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[SOLVED] New dimension not generating top blocks and filler blocks


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Posted

I created a new dimension with a custom ChunkProvider, WorldProvider and biome. The top and filler blocks for the biome don't generate whenever I change the ChunkProvider to use my mod block instead of stone.

The code for the entire mod can be found here:

https://github.com/ybilta/Deep-Freeze

 

Edit for clarification:

The problem occurs when use find/replace to change all instances of Block.stone in the custom ChunkProvider to ModBlocks.packedIce.

 

Posted

It would help me for one if you posted the snippet where you are replacing Block.stone with your own block; I couldn't find an instance of packed ice in your world generation files. What could be your problem, just a guess that you probably already considered, is that you are implementing your block wrong. You may need to call yourmod.packedIce instead of Block.packedIce. Just some ideas for you!

Posted

Here is the ChunkProvider file when Block.stone was replaced by ModBlocks.packedIce

package ybilta.deepfreeze.world.chunk;

import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.CAVE;
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.MINESHAFT;
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.RAVINE;
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.SCATTERED_FEATURE;
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.STRONGHOLD;
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.VILLAGE;
import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.DUNGEON;
import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.ICE;
import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.LAKE;
import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.LAVA;

import java.util.List;
import java.util.Random;

import net.minecraft.block.Block;
import net.minecraft.block.BlockSand;
import net.minecraft.entity.EnumCreatureType;
import net.minecraft.util.IProgressUpdate;
import net.minecraft.util.MathHelper;
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.chunk.Chunk;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.MapGenBase;
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;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.event.Event.Result;
import net.minecraftforge.event.terraingen.ChunkProviderEvent;
import net.minecraftforge.event.terraingen.PopulateChunkEvent;
import net.minecraftforge.event.terraingen.TerrainGen;
import ybilta.deepfreeze.blocks.ModBlocks;

public class DeepFreezeChunkProvider implements IChunkProvider
{
    /** RNG. */
    private Random rand;

    /** A NoiseGeneratorOctaves used in generating terrain */
    private NoiseGeneratorOctaves noiseGen1;

    /** A NoiseGeneratorOctaves used in generating terrain */
    private NoiseGeneratorOctaves noiseGen2;

    /** A NoiseGeneratorOctaves used in generating terrain */
    private NoiseGeneratorOctaves noiseGen3;

    /** A NoiseGeneratorOctaves used in generating terrain */
    private NoiseGeneratorOctaves noiseGen4;

    /** A NoiseGeneratorOctaves used in generating terrain */
    public NoiseGeneratorOctaves noiseGen5;

    /** A NoiseGeneratorOctaves used in generating terrain */
    public NoiseGeneratorOctaves noiseGen6;
    public NoiseGeneratorOctaves mobSpawnerNoise;

    /** Reference to the World object. */
    private World worldObj;

    /** are map structures going to be generated (e.g. strongholds) */
    private final boolean mapFeaturesEnabled;

    /** Holds the overall noise array used in chunk generation */
    private double[] noiseArray;
    private double[] stoneNoise = new double[256];
    private MapGenBase caveGenerator = new MapGenCaves();

    /** Holds Stronghold Generator */
    private MapGenStronghold strongholdGenerator = new MapGenStronghold();

    /** Holds Village Generator */
    private MapGenVillage villageGenerator = new MapGenVillage();

    /** Holds Mineshaft Generator */
    private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft();
    private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature();

    /** Holds ravine generator */
    private MapGenBase ravineGenerator = new MapGenRavine();

    /** The biomes that are used to generate the chunk */
    private BiomeGenBase[] biomesForGeneration;

    /** A double array that hold terrain noise from noiseGen3 */
    double[] noise3;

    /** A double array that hold terrain noise */
    double[] noise1;

    /** A double array that hold terrain noise from noiseGen2 */
    double[] noise2;

    /** A double array that hold terrain noise from noiseGen5 */
    double[] noise5;

    /** A double array that holds terrain noise from noiseGen6 */
    double[] noise6;

    /**
     * Used to store the 5x5 parabolic field that is used during terrain generation.
     */
    float[] parabolicField;
    int[][] field_73219_j = new int[32][32];

