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World Generating In Stripes along X axis


MrSpring
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So I've made a custom world type, but when you create a world using the world type the world is generated in 4 wide stripes along the X axis.

Here's a screenshot:

width=800 height=440https://dl.dropboxusercontent.com/u/82627534/2013-09-02_20.36.42.png[/img]

And here's the code:

@Mod file

package net.minecraft.wasteland;

import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.Init;
import cpw.mods.fml.common.Mod.PreInit;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.common.registry.LanguageRegistry;
import net.minecraft.src.ModLoader;
import net.minecraft.world.biome.BiomeGenBase;

@Mod(modid="Wasteland", name="The Wasteland Mod", version="Version 3")
public class mod_Wasteland
{
static Wasteland_BiomeGenApocalypse BiomeApocalypse = new Wasteland_BiomeGenApocalypse(44);
public static Wasteland_WorldType Wasteland_WorldType = new Wasteland_WorldType(13, "Wasteland");
static Wasteland_Trees tree = new Wasteland_Trees(true);
public static BiomeGenBase[][] biomesForWorldType;

@Mod.Init
public void Load(FMLInitializationEvent event)
{
	GameRegistry.addBiome(BiomeApocalypse);
	GameRegistry.registerWorldGenerator(new Wasteland_WorldGen());
	LanguageRegistry.instance().addStringLocalization("generator.Wasteland", "Wasteland");
	LanguageRegistry.instance().addStringLocalization("Wasteland", "Wasteland", "Wasteland");
}
}

 

BiomeGen file

package net.minecraft.wasteland;

import java.util.List;
import java.util.Random;
import net.minecraft.block.Block;
import net.minecraft.world.World;
import net.minecraft.world.biome.BiomeGenBase;

public class Wasteland_BiomeGenApocalypse extends BiomeGenBase
{
public Wasteland_BiomeGenApocalypse(int par1)
{
	super(par1);
	this.spawnableCreatureList.clear();
	this.topBlock = ((byte)Block.dirt.blockID);
	this.fillerBlock = ((byte)Block.stone.blockID);
	this.theBiomeDecorator.treesPerChunk = -999;
	this.theBiomeDecorator.deadBushPerChunk = 5;
	this.theBiomeDecorator.flowersPerChunk = -999;
	this.theBiomeDecorator.grassPerChunk = -999;
	this.theBiomeDecorator.generateLakes = false;
}

public void decorate(World world, Random rand, int chunkX, int chunkZ)
{
	super.decorate(world, rand, chunkX, chunkZ);

	if (rand.nextInt(89) == 1)
	{
		if (rand.nextInt(4) == 1)
		{
			int Xcoord = chunkX + rand.nextInt(16) + 10;
			int Zcoord = chunkZ + rand.nextInt(16) + 10;
			int i = world.getHeightValue(Xcoord, Zcoord);
			mod_Wasteland.tree.generate(world, rand, Xcoord, i, Zcoord);
		}
	}
}
}

 

ChunkProvider file

package net.minecraft.wasteland;

import java.util.List;
import java.util.Random;
import net.minecraft.block.Block;
import net.minecraft.entity.EnumCreatureType;
import net.minecraft.util.IProgressUpdate;
import net.minecraft.util.MathHelper;
import net.minecraft.wasteland.structures.Wasteland_Lightposts;
import net.minecraft.wasteland.structures.Wasteland_RandomFire;
import net.minecraft.wasteland.structures.Wasteland_RandomRubble;
import net.minecraft.wasteland.structures.Wasteland_RandomTent;
import net.minecraft.wasteland.structures.Wasteland_RuinedCiv1;
import net.minecraft.wasteland.structures.Wasteland_RuinedCiv2;
import net.minecraft.wasteland.structures.Wasteland_SuperDuperRareOasis;
import net.minecraft.world.ChunkPosition;
import net.minecraft.world.SpawnerAnimals;
import net.minecraft.world.World;
import net.minecraft.world.biome.BiomeGenBase;
import net.minecraft.world.biome.WorldChunkManager;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.MapGenCaves;
import net.minecraft.world.gen.MapGenRavine;
import net.minecraft.world.gen.NoiseGeneratorOctaves;
import net.minecraft.world.gen.feature.MapGenScatteredFeature;
import net.minecraft.world.gen.feature.WorldGenDungeons;
import net.minecraft.world.gen.feature.WorldGenLakes;
import net.minecraft.world.gen.structure.MapGenMineshaft;
import net.minecraft.world.gen.structure.MapGenStronghold;
import net.minecraft.world.gen.structure.MapGenVillage;

