and the people here have a to high IQ to comprehend not everyone is as smart as they are

 

Now if their IQ is so high then why would they tell me to replace (byte) with (short) in just my BiomeGenMybiome? Even a noob modder would know that wouldn't work because BiomeGenBase's constructor is built with (byte)

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Posted August 10, 2012

To simplify, I am converting code and editing a lot of base classes(something I don't like doing).  So right now, you will have to hold on till I finish the fix.

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Posted August 10, 2012

Thing is as i was trying to convert just the "stone" of my dimensions to short it would not generate... just making sure that after you do the fix that the world does indeed generate if it does use short

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Posted August 10, 2012

Now if their IQ is so high then why would they tell me to replace (byte) with (short) in just my BiomeGenMybiome? Even a noob modder would know that wouldn't work because BiomeGenBase's constructor is built with (byte)

 

and they told you to replace byte with short, just because you thought it only applied to the code you shared is not their problem...

cause if a noob modder knows a short cant be cast to a byte, you also imply they understand they have to use shorts in the first place....

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      Minecraft: Parkour Stairs Part 1!

      By cadbane86140 · Posted 48 minutes ago

      Hello There! Today we are playing a BRAND NEW parkour map that was actually just released about a month ago and all I gotta say is that this map is so freaking unique and the map creators did something with this map that we have never seen in parkour before! There are so many hilarious moments in this video that I know you guys are gonna love! I hope you all enjoy this video and if you did don't forget to like and sub for more! https://www.youtube.com/watch?v=5aGkMp5bExg
    • cadbane86140
      Revisiting our 2013 head shop!

      By cadbane86140 · Posted 48 minutes ago

      Hello there! With the recent re release of the old creative server I knew I had to make a video on there. So that is exactly what we did! We did a small tour of our old plot like we did last time but however we remembered some of our old friends and we checked out their old plots too! If you guys want us to do more where we just travel to different plots and talk about them let me know! But I hope you all enjoy this video and if you did don’t forget to like and sub for more videos Like this in the future! https://youtu.be/_m_lViaMlGU
    • kiou.23
      Block Rotate

      By kiou.23 · Posted 1 hour ago

      That's usually the case, always try to understand the code before copy and pasting, or else you'll get a lot of headaches later in the code's life
    • Varzac
      Forge jar file not opening

      By Varzac · Posted 1 hour ago

      I ran Jarfix and then tried installing again with the same results. Nothing happening I even tried using winrar, but as you said nothing happened
    • BeardlessBrady
      [1.16.4] Null when OpenGUI

      By BeardlessBrady · Posted 1 hour ago

      Ah.. Thats what I get for stopping half way through and not double checking, thanks!
  • Topics

    • cadbane86140
      0
      Minecraft: Parkour Stairs Part 1!

      By cadbane86140
      Started 48 minutes ago

    • cadbane86140
      0
      Revisiting our 2013 head shop!

      By cadbane86140
      Started 48 minutes ago

    • ehbean
      10
      Block Rotate

      By ehbean
      Started 8 hours ago

    • Varzac
      3
      Forge jar file not opening

      By Varzac
      Started 14 hours ago

    • BeardlessBrady
      2
      [1.16.4] Null when OpenGUI

      By BeardlessBrady
      Started 2 hours ago

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