    {
        caveGenerator = TerrainGen.getModdedMapGen(caveGenerator, CAVE);
        strongholdGenerator = (MapGenStronghold) TerrainGen.getModdedMapGen(strongholdGenerator, STRONGHOLD);
        villageGenerator = (MapGenVillage) TerrainGen.getModdedMapGen(villageGenerator, VILLAGE);
        mineshaftGenerator = (MapGenMineshaft) TerrainGen.getModdedMapGen(mineshaftGenerator, MINESHAFT);
        scatteredFeatureGenerator = (MapGenScatteredFeature) TerrainGen.getModdedMapGen(scatteredFeatureGenerator, SCATTERED_FEATURE);
        ravineGenerator = TerrainGen.getModdedMapGen(ravineGenerator, RAVINE);
    }

    public DeepFreezeChunkProvider(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, ;

        NoiseGeneratorOctaves[] noiseGens = {noiseGen1, noiseGen2, noiseGen3, noiseGen4, noiseGen5, noiseGen6, mobSpawnerNoise};
        noiseGens = TerrainGen.getModdedNoiseGenerators(par1World, this.rand, noiseGens);
        this.noiseGen1 = noiseGens[0];
        this.noiseGen2 = noiseGens[1];
        this.noiseGen3 = noiseGens[2];
        this.noiseGen4 = noiseGens[3];
        this.noiseGen5 = noiseGens[4];
        this.noiseGen6 = noiseGens[5];
        this.mobSpawnerNoise = noiseGens[6];
    }

    /**
     * Generates the shape of the terrain for the chunk though its all stone though the water is frozen if the
     * temperature is low enough
     */
    public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte)
    {
        byte b0 = 4;
        byte b1 = 16;
        byte b2 = 63;
        int k = b0 + 1;
        byte b3 = 17;
        int l = b0 + 1;
        this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, k + 5, l + 5);
        this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * b0, 0, par2 * b0, k, b3, l);

        for (int i1 = 0; i1 < b0; ++i1)
        {
            for (int j1 = 0; j1 < b0; ++j1)
            {
                for (int k1 = 0; k1 < b1; ++k1)
                {
                    double d0 = 0.125D;
                    double d1 = this.noiseArray[((i1 + 0) * l + j1 + 0) * b3 + k1 + 0];
                    double d2 = this.noiseArray[((i1 + 0) * l + j1 + 1) * b3 + k1 + 0];
                    double d3 = this.noiseArray[((i1 + 1) * l + j1 + 0) * b3 + k1 + 0];
                    double d4 = this.noiseArray[((i1 + 1) * l + j1 + 1) * b3 + k1 + 0];
                    double d5 = (this.noiseArray[((i1 + 0) * l + j1 + 0) * b3 + k1 + 1] - d1) * d0;
                    double d6 = (this.noiseArray[((i1 + 0) * l + j1 + 1) * b3 + k1 + 1] - d2) * d0;
                    double d7 = (this.noiseArray[((i1 + 1) * l + j1 + 0) * b3 + k1 + 1] - d3) * d0;
                    double d8 = (this.noiseArray[((i1 + 1) * l + j1 + 1) * b3 + k1 + 1] - d4) * d0;

                    for (int l1 = 0; l1 < 8; ++l1)
                    {
                        double d9 = 0.25D;
                        double d10 = d1;
                        double d11 = d2;
                        double d12 = (d3 - d1) * d9;
                        double d13 = (d4 - d2) * d9;

                        for (int i2 = 0; i2 < 4; ++i2)
                        {
                            int j2 = i2 + i1 * 4 << 11 | 0 + j1 * 4 << 7 | k1 * 8 + l1;
                            short short1 = 128;
                            j2 -= short1;
                            double d14 = 0.25D;
                            double d15 = (d11 - d10) * d14;
                            double d16 = d10 - d15;

                            for (int k2 = 0; k2 < 4; ++k2)
                            {
                                if ((d16 += d15) > 0.0D)
                                {
                                    par3ArrayOfByte[j2 += short1] = (byte)ModBlocks.packedIce.blockID;
                                }
                                else if (k1 * 8 + l1 < b2)
                                {
                                    par3ArrayOfByte[j2 += short1] = (byte)Block.waterStill.blockID;
                                }
                                else
                                {
                                    par3ArrayOfByte[j2 += short1] = 0;
                                }
                            }