public class Wasteland_WorldChunkProvider
implements IChunkProvider
{
private Random rand;
private NoiseGeneratorOctaves noiseGen1;
private NoiseGeneratorOctaves noiseGen2;
private NoiseGeneratorOctaves noiseGen3;
private NoiseGeneratorOctaves noiseGen4;
public NoiseGeneratorOctaves noiseGen5;
public NoiseGeneratorOctaves noiseGen6;
public NoiseGeneratorOctaves mobSpawnerNoise;
private World worldObj;
private final boolean mapFeaturesEnabled;
private double[] noiseArray;
private double[] stoneNoise = new double[256];
private MapGenCaves caveGenerator = new MapGenCaves();

private MapGenStronghold strongholdGenerator = new MapGenStronghold();

private MapGenVillage villageGenerator = new MapGenVillage();

private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft();
private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature();

private MapGenRavine ravineGenerator = new MapGenRavine();
private BiomeGenBase[] biomesForWorldType;
double[] noise3;
double[] noise1;
double[] noise2;
double[] noise5;
double[] noise6;
float[] parabolicField;
int[][] field_73219_j = new int[32][32];

public Wasteland_WorldChunkProvider(World par1World, long par2, boolean par4)
{
	this.worldObj = par1World;
	this.mapFeaturesEnabled = par4;
	this.rand = new Random(par2);
	this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16);
	this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16);
	this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, ;
	this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 4);
	this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10);
	this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16);
	this.mobSpawnerNoise = new NoiseGeneratorOctaves(this.rand, ;
}

public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte)
{
	byte var4 = 4;
	byte var5 = 16;
	byte var6 = 0;
	int var7 = var4 + 1;
	byte var8 = 17;
	int var9 = var4 + 1;
	this.biomesForWorldType = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForWorldType, par1 * 4 - 2, par2 * 4 - 2, var7 + 5, var9 + 5);
	this.noiseArray = initializeNoiseField(this.noiseArray, par1 * var4, 0, par2 * var4, var7, var8, var9);

	for (int var10 = 0; var10 < var4; var10++)
	{
		for (int var11 = 0; var11 < var4; var11++)
		{
			for (int var12 = 0; var12 < var5; var12++)
			{
				double var13 = 0.125D;
				double var15 = this.noiseArray[(((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0)];
				double var17 = this.noiseArray[(((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0)];
				double var19 = this.noiseArray[(((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0)];
				double var21 = this.noiseArray[(((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0)];
				double var23 = (this.noiseArray[(((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1)] - var15) * var13;
				double var25 = (this.noiseArray[(((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1)] - var17) * var13;
				double var27 = (this.noiseArray[(((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1)] - var19) * var13;
				double var29 = (this.noiseArray[(((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1)] - var21) * var13;

				for (int var31 = 0; var31 < 8; var31++)
				{
					double var32 = 0.25D;
					double var34 = var15;
					double var36 = var17;
					double var38 = (var19 - var15) * var32;
					double var40 = (var21 - var17) * var32;

					for (int var42 = 0; var42 < 4; var42++)
					{
						int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31;
						short var44 = 128;
						var43 -= var44;
						double var45 = 0.25D;
						double var49 = (var36 - var34) * var45;
						double var47 = var34 - var49;

