Posted September 18, 201312 yr I'm trying to add my own flowers and generating them, but the base class extends WorldGenerator but I'm implementing IWorldGenerator. The generate method in IWorldGenerator doesn't have 3 integer parameters. I'm assuming that from 21 to 23, its goes from x, y, and then z. http://pastebin.com/5SEmAUSb My problem is on line 22. Kain
September 18, 201312 yr It only has x/z because it gets an entire chunk, which is 16x16 blocks area 256 blocks tall, so all of the y coordinates are included. Try setting y to a high value such as 128 and then use a while loop to find the ground level, then add your block at that position: // Check for solid surface only above around ocean level while (!world.doesBlockHaveSolidTopSurface(x, y, z) && y > 62) { --y; } // If you didn't find a solid surface, return; check if your flower can stay at this point if (!world.doesBlockHaveSolidTopSurface(x, y, z)) { return; } // generate your flower I'd recommend checking out Wuppy's tutorial series, specifically 1.3.2 because he covers lots of world gen stuff there that is still relevant. This one in particular applies to your situtation, though it generates ore: http://wuppy29.blogspot.nl/2012/08/modding-ore-generation.html http://i.imgur.com/NdrFdld.png[/img]
September 18, 201312 yr Author Here's what I have: http://pastebin.com/YZQQkm1R I'm kind of confused on where to place the while loops. Inside the for or outside the for. Kain
September 19, 201312 yr The way you're doing it, you'll want to place the while loop within the for loop, and when you check if there was not a solid surface, instead of 'return' you'll want to use 'continue'. Chunk coordinates x and z define the start position of the chunk, not any actual coordinates within it; when you get the coordinates, you don't need to add and then subtract random ints, just add nextInt(16) and you'll be fine. y doesn't need to be random at all, just set it back to 128 each iteration. Are your flowers generating at all? If not, maybe you forgot to register your IWorldGenerator in the main mod class. http://i.imgur.com/NdrFdld.png[/img]
September 19, 201312 yr Author I registered it, and did all the changes. Still not generating. package tlhpoe.worldgen; import java.util.Random; import tlhpoe.helper.BlockHelper; import net.minecraft.block.Block; import net.minecraft.world.World; import net.minecraft.world.chunk.IChunkProvider; import cpw.mods.fml.common.IWorldGenerator; public class WorldGenEverything implements IWorldGenerator { @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) { for(int l = 0; l < 64; ++l) { int x = chunkX; int y = 128; int z = chunkZ; while(!world.doesBlockHaveSolidTopSurface(x, y, z) && y > 128) { --y; } if(!world.doesBlockHaveSolidTopSurface(x, y, z)) { continue; } int i1 = chunkX + random.nextInt(16); int j1 = y + random.nextInt(4) - random.nextInt(4); int k1 = chunkZ + random.nextInt(16); if (world.isAirBlock(i1, j1, k1) && (!world.provider.hasNoSky || j1 < 127) && Block.blocksList[blockHelper.heartFlower.blockID].canBlockStay(world, i1, j1, k1)) { world.setBlock(i1, j1, k1, BlockHelper.heartFlower.blockID, 0, 2); } } } } Kain
September 19, 201312 yr You are still assigning y to a random int after you've found the ground, meaning you are probably trying to generate your block underground or in the air. Also, you failed to assign coordinates before checking for ground, meaning the while loop is pretty much useless, as it isn't looking at the coordinates you want to place the block. Also this: (!world.provider.hasNoSky || j1 < 127) should all be handled in your heart block's canBlockStay method. One final note is that when you find the ground, that's what you've found. Try generating your block at y+1 to set the block ABOVE ground to your flower. Try this code: @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) { for(int l = 0; l < 64; ++l) { int x = chunkX + random.nextInt(16); int y = 128; int z = chunkZ + random.nextInt(16); while(!world.doesBlockHaveSolidTopSurface(x, y, z) && y > 128) { --y; } if(!world.doesBlockHaveSolidTopSurface(x, y, z)) { continue; } if (world.isAirBlock(x, y+1, z) && Block.blocksList[blockHelper.heartFlower.blockID].canBlockStay(world, x, y+1, z)) { world.setBlock(x, y+1, z, BlockHelper.heartFlower.blockID, 0, 2); } } } If it still doesn't work, put some println in there and see if it is being called like you think. http://i.imgur.com/NdrFdld.png[/img]
September 19, 201312 yr Author Everything prints except for HI3 :I package tlhpoe.worldgen; import java.util.Random; import tlhpoe.helper.BlockHelper; import tlhpoe.util.InfoUtil; import net.minecraft.block.Block; import net.minecraft.world.World; import net.minecraft.world.chunk.IChunkProvider; import cpw.mods.fml.common.IWorldGenerator; public class WorldGenEverything implements IWorldGenerator { @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) { InfoUtil.print("HI1"); for(int l = 0; l < 64; ++l) { InfoUtil.print("HI2"); int x = chunkX + random.nextInt(16); int y = 128; int z = chunkZ + random.nextInt(16); while(!world.doesBlockHaveSolidTopSurface(x, y, z) && y > 128) {--y;} if(!world.doesBlockHaveSolidTopSurface(x, y, z)) {continue;} if (world.isAirBlock(x, y+1, z) && Block.blocksList[blockHelper.heartFlower.blockID].canBlockStay(world, x, y+1, z)) { world.setBlock(x, y+1, z, BlockHelper.heartFlower.blockID, 0, 2); InfoUtil.print("HI3"); } } } } Kain