                            d10 += d12;
                            d11 += d13;
                        }

                        d1 += d5;
                        d2 += d6;
                        d3 += d7;
                        d4 += d8;
                    }
                }
            }
        }
    }

    /**
     * Replaces the stone that was placed in with blocks that match the biome
     */
    public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
    {
        ChunkProviderEvent.ReplaceBiomeBlocks event = new ChunkProviderEvent.ReplaceBiomeBlocks(this, par1, par2, par3ArrayOfByte, par4ArrayOfBiomeGenBase);
        MinecraftForge.EVENT_BUS.post(event);
        if (event.getResult() == Result.DENY) return;

        byte b0 = 63;
        double d0 = 0.03125D;
        this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, d0 * 2.0D, d0 * 2.0D, d0 * 2.0D);

        for (int k = 0; k < 16; ++k)
        {
            for (int l = 0; l < 16; ++l)
            {
                BiomeGenBase biomegenbase = par4ArrayOfBiomeGenBase[l + k * 16];
                float f = biomegenbase.getFloatTemperature();
                int i1 = (int)(this.stoneNoise[k + l * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
                int j1 = -1;
                byte b1 = biomegenbase.topBlock;
                byte b2 = biomegenbase.fillerBlock;

                for (int k1 = 127; k1 >= 0; --k1)
                {
                    int l1 = (l * 16 + k) * 128 + k1;

                    if (k1 <= 0 + this.rand.nextInt(5))
                    {
                        par3ArrayOfByte[l1] = (byte)Block.bedrock.blockID;
                    }
                    else
                    {
                        byte b3 = par3ArrayOfByte[l1];

                        if (b3 == 0)
                        {
                            j1 = -1;
                        }
                        else if (b3 == ModBlocks.packedIce.blockID)
                        {
                            if (j1 == -1)
                            {
                                if (i1 <= 0)
                                {
                                    b1 = 0;
                                    b2 = (byte)ModBlocks.packedIce.blockID;
                                }
                                else if (k1 >= b0 - 4 && k1 <= b0 + 1)
                                {
                                    b1 = biomegenbase.topBlock;
                                    b2 = biomegenbase.fillerBlock;
                                }

                                if (k1 < b0 && b1 == 0)
                                {
                                    if (f < 0.15F)
                                    {
                                        b1 = (byte)Block.ice.blockID;
                                    }
                                    else
                                    {
                                        b1 = (byte)Block.waterStill.blockID;
                                    }
                                }

                                j1 = i1;

                                if (k1 >= b0 - 1)
                                {
                                    par3ArrayOfByte[l1] = b1;
                                }
                                else
                                {
                                    par3ArrayOfByte[l1] = b2;
                                }
                            }
                            else if (j1 > 0)
                            {
                                --j1;
                                par3ArrayOfByte[l1] = b2;

                                if (j1 == 0 && b2 == Block.sand.blockID)
                                {
                                    j1 = this.rand.nextInt(4);
                                    b2 = (byte)Block.sandStone.blockID;
                                }
                            }
                        }
                    }
                }
            }
        }
    }

    /**
     * loads or generates the chunk at the chunk location specified
     */
    public Chunk loadChunk(int par1, int par2)
    {
        return this.provideChunk(par1, par2);
    }

    /**
     * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
     * specified chunk from the map seed and chunk seed
     */
    public Chunk provideChunk(int par1, int par2)
    {
        this.rand.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
        byte[] abyte = new byte[32768];
        this.generateTerrain(par1, par2, abyte);
        this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16);
        this.replaceBlocksForBiome(par1, par2, abyte, this.biomesForGeneration);
        this.caveGenerator.generate(this, this.worldObj, par1, par2, abyte);
        this.ravineGenerator.generate(this, this.worldObj, par1, par2, abyte);