						for (int var51 = 0; var51 < 4; var51++)
						{
							if (var47 + var49 > 0.0D)
							{
								int tmp509_508 = (var43 + var44); var43 = tmp509_508; par3ArrayOfByte[tmp509_508] = ((byte)Block.stone.blockID);
							}
							else
							{
								int tmp529_528 = (var43 + var44); var43 = tmp529_528; par3ArrayOfByte[tmp529_528] = 0;
							}
						}

						var34 += var38;
						int tmp529_528 = (int) (var43 + var44 + var40);
					}

					var15 += var23;
					var17 += var25;
					var19 += var27;
					var21 += var29;
				}
			}
		}
	}
}

public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
{
	byte var5 = 63;
	double var6 = 0.03125D;
	this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D);

	for (int var8 = 0; var8 < 16; var8++)
	{
		for (int var9 = 0; var9 < 16; var9++)
		{
			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;

			for (int var16 = 127; var16 >= 0; var16--)
			{
				int var17 = (var9 * 16 + var8) * 128 + var16;

				if (var16 <= 0 + this.rand.nextInt(5))
				{
					par3ArrayOfByte[var17] = ((byte)Block.bedrock.blockID);
				}
				else
				{
					byte var18 = par3ArrayOfByte[var17];

					if (var18 == 0)
					{
						var13 = -1;
					}
					else if (var18 == Block.stone.blockID)
					{
						if (var13 == -1)
						{
							if (var12 <= 0)
							{
								var14 = 0;
								var15 = (byte)Block.stone.blockID;
							}
							else if ((var16 >= var5 - 4) && (var16 <= var5 + 1))
							{
								var14 = var10.topBlock;
								var15 = var10.fillerBlock;
							}
							if (var14 == Block.grass.blockID)
							{
								var14 = (byte)Block.dirt.blockID;
							}

							var13 = var12;

							if (var16 >= var5 - 1)
							{
								par3ArrayOfByte[var17] = var14;
							}
							else
							{
								par3ArrayOfByte[var17] = var15;
							}
						}
						else if (var13 > 0)
						{
							var13--;
							par3ArrayOfByte[var17] = var15;

							if ((var13 == 0) && (var15 == Block.sand.blockID))
							{
								var13 = this.rand.nextInt(4);
								var15 = (byte)Block.sandStone.blockID;
							}
						}
					}
				}
			}
		}
	}
}

public Chunk loadChunk(int par1, int par2)
{
	return provideChunk(par1, par2);
}

public Chunk provideChunk(int par1, int par2)
{
	this.rand.setSeed(par1 * 341873128712L + par2 * 132897987541L);
	byte[] var3 = new byte[32768];
	generateTerrain(par1, par2, var3);
	this.biomesForWorldType = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForWorldType, par1 * 16, par2 * 16, 16, 16);
	replaceBlocksForBiome(par1, par2, var3, this.biomesForWorldType);
	this.caveGenerator.generate(this, this.worldObj, par1, par2, var3);
	this.ravineGenerator.generate(this, this.worldObj, par1, par2, var3);

	if (this.mapFeaturesEnabled)
	{
		this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, var3);
		this.villageGenerator.generate(this, this.worldObj, par1, par2, var3);
		this.strongholdGenerator.generate(this, this.worldObj, par1, par2, var3);
		this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, var3);
	}

	Chunk var4 = new Chunk(this.worldObj, var3, par1, par2);
	byte[] var5 = var4.getBiomeArray();

	for (int var6 = 0; var6 < var5.length; var6++)
	{
		var5[var6] = ((byte)this.biomesForWorldType[var6].biomeID);
	}

	var4.generateSkylightMap();
	return var4;
}

private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)
{
	if (par1ArrayOfDouble == null)
	{
		par1ArrayOfDouble = new double[par5 * par6 * par7];
	}

	if (this.parabolicField == null)
	{
		this.parabolicField = new float[25];

		for (int var8 = -2; var8 <= 2; var8++)
		{
			for (int var9 = -2; var9 <= 2; var9++)
			{
				float var10 = 10.0F / MathHelper.sqrt_float(var8 * var8 + var9 * var9 + 0.2F);
				this.parabolicField[(var8 + 2 + (var9 + 2) * 5)] = var10;
			}
		}
	}