September 20, 201312 yr Then the problem is either the block at (x, y+1, z) is not an air block or your custom Block's canBlockStay method is incorrect. Print out the block id at those coordinates (before the if statement) to see what it is. I'm guessing it's grass or some such. If that's the case, you can try something like this: if (world.isAirBlock(x, y+1, z) || (Block.blocksList[world.getBlockId(x, y+1, z)] != null && !Block.blocksList[world.getBlockId(x, y+1, z)].blockMaterial.blocksMovement())) It checks if the block allows movement and if so, still let's you place your block. What's your block's canBlockStay method look like? http://i.imgur.com/NdrFdld.png[/img]
September 20, 201312 yr Author I edited my code a little, and it only printed 0 (which I'm guessing is the air block ID). Here's my canBlockStay method: @Override public boolean canBlockStay(World par1World, int par2, int par3, int par4) { Block soil = blocksList[par1World.getBlockId(par2, par3 - 1, par4)]; return (par1World.getFullBlockLightValue(par2, par3, par4) >= 8 || par1World.canBlockSeeTheSky(par2, par3, par4)) && (soil != null && soil.canSustainPlant(par1World, par2, par3 - 1, par4, ForgeDirection.UP, this)); } WorldGenEverything: package tlhpoe.worldgen; import java.util.Random; import tlhpoe.helper.BlockHelper; import tlhpoe.util.InfoUtil; import net.minecraft.block.Block; import net.minecraft.world.World; import net.minecraft.world.chunk.IChunkProvider; import cpw.mods.fml.common.IWorldGenerator; public class WorldGenEverything implements IWorldGenerator { @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) { for(int l = 0; l < 64; ++l) { int x = chunkX + random.nextInt(16); int y = 128; int z = chunkZ + random.nextInt(16); while(!world.doesBlockHaveSolidTopSurface(x, y, z) && y > 256) {--y;} if(world.doesBlockHaveSolidTopSurface(x, y, z)) {continue;} if (world.isAirBlock(x, y+1, z) && Block.blocksList[blockHelper.heartFlower.blockID].canBlockStay(world, x, y+1, z)) { world.setBlock(x, y+1, z, BlockHelper.heartFlower.blockID, 0, 2); InfoUtil.print("HI3"); } } } } Kain
September 21, 201312 yr It printed '0' for getBlockId(x, y+1, z) ? Try at (x, y, z) and see what that block is. If it is also air, then that would be your problem. Just experiment a little on your own with the values, printing out block id s at each one, trying with your canBlockStay check and without it, etc. You'll find the problem much more easily that way than waiting for someone else to try to figure it out from snippets of code. http://i.imgur.com/NdrFdld.png[/img]
September 21, 201312 yr Author I've been tinkering with it, and I came up with this: http://pastebin.com/4cUHcM23 It just pauses at the Building terrain. Nothing else in console. Did I jack up a while loop? Kain
September 21, 201312 yr Yes, you did: while(!(world.getBlockId(x, y, z) == Block.grass.blockID)) {--y;} There's nothing in there to stop the while loop other than hitting a grass block, but if you never encounter a grass block, it will keep going forever. Add '&& y > 2' or something like that if you want to stop that low (like in a superflat world) or '&& y > 62' or something for around ocean level. http://i.imgur.com/NdrFdld.png[/img]
September 21, 201312 yr Author Aghh, won't generate anything or print anything. package tlhpoe.rpgadditions.worldgen; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.world.World; import net.minecraft.world.chunk.IChunkProvider; import tlhpoe.rpgadditions.helper.BlockHelper; import tlhpoe.rpgadditions.util.InfoUtil; import cpw.mods.fml.common.IWorldGenerator; public class WorldGenEverything implements IWorldGenerator { @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) { for(int l = 0; l < 64; ++l) { int x = chunkX + random.nextInt(16); int y = 128; int z = chunkZ + random.nextInt(16); while(!(world.getBlockId(x, y, z) == Block.grass.blockID || world.getBlockId(x, y, z) == Block.sand.blockID) && y > 64) {--y;} if(world.getBlockId(x, y, z) == Block.grass.blockID || world.getBlockId(x, y, z) == Block.sand.blockID) {continue;} world.setBlock(x, y+1, z, BlockHelper.heartFlower.blockID, 0, 2); } } } Kain
September 21, 201312 yr Author Ok, they actually spawned. But they spawned in a large group of 1 big thick pool. Most of the flowers were on top of tall grass blocks though. Kain
September 21, 201312 yr Author Finally fixed my problem, I forgot that I needed to use a class that implements IWorldGenerator and use another class that extended WorldGenerator. Kain
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