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

        Chunk chunk = new Chunk(this.worldObj, abyte, par1, par2);
        byte[] abyte1 = chunk.getBiomeArray();

        for (int k = 0; k < abyte1.length; ++k)
        {
            abyte1[k] = (byte)this.biomesForGeneration[k].biomeID;
        }

        chunk.generateSkylightMap();
        return chunk;
    }

    /**
     * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the
     * size.
     */
    private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)
    {
        ChunkProviderEvent.InitNoiseField event = new ChunkProviderEvent.InitNoiseField(this, par1ArrayOfDouble, par2, par3, par4, par5, par6, par7);
        MinecraftForge.EVENT_BUS.post(event);
        if (event.getResult() == Result.DENY) return event.noisefield;

        if (par1ArrayOfDouble == null)
        {
            par1ArrayOfDouble = new double[par5 * par6 * par7];
        }

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

            for (int k1 = -2; k1 <= 2; ++k1)
            {
                for (int l1 = -2; l1 <= 2; ++l1)
                {
                    float f = 10.0F / MathHelper.sqrt_float((float)(k1 * k1 + l1 * l1) + 0.2F);
                    this.parabolicField[k1 + 2 + (l1 + 2) * 5] = f;
                }
            }
        }

        double d0 = 684.412D;
        double d1 = 684.412D;
        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, d0 / 80.0D, d1 / 160.0D, d0 / 80.0D);
        this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, d0, d1, d0);
        this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, d0, d1, d0);
        boolean flag = false;
        boolean flag1 = false;
        int i2 = 0;
        int j2 = 0;

        for (int k2 = 0; k2 < par5; ++k2)
        {
            for (int l2 = 0; l2 < par7; ++l2)
            {
                float f1 = 0.0F;
                float f2 = 0.0F;
                float f3 = 0.0F;
                byte b0 = 2;
                BiomeGenBase biomegenbase = this.biomesForGeneration[k2 + 2 + (l2 + 2) * (par5 + 5)];

                for (int i3 = -b0; i3 <= b0; ++i3)
                {
                    for (int j3 = -b0; j3 <= b0; ++j3)
                    {
                        BiomeGenBase biomegenbase1 = this.biomesForGeneration[k2 + i3 + 2 + (l2 + j3 + 2) * (par5 + 5)];
                        float f4 = this.parabolicField[i3 + 2 + (j3 + 2) * 5] / (biomegenbase1.minHeight + 2.0F);

                        if (biomegenbase1.minHeight > biomegenbase.minHeight)
                        {
                            f4 /= 2.0F;
                        }

                        f1 += biomegenbase1.maxHeight * f4;
                        f2 += biomegenbase1.minHeight * f4;
                        f3 += f4;
                    }
                }

                f1 /= f3;
                f2 /= f3;
                f1 = f1 * 0.9F + 0.1F;
                f2 = (f2 * 4.0F - 1.0F) / 8.0F;
                double d2 = this.noise6[j2] / 8000.0D;

                if (d2 < 0.0D)
                {
                    d2 = -d2 * 0.3D;
                }

                d2 = d2 * 3.0D - 2.0D;

                if (d2 < 0.0D)
                {
                    d2 /= 2.0D;

                    if (d2 < -1.0D)
                    {
                        d2 = -1.0D;
                    }

                    d2 /= 1.4D;
                    d2 /= 2.0D;
                }
                else
                {
                    if (d2 > 1.0D)
                    {
                        d2 = 1.0D;
                    }

                    d2 /= 8.0D;
                }

                ++j2;

                for (int k3 = 0; k3 < par6; ++k3)
                {
                    double d3 = (double)f2;
                    double d4 = (double)f1;
                    d3 += d2 * 0.2D;
                    d3 = d3 * (double)par6 / 16.0D;
                    double d5 = (double)par6 / 2.0D + d3 * 4.0D;
                    double d6 = 0.0D;
                    double d7 = ((double)k3 - d5) * 12.0D * 128.0D / 128.0D / d4;

                    if (d7 < 0.0D)
                    {
                        d7 *= 4.0D;
                    }

                    double d8 = this.noise1[i2] / 512.0D;
                    double d9 = this.noise2[i2] / 512.0D;
                    double d10 = (this.noise3[i2] / 10.0D + 1.0D) / 2.0D;