	double var44 = 684.41200000000003D;
	double var45 = 684.41200000000003D;
	this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D);
	this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D);
	this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, par2, par3, par4, par5, par6, par7, var44 / 80.0D, var45 / 160.0D, var44 / 80.0D);
	this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, var44, var45, var44);
	this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, var44, var45, var44);
	boolean var43 = false;
	boolean var42 = false;
	int var12 = 0;
	int var13 = 0;

	for (int var14 = 0; var14 < par5; var14++)
	{
		for (int var15 = 0; var15 < par7; var15++)
		{
			float var16 = 0.0F;
			float var17 = 0.0F;
			float var18 = 0.0F;
			byte var19 = 2;
			BiomeGenBase var20 = this.biomesForWorldType[(var14 + 2 + (var15 + 2) * (par5 + 5))];

			for (int var21 = -var19; var21 <= var19; var21++)
			{
				for (int var22 = -var19; var22 <= var19; var22++)
				{
					BiomeGenBase var23 = this.biomesForWorldType[(var14 + var21 + 2 + (var15 + var22 + 2) * (par5 + 5))];
					float var24 = this.parabolicField[(var21 + 2 + (var22 + 2) * 5)] / (var23.minHeight + 2.0F);

					if (var23.minHeight > var20.minHeight)
					{
						var24 /= 2.0F;
					}

					var16 += var23.maxHeight * var24;
					var17 += var23.minHeight * var24;
					var18 += var24;
				}
			}

			var16 /= var18;
			var17 /= var18;
			var16 = var16 * 0.9F + 0.1F;
			var17 = (var17 * 4.0F - 1.0F) / 8.0F;
			double var47 = this.noise6[var13] / 8000.0D;

			if (var47 < 0.0D)
			{
				var47 = -var47 * 0.3D;
			}

			var47 = var47 * 3.0D - 2.0D;

			if (var47 < 0.0D)
			{
				var47 /= 2.0D;

				if (var47 < -1.0D)
				{
					var47 = -1.0D;
				}

				var47 /= 1.4D;
				var47 /= 2.0D;
			}
			else
			{
				if (var47 > 1.0D)
				{
					var47 = 1.0D;
				}

				var47 /= 8.0D;
			}

			var13++;

			for (int var46 = 0; var46 < par6; var46++)
			{
				double var48 = var17;
				double var26 = var16;
				var48 += var47 * 0.2D;
				var48 = var48 * par6 / 16.0D;
				double var28 = par6 / 2.0D + var48 * 4.0D;
				double var30 = 0.0D;
				double var32 = (var46 - var28) * 12.0D * 128.0D / 128.0D / var26;

				if (var32 < 0.0D)
				{
					var32 *= 4.0D;
				}

				double var34 = this.noise1[var12] / 512.0D;
				double var36 = this.noise2[var12] / 512.0D;
				double var38 = (this.noise3[var12] / 10.0D + 1.0D) / 2.0D;

				if (var38 < 0.0D)
				{
					var30 = var34;
				}
				else if (var38 > 1.0D)
				{
					var30 = var36;
				}
				else
				{
					var30 = var34 + (var36 - var34) * var38;
				}

				var30 -= var32;

				if (var46 > par6 - 4)
				{
					double var40 = (var46 - (par6 - 4)) / 3.0F;
					var30 = var30 * (1.0D - var40) + -10.0D * var40;
				}

				par1ArrayOfDouble[var12] = var30;
				var12++;
			}
		}
	}

	return par1ArrayOfDouble;
}

public boolean chunkExists(int par1, int par2)
{
	return true;
}

public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
{
	net.minecraft.block.BlockSand.fallInstantly = true;
	int var4 = par2 * 16;
	int var5 = par3 * 16;
	BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16);
	this.rand.setSeed(this.worldObj.getSeed());
	long var7 = this.rand.nextLong() / 2L * 2L + 1L;
	long var9 = this.rand.nextLong() / 2L * 2L + 1L;
	this.rand.setSeed(par2 * var7 + par3 * var9 ^ this.worldObj.getSeed());
	boolean var11 = false;

