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Custom Plant Generation[Solved]


SilasOtoko

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What I've done for my plants to generate is firstly a thought process: I want them to spawn in groups, and scattered around the surface. More translated to code I think of every chunk having a 1 in so many chance to spawn a group. When it has to spawn a group, it'll generate a number between 7 - 14 which is the number of plants that (most of the times) will be generated. When you have that number, you can illiterate that many times in a for loop and generate a random x and z every time you do so. The y is the height of the topmost block +1, or World#getHeightValue(x, z). This comes down to this code:

if(rand.nextInt(40) == 0) {
                    int plantsInGroup = 7 + rand.nextInt(; //beteen 7 and 14 plants per group.
                    for(int i = 0; i < plantsInGroup; i++) {
                        int x = chunkX * 16 + rand.nextInt(20);//in an area of 20x20
                        int z = chunkZ * 16 + rand.nextInt(20);
                        int y = world.getHeightValue(x, z);
                        if(y > 0 && (BlockYourFlower)Block.blocksList[idOfYourFlower].canPlantGrowOnThisBlockID(world.getBlockId(x, y - 1, z))) {
                            world.setBlock(x, y, z, idOfYourFlower, 0, 2);
                        }
                    }
                }

 

I gave the explanation at the beginning to show you that with a good rundown of the problem you don't always need a tutorial for it.

Author of PneumaticCraft, MineChess, Minesweeper Mod and Sokoban Mod. Visit www.minemaarten.com to take a look at them.

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Thanks MineMaarten :) I actually found an example online that uses a different method, although I'm not sure if it is better, here it is:

 

WorldGenClass

@Override
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,chunkZ16);
	case 0 : generateSurface(world, random, chunkX*16, chunkZ*16);
	}
}

private void generateSurface(World world, Random random, int BlockX, int BlockZ){


     for(int i = 0; i < 2; i++){
int posX = BlockX + random.nextInt(16);
int posZ = BlockZ + random.nextInt(16);
int posY = 50 + random.nextInt(25);

(new WorldGenCustomFlower(TutorialMod.GlowFlower.blockID)).generate(world, random, posX, posY, posZ);

 

WorldFlowerGenClass

public class WorldGenCustomFlower extends WorldGenerator {
/** The ID of the plant block used in this plant generator. */
    private int GlowFlowerBlockId;

    public WorldGenCustomFlower(int par1)
    {
        this.GlowFlowerBlockId = par1;
    }

    public boolean generate(World par1World, Random par2Random, int par3, int par4, int par5)
    {
    	BiomeGenBase b = par1World.getBiomeGenForCoords(par3, par5);
        if(b.biomeName.equals("Plains") || b.biomeName.equals("Extreme Hills") || b.biomeName.equals("Forest")) {
    	for (int l = 0; l < 2; ++l)
        {
            int i1 = par3 + par2Random.nextInt(1) - par2Random.nextInt(1);
            int j1 = par4 + par2Random.nextInt(1) - par2Random.nextInt(1);
            int k1 = par5 + par2Random.nextInt(1) - par2Random.nextInt(1);

            if (par1World.isAirBlock(i1, j1, k1) && TutorialMod.GlowFlower.canPlaceBlockAt(par1World, i1, j1, k1))
            {
                int l1 = 1 + par2Random.nextInt(par2Random.nextInt(3) + 1);

                for (int i2 = 0; i2 < l1; ++i2)
                {
                    if (TutorialMod.GlowFlower.canBlockStay(par1World, i1, j1 + i2, k1))
                    {
                        par1World.setBlock(i1, j1 + i2, k1, TutorialMod.GlowFlower.blockID, 0, 1);
                    }
                }
            }
        }
        }

        return true;
    }
}

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As I read it I'm doubting if it would work, but if it does, it looks fine. This code also takes spawnable Biomes in account. There are some dirtynesses going on though:

int i1 = par3 + par2Random.nextInt(1) - par2Random.nextInt(1);

Random#nextInt(1) will always return 0, not very random. Maybe it's meant as an extra option, that you can change this 1.

 

public WorldGenCustomFlower(int par1)
{
     this.GlowFlowerBlockId = par1;
}

(...)

if (TutorialMod.GlowFlower.canBlockStay(par1World, i1, j1 + i2, k1))
{
par1World.setBlock(i1, j1 + i2, k1, TutorialMod.GlowFlower.blockID, 0, 1);
}

What's the point in giving a blockID in the constructor if you're not going to use it...

Author of PneumaticCraft, MineChess, Minesweeper Mod and Sokoban Mod. Visit www.minemaarten.com to take a look at them.

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