                    if (d10 < 0.0D)
                    {
                        d6 = d8;
                    }
                    else if (d10 > 1.0D)
                    {
                        d6 = d9;
                    }
                    else
                    {
                        d6 = d8 + (d9 - d8) * d10;
                    }

                    d6 -= d7;

                    if (k3 > par6 - 4)
                    {
                        double d11 = (double)((float)(k3 - (par6 - 4)) / 3.0F);
                        d6 = d6 * (1.0D - d11) + -10.0D * d11;
                    }

                    par1ArrayOfDouble[i2] = d6;
                    ++i2;
                }
            }
        }

        return par1ArrayOfDouble;
    }

    /**
     * Checks to see if a chunk exists at x, y
     */
    public boolean chunkExists(int par1, int par2)
    {
        return true;
    }

    /**
     * Populates chunk with ores etc etc
     */
    public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
    {
        BlockSand.fallInstantly = true;
        int k = par2 * 16;
        int l = par3 * 16;
        BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(k + 16, l + 16);
        this.rand.setSeed(this.worldObj.getSeed());
        long i1 = this.rand.nextLong() / 2L * 2L + 1L;
        long j1 = this.rand.nextLong() / 2L * 2L + 1L;
        this.rand.setSeed((long)par2 * i1 + (long)par3 * j1 ^ this.worldObj.getSeed());
        boolean flag = false;

        MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, rand, par2, par3, flag));

        if (this.mapFeaturesEnabled)
        {
            this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
            flag = 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);
        }

        int k1;
        int l1;
        int i2;

        if (biomegenbase != BiomeGenBase.desert && biomegenbase != BiomeGenBase.desertHills && !flag && this.rand.nextInt(4) == 0
            && TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, LAKE))
        {
            k1 = k + this.rand.nextInt(16) + 8;
            l1 = this.rand.nextInt(128);
            i2 = l + this.rand.nextInt(16) + 8;
            (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, k1, l1, i2);
        }

        if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, LAVA) &&
                !flag && this.rand.nextInt( == 0)
        {
            k1 = k + this.rand.nextInt(16) + 8;
            l1 = this.rand.nextInt(this.rand.nextInt(120) + ;
            i2 = l + this.rand.nextInt(16) + 8;

            if (l1 < 63 || this.rand.nextInt(10) == 0)
            {
                (new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.rand, k1, l1, i2);
            }
        }

        boolean doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, DUNGEON);
        for (k1 = 0; doGen && k1 < 8; ++k1)
        {
            l1 = k + this.rand.nextInt(16) + 8;
            i2 = this.rand.nextInt(128);
            int j2 = l + this.rand.nextInt(16) + 8;
            (new WorldGenDungeons()).generate(this.worldObj, this.rand, l1, i2, j2);
        }

        biomegenbase.decorate(this.worldObj, this.rand, k, l);
        SpawnerAnimals.performWorldGenSpawning(this.worldObj, biomegenbase, k + 8, l + 8, 16, 16, this.rand);
        k += 8;
        l += 8;

        doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, ICE);
        for (k1 = 0; doGen && k1 < 16; ++k1)
        {
            for (l1 = 0; l1 < 16; ++l1)
            {
                i2 = this.worldObj.getPrecipitationHeight(k + k1, l + l1);

                if (this.worldObj.isBlockFreezable(k1 + k, i2 - 1, l1 + l))
                {
                    this.worldObj.setBlock(k1 + k, i2 - 1, l1 + l, Block.ice.blockID, 0, 2);
                }

                if (this.worldObj.canSnowAt(k1 + k, i2, l1 + l))
                {
                    this.worldObj.setBlock(k1 + k, i2, l1 + l, Block.snow.blockID, 0, 2);
                }
            }
        }

        MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, flag));

        BlockSand.fallInstantly = false;
    }

    /**
     * Two modes of operation: if passed true, save all Chunks in one go.  If passed false, save up to two chunks.
     * Return true if all chunks have been saved.
     */
    public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
    {
        return true;
    }

    /**
     * Save extra data not associated with any Chunk.  Not saved during autosave, only during world unload.  Currently
     * unimplemented.
     */
    public void saveExtraData() {}