	if (this.mapFeaturesEnabled)
	{
		this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
		var11 = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
		this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
		this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
	}

	for (int i2 = 0; i2 < 4; i2++)
	{
		int i5 = var4 + this.rand.nextInt(16) + 8;
		int l7 = this.rand.nextInt(84) + 40;
		int i10 = var5 + this.rand.nextInt(16) + 8;
		new Wasteland_RuinedCiv1().generate(this.worldObj, this.rand, i5, l7, i10);
	}

	for (int j2 = 0; j2 < 1; j2++)
	{
		int j5 = var4 + this.rand.nextInt(16) + 8;
		int i8 = this.rand.nextInt(84) + 40;
		int j10 = var5 + this.rand.nextInt(16) + 8;
		new Wasteland_RuinedCiv2().generate(this.worldObj, this.rand, j5, i8, j10);
	}

	for (int k2 = 0; k2 < 4; k2++)
	{
		int k5 = var4 + this.rand.nextInt(16) + 8;
		int j8 = this.rand.nextInt(84) + 40;
		int k10 = var5 + this.rand.nextInt(16) + 8;
		new Wasteland_RandomFire().generate(this.worldObj, this.rand, k5, j8, k10);
	}

	for (int i3 = 0; i3 < 1; i3++)
	{
		int l5 = var4 + this.rand.nextInt(16) + 8;
		int k8 = this.rand.nextInt(84) + 40;
		int l10 = var5 + this.rand.nextInt(16) + 8;
		new Wasteland_Lightposts().generate(this.worldObj, this.rand, l5, k8, l10);
	}

	for (int j3 = 0; j3 < 2; j3++)
	{
		int i6 = var4 + this.rand.nextInt(16) + 8;
		int l8 = this.rand.nextInt(84) + 40;
		int i11 = var5 + this.rand.nextInt(16) + 8;
		new Wasteland_RandomRubble().generate(this.worldObj, this.rand, i6, l8, i11);
	}

	for (int k3 = 0; k3 < 1; k3++)
	{
		if (this.rand.nextInt(7) == 1)
		{
			int j6 = var4 + this.rand.nextInt(16) + 8;
			int i9 = this.rand.nextInt(84) + 40;
			int j11 = var5 + this.rand.nextInt(16) + 8;
			new Wasteland_RandomTent().generate(this.worldObj, this.rand, j6, i9, j11);
		}
	}

	for (int l3 = 0; l3 < 2; l3++)
	{
		int k6 = var4 + this.rand.nextInt(16) + 8;
		int j9 = this.rand.nextInt(84) + 40;
		int k11 = var5 + this.rand.nextInt(16) + 8;
		new Wasteland_SuperDuperRareOasis().generate(this.worldObj, this.rand, k6, j9, k11);
	}

	if ((!var11) && (this.rand.nextInt( == 0))
	{
		int var12 = var4 + this.rand.nextInt(16) + 8;
		int var13 = this.rand.nextInt(this.rand.nextInt(120) + ;
		int var14 = var5 + this.rand.nextInt(16) + 8;

		if ((var13 < 63) || (this.rand.nextInt(10) == 0))
		{
			new WorldGenLakes(Block.lavaStill.blockID).generate(this.worldObj, this.rand, var12, var13, var14);
		}
	}

	for (int var12 = 0; var12 < 8; var12++)
	{
		int var13 = var4 + this.rand.nextInt(16) + 8;
		int var14 = this.rand.nextInt(128);
		int var15 = var5 + this.rand.nextInt(16) + 8;

		if (!new WorldGenDungeons().generate(this.worldObj, this.rand, var13, var14, var15));
	}

	var6.decorate(this.worldObj, this.rand, var4, var5);
	SpawnerAnimals.performWorldGenSpawning(this.worldObj, var6, var4 + 8, var5 + 8, 16, 16, this.rand);
	var4 += 8;
	var5 += 8;