    /**
     * Unloads chunks that are marked to be unloaded. This is not guaranteed to unload every such chunk.
     */
    public boolean unloadQueuedChunks()
    {
        return false;
    }

    /**
     * Returns if the IChunkProvider supports saving.
     */
    public boolean canSave()
    {
        return true;
    }

    /**
     * Converts the instance data to a readable string.
     */
    public String makeString()
    {
        return "RandomLevelSource";
    }

    /**
     * Returns a list of creatures of the specified type that can spawn at the given location.
     */
    public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
    {
        BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(par2, par4);
        return biomegenbase == null ? null : (par1EnumCreatureType == EnumCreatureType.monster && this.scatteredFeatureGenerator.func_143030_a(par2, par3, par4) ? this.scatteredFeatureGenerator.getScatteredFeatureSpawnList() : biomegenbase.getSpawnableList(par1EnumCreatureType));
    }

    /**
     * Returns the location of the closest structure of the specified type. If not found returns null.
     */
    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);
        }
    }
}

Posted

I don't know much about biome generation, but I would see if stone can be replaced with a vanilla item easily, to see whether the problem is replacing stone or using your block to do it. Sorry I can't help more!

Posted

Just tested with that change. No luck. In any case, the forge documentation says that blocks are registered in preInit, was there a change not reflected there?

Posted

Narrowed down the error. When I have the ChunkProvider set to use Block.stone, the variable abyte in method provideChunk gets set correctly by the method generateTerrain. But when I have ChunkProvider use my modded block, aByte gets a lot of weird numbers, like -93. Could this be due to casting the id of my block to a byte? I kept the blocks id at 163 to prevent errors. But could this be happening anyways?

Posted

Fixed it! The issue lied in the replaceBlocksForBiome method of the ChunkProvider. There is a line in there that compares the byte b3 to the id of the block, without casting the id to a byte. This is an issue when your blocks id is between 128 and 255, because byte only goes up to 127. This didn't cause an issue with vanilla blocks I tested because their id is below 128. The fix was adding the cast to the block id. Below is the fixed method, I put comments around the fixed line.

public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
    {
        ChunkProviderEvent.ReplaceBiomeBlocks event = new ChunkProviderEvent.ReplaceBiomeBlocks(this, par1, par2, par3ArrayOfByte, par4ArrayOfBiomeGenBase);
        MinecraftForge.EVENT_BUS.post(event);
        if (event.getResult() == Result.DENY) return;

        byte b0 = 63;
        double d0 = 0.03125D;
        this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, d0 * 2.0D, d0 * 2.0D, d0 * 2.0D);

        for (int k = 0; k < 16; ++k)
        {
            for (int l = 0; l < 16; ++l)
            {
                BiomeGenBase biomegenbase = par4ArrayOfBiomeGenBase[l + k * 16];
                float f = biomegenbase.getFloatTemperature();
                int i1 = (int)(this.stoneNoise[k + l * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
                int j1 = -1;
                byte b1 = biomegenbase.topBlock;
                byte b2 = biomegenbase.fillerBlock;

                for (int k1 = 127; k1 >= 0; --k1)
                {
                    int l1 = (l * 16 + k) * 128 + k1;

                    if (k1 <= 0 + this.rand.nextInt(5))
                    {
                        par3ArrayOfByte[l1] = (byte)Block.bedrock.blockID;
                    }
                    else
                    {
                        byte b3 = par3ArrayOfByte[l1];

                        if (b3 == 0)
                        {
                            j1 = -1;
                        }
                        /*Fixed Code Here, original: else if(b3 == ModBlocks.packedIce.blockID)*/
                        else if (b3 == (byte)ModBlocks.packedIce.blockID)
                        /*Fixed Code Here*/
                        {
                            if (j1 == -1)
                            {
                                if (i1 <= 0)
                                {
                                    b1 = 0;
                                    b2 = (byte)ModBlocks.packedIce.blockID;
                                }
                                else if (k1 >= b0 - 4 && k1 <= b0 + 1)
                                {
                                    b1 = biomegenbase.topBlock;
                                    b2 = biomegenbase.fillerBlock;
                                }

                                if (k1 < b0 && b1 == 0)
                                {
                                    if (f < 0.15F)
                                    {
                                        b1 = (byte)Block.ice.blockID;
                                    }
                                    else
                                    {
                                        b1 = (byte)Block.waterStill.blockID;
                                    }
                                }

                                j1 = i1;

                                if (k1 >= b0 - 1)
                                {
                                    par3ArrayOfByte[l1] = b1;
                                }
                                else
                                {
                                    par3ArrayOfByte[l1] = b2;
                                }
                            }
                            else if (j1 > 0)
                            {
                                --j1;
                                par3ArrayOfByte[l1] = b2;

                                if (j1 == 0 && b2 == Block.sand.blockID)
                                {
                                    j1 = this.rand.nextInt(4);
                                    b2 = (byte)Block.sandStone.blockID;
                                }
                            }
                        }
                    }
                }
            }
        }
    }

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    • Title: Why Is It So Hard to Rename and Restructure Mods Like Xray or AntiXray? 🤔 Post text: Hey everyone! I’ve been digging into Minecraft modding for a while and have one big question that I can’t figure out on my own. Maybe someone with more experience could help or give me some advice. Here’s the issue: When I take a “normal” Minecraft mod — for example, one that just adds some blocks or new items — I can easily change its structure, package names, or even rebrand it entirely. It’s straightforward. But as soon as I try this with cheat-type mods like XrayMod or AntiXray, everything falls apart. Even if I just rename the classes, refactor the packages, or hide its identity somehow, the mod either breaks or stops working properly. XrayMod in particular is proving to be a nightmare to modify without losing its core function. So my question is — why is this so much harder with cheat mods like Xray? Is there something fundamentally different about how they’re coded, loaded, or protected that prevents simple renaming or restructuring? And if so, how can I actually learn to understand someone else’s cheat mod enough to safely refactor it without breaking the core features? I’ve already been spending over two months trying to figure this out and haven’t gotten anywhere. It feels like there must be some trick or knowledge I’m missing. Would really appreciate any thoughts, tips, or references — maybe there are guides or techniques for understanding cheat-mod internals? Or if you’ve successfully “disguised” a cheat mod like Xray before, I’d love to hear how you did it. Thanks in advance for any help or discussion. ✌️
    • just started making cinamatic contect check it out on my channel or check out my facebook page    Humbug City Minecraft Youtube https://www.youtube.com/watch?v=v2N6OveKwno https://www.facebook.com/profile.php?id=61575866982337  