	net.minecraft.block.BlockSand.fallInstantly = false;
}

public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
{
	return true;
}

public boolean unload100OldestChunks()
{
	return false;
}

public boolean canSave()
{
	return true;
}

public String makeString()
{
	return "RandomLevelSource";
}

public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
{
	BiomeGenBase var5 = this.worldObj.getBiomeGenForCoords(par2, par4);
	return (var5 == BiomeGenBase.swampland) && (par1EnumCreatureType == EnumCreatureType.monster) && (this.scatteredFeatureGenerator.hasStructureAt(par2, par3, par4)) ? this.scatteredFeatureGenerator.getScatteredFeatureSpawnList() : var5 == null ? null : var5.getSpawnableList(par1EnumCreatureType);
}

public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
{
	return ("Stronghold".equals(par2Str)) && (this.strongholdGenerator != null) ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null;
}

public int getLoadedChunkCount()
{
	return 0;
}

public void recreateStructures(int par1, int par2)
{
	if (this.mapFeaturesEnabled)
	{
		this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
		this.villageGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
		this.strongholdGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
		this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
	}
}

@Override
public boolean unloadQueuedChunks() {
	// TODO Auto-generated method stub
	return true;
}

@Override
public void func_104112_b() {
	// TODO Auto-generated method stub

}
}

 

WorldGen file

package net.minecraft.wasteland;

import cpw.mods.fml.common.IWorldGenerator;
import java.util.Random;
import net.minecraft.world.World;
import net.minecraft.world.WorldProvider;
import net.minecraft.world.chunk.IChunkProvider;

public class Wasteland_WorldGen
implements IWorldGenerator
{
public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider)
{
	switch (world.provider.dimensionId) {
	case -1:
		generateNether(world, random, chunkX * 16, chunkZ * 16);
		break;
	case 0:
		generateSurface(world, random, chunkX * 16, chunkZ * 16);
		break;
	case 1:
		generateEnd(world, random, chunkX * 16, chunkZ * 16);
	}
}

private void generateEnd(World world, Random random, int i, int j)
{
}

private void generateSurface(World world, Random rand, int chunkX, int chunkZ)
{
	for (int k = 0; k < 1; k++)
	{
		int r = rand.nextInt(60);

		if (r == 3)
		{
			int Xcoord = chunkX + rand.nextInt(16);
			int Zcoord = chunkZ + rand.nextInt(16);
			int i = world.getHeightValue(Xcoord, Zcoord);
			mod_Wasteland.tree.generate(world, rand, Xcoord, i, Zcoord);
		}
	}
}

private void generateNether(World world, Random random, int i, int j)
{
}
}

 

WorldType file

package net.minecraft.wasteland;

import net.minecraft.world.World;
import net.minecraft.world.WorldType;
import net.minecraft.world.biome.WorldChunkManager;
import net.minecraft.world.biome.WorldChunkManagerHell;
import net.minecraft.world.chunk.IChunkProvider;

public class Wasteland_WorldType extends WorldType
{
public Wasteland_WorldType(int par1, String par2Str)
{
	super(par1, par2Str, 0);
}

public WorldChunkManager getChunkManager(World world)
{
	return new WorldChunkManagerHell(mod_Wasteland.BiomeApocalypse, 0.5F, 0.5F);
}

public IChunkProvider getChunkGenerator(World world, String generatorOptions)
{
	return new Wasteland_WorldChunkProvider(world, world.getSeed(), getCanBeCreated());
}

public int getSpawnFuzz()
{
	return 100;
}

public boolean getCanBeCreated()
{
	return true;
}
}

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I happen to have some experience with this. What I can tell you is that the problem must be in your ChunkProvider, most likely in the generateTerrain method.

 

It's a bit hard to point out what you changed from the default ChunkProvider, so it could be useful if you told us.

Okay. I'll have a look at the ChunkProvider class, probably rewrite it since it has already given me some problems before.

I'll post back later with the updated code, or the differences between my ChunkProvider and the vanilla one.

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