    • كوبون Temu 50% خصم: احصل على خصم 400 درهم إماراتي على منتجات Temu اليوم مع هذا الرمز الترويجي الحصري! لا تفوت هذه الصفقة الرائعة ووفر الكثير الآن. ستجد هنا أحدث العروض ورموز الخصم من Temu. كما ستتعرف على كيفية استخدام هذه الرموز. هل تبحث عن طريقة للتوفير على مشترياتك من Temu؟ الآن فرصتك مع هذا الرمز الترويجي الخاص الذي يقدم خصمًا بقيمة 400 درهم إماراتي على منتجات مختارة. لا تفوت هذه الصفقة الرائعة وابدأ بالتوفير الآن! كيفية استخدام كوبون Temu استخدام كوبون Temu سهل للغاية، ما عليك سوى إضافة المنتجات التي ترغب بشرائها إلى سلة التسوق وإدخاله عند إتمام عملية الشراء. سيتم تطبيق خصم 400 درهم إماراتي تلقائيًا على طلبك، وستبدأ بتوفير مبالغ كبيرة على مشترياتك من Temu!   كوبون Temu 50% خصم | كود خصم Temu 40% | احصل على 5% خصم | كوبون Temu | كود خصم Temu احصل على خصم 30% على طلبك الرمز الترويجي: acy240173 يتوفر لدينا رمز عرض آخر يمنحك خصمًا بنسبة 30% على طلبك. استخدم الرمز عند إتمام عملية الشراء لتحصل على هذا الخصم المناسب على طلبك. سارع بالحجز، فهذا العرض لفترة محدودة. يقدم Temu بانتظام عروضًا ترويجية لفترة محدودة للعملاء الحاليين، وأفضل كوبونات Temu بقيمة 400 درهم إماراتي هي acy240173 للعملاء الحاليين والجدد لشهر مايو 2025.   إليك بعض كوبونات Temu الأخرى:   خصم 30% على طلبات بقيمة 39 فرنكًا سويسريًا: acy240173   خصم 40% على كوبون: acy240173   خصم 20% على الاشتراك في التنبيهات النصية: acy240173   شحن سريع مجاني بدون حد أدنى للشراء: acy240173   باقات كوبونات بقيمة 400 درهم إماراتي: acy240173   خصم 10% للعملاء الجدد والعائدين: acy240173   خصم يصل إلى 90% في تخفيضات مايو: acy240173   خصم 15% على منتجات مختارة للطلاب: acy240173 ابدأ رحلة تسوقك مع رمز قسيمة Temu بقيمة 400 درهم إماراتي acy240173، والذي يتضمن شحنًا مجانيًا لطلبك الأول وخصمًا إضافيًا يصل إلى 30% على المنتجات المخفضة. هذه العروض سارية حتى نهاية العام.   احصل على حزمة قسائم Temu بقيمة 400 درهم إماراتي + خصم بقيمة 400 درهم إماراتي عند التسجيل باستخدام رابط قسيمة Temu بقيمة 400 درهم إماراتي والرمز (acy240173). بالإضافة إلى ذلك، ستحصل على مكافأة إحالة بقيمة 400 درهم إماراتي من Temu لكل صديق تُحيله. إليك أحدث أكواد خصم Temu بقيمة 400 درهم إماراتي: كود خصم Temu 90% - acy240173 أكواد خصم Temu مجانية - acy240173 كوبون Temu - acy240173 كوبون Temu - acy240173 كوبون Temu - acy240173 كود خصم Temu - acy240173 كود خصم Temu اليوم - acy240173 كوبون خصم Temu 100% - acy240173 حزمة كوبونات Temu بقيمة 100 يورو - acy240173 أكواد خصم Temu للمستخدمين الحاليين - acy240173 كود خصم Temu باللغة العبرية - acy240173 كيف تعمل حزمة كوبونات Temu بقيمة 400 درهم إماراتي؟ هل كوبون Temu بقيمة 400 درهم إماراتي قانوني؟ ستحصل على خصم على مشترياتك عند شراء باقة كوبون Temu بقيمة 400 درهم إماراتي. يمكنك إضافة رمز كوبون Temu بقيمة 400 درهم إماراتي "acy240173" عند إتمام عملية الشراء للحصول على خصم بقيمة 400 درهم إماراتي. سيتم خصم السعر النهائي بمجرد تطبيق الكوبون. قد لا يكون رمز كوبون Temu "acy240173" لخصم 40% هو الخيار الأمثل، لأنه غير معترف به على نطاق واسع أو معتمد في العروض الترويجية الأخيرة. أنصحك باستخدام الرمز "acy240173"، الذي يقدم خصمًا كبيرًا بقيمة 400 درهم إماراتي للمستخدمين الجدد. أفضل طريقة للحصول على خصم بقيمة 400 درهم إماراتي من كوبون Temu هي التسجيل كمستخدم جديد باستخدام رمز الإحالة acy240173. عند إجراء عملية الشراء الأولى، أدخل رمز الكوبون هذا أثناء إتمام عملية الشراء لتحصل على خصم بقيمة 40 فرنك سويسري على طلبك. هذا الرمز مناسب لعملاء Temu الجدد والحاليين على حد سواء للحصول على خصم بقيمة 400 درهم إماراتي. أضف المنتجات التي ترغب بها إلى سلة التسوق، ثم أكمل عملية الدفع، وأدخل الرمز acw472253 للاستفادة من خصم 400 درهم إماراتي. "هل تبحث عن توفير كبير؟
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    • Where did you get the schematic? Source/Link? And do use an own modpack or a pre-configured from curseforge? If yes, which one On a later time, I can make some tests on my own - but I need the schematic and the modpack name
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