Posted January 22, 201411 yr So, I created a custom dimension (for like the 5th time now, and unlike all my other ones, this one seems to "glitch out". If I log outwhile in this dimension, and then back in, the sky becomes the "ender sky" and the biome turns into becomes ocean biome (the blocks stay the same, just a different tag on the biome. If I leave the dimension and come back, it is all fixed. I can't seem to figure it out.: World Provider: package net.Cutrone.LegoUniverse.dimension; import net.Cutrone.LegoUniverse.common.LegoUniverse; import net.minecraft.block.Block; import net.minecraft.util.ChunkCoordinates; import net.minecraft.util.MathHelper; import net.minecraft.util.Vec3; import net.minecraft.world.WorldProvider; import net.minecraft.world.biome.BiomeGenBase; import net.minecraft.world.chunk.IChunkProvider; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class WorldProviderNimbus extends WorldProvider { /** * creates a new world chunk manager for WorldProvider */ public void registerWorldChunkManager() { this.worldChunkMgr = new WorldChunkManagerNimbus(LegoUniverse.BiomeGenForest, 0.5F, 0.0F); this.dimensionId = 1; this.hasNoSky = false; } private long j; /** * Returns a new chunk provider which generates chunks for this world */ public IChunkProvider createChunkGenerator() { j= 7740631; return new ChunkProviderNimbus(this.worldObj, j, false); } /** * Calculates the angle of sun and moon in the sky relative to a specified time (usually worldTime) */ public float calculateCelestialAngle(long par1, float par3) { return 0.0F; } @SideOnly(Side.CLIENT) /** * Returns array with sunrise/sunset colors */ public float[] calcSunriseSunsetColors(float par1, float par2) { return null; } @SideOnly(Side.CLIENT) /** * Return Vec3D with biome specific fog color */ public Vec3 getFogColor(float par1, float par2) { int i = 10518688; float f2 = MathHelper.cos(par1 * (float)Math.PI * 2.0F) * 2.0F + 0.5F; if (f2 < 0.0F) { f2 = 0.0F; } if (f2 > 1.0F) { f2 = 1.0F; } float f3 = (float)(i >> 16 & 255) / 255.0F; float f4 = (float)(i >> 8 & 255) / 255.0F; float f5 = (float)(i & 255) / 255.0F; f3 *= f2 * 0.0F + 0.15F; f4 *= f2 * 0.0F + 0.15F; f5 *= f2 * 0.0F + 0.15F; return this.worldObj.getWorldVec3Pool().getVecFromPool((double)f3, (double)f4, (double)f5); } @SideOnly(Side.CLIENT) public boolean isSkyColored() { return true; } /** * True if the player can respawn in this dimension (true = overworld, false = nether). */ public boolean canRespawnHere() { return false; } /** * Returns 'true' if in the "main surface world", but 'false' if in the Nether or End dimensions. */ public boolean isSurfaceWorld() { return true; } @SideOnly(Side.CLIENT) /** * the y level at which clouds are rendered. */ public float getCloudHeight() { return 8.0F; } /** * Will check if the x, z position specified is alright to be set as the map spawn point */ public boolean canCoordinateBeSpawn(int par1, int par2) { int k = this.worldObj.getFirstUncoveredBlock(par1, par2); return k == 0 ? false : Block.blocksList[k].blockMaterial.blocksMovement(); } /** * Gets the hard-coded portal location to use when entering this dimension. */ public ChunkCoordinates getEntrancePortalLocation() { return new ChunkCoordinates(100, 50, 0); } public int getAverageGroundLevel() { return 50; } @SideOnly(Side.CLIENT) /** * Returns true if the given X,Z coordinate should show environmental fog. */ public boolean doesXZShowFog(int par1, int par2) { return true; } /** * Returns the dimension's name, e.g. "The End", "Nether", or "Overworld". */ public String getDimensionName() { return "The Nimbus Station"; } } Chunk Provider: package net.Cutrone.LegoUniverse.dimension; import java.util.List; import java.util.Random; import net.Cutrone.LegoUniverse.common.LegoUniverseBlocks; import net.minecraft.block.Block; import net.minecraft.block.BlockSand; import net.minecraft.client.main.Main; 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.MapGenRavine; import net.minecraft.world.gen.NoiseGeneratorOctaves; import net.minecraft.world.gen.feature.MapGenScatteredFeature; 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; public class ChunkProviderNimbus 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 MapGenBase caveGenerator = new MapGenCavesNimbus(); private MapGenStronghold strongholdGenerator = new MapGenStronghold(); private MapGenVillage villageGenerator = new MapGenVillage(); private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft(); private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature(); private MapGenBase ravineGenerator = new MapGenRavinesNimbus(); private BiomeGenBase[] biomesForGeneration; double[] noiseData1; double[] noiseData2; double[] noiseData3; double[] noiseData4; double[] noiseData5; float[] parabolicField; int[][] field_73219_j = new int[32][32]; private double[] densities; public ChunkProviderNimbus(World par1World, long par2, boolean par4) { this.worldObj = par1World; 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, 10); this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 16); this.mapFeaturesEnabled = par4; NoiseGeneratorOctaves[] noiseGens = {noiseGen1, noiseGen2, noiseGen3, noiseGen4, noiseGen5}; 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]; } /** * 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 = 2; int k = b0 + 1; byte b1 = 33; int l = b0 + 1; this.densities = this.initializeNoiseField(this.densities, par1 * b0, 0, par2 * b0, k, b1, l); for (int i1 = 0; i1 < b0; ++i1) { for (int j1 = 0; j1 < b0; ++j1) { for (int k1 = 0; k1 < 32; ++k1) { double d0 = 0.25D; double d1 = this.densities[((i1 + 0) * l + j1 + 0) * b1 + k1 + 0]; double d2 = this.densities[((i1 + 0) * l + j1 + 1) * b1 + k1 + 0]; double d3 = this.densities[((i1 + 1) * l + j1 + 0) * b1 + k1 + 0]; double d4 = this.densities[((i1 + 1) * l + j1 + 1) * b1 + k1 + 0]; double d5 = (this.densities[((i1 + 0) * l + j1 + 0) * b1 + k1 + 1] - d1) * d0; double d6 = (this.densities[((i1 + 0) * l + j1 + 1) * b1 + k1 + 1] - d2) * d0; double d7 = (this.densities[((i1 + 1) * l + j1 + 0) * b1 + k1 + 1] - d3) * d0; double d8 = (this.densities[((i1 + 1) * l + j1 + 1) * b1 + k1 + 1] - d4) * d0; for (int l1 = 0; l1 < 4; ++l1) { double d9 = 0.125D; double d10 = d1; double d11 = d2; double d12 = (d3 - d1) * d9; double d13 = (d4 - d2) * d9; for (int i2 = 0; i2 < 8; ++i2) { int j2 = i2 + i1 * 8 << 11 | 0 + j1 * 8 << 7 | k1 * 4 + l1; short short1 = 128; double d14 = 0.125D; double d15 = d10; double d16 = (d11 - d10) * d14; for (int k2 = 0; k2 < 8; ++k2) { int l2 = 0; if (d15 > 0.0D) { l2 = LegoUniverseBlocks.Asteroid.blockID; } par3ArrayOfByte[j2] = (byte)l2; j2 += short1; d15 += d16; } d10 += d12; d11 += d13; } d1 += d5; d2 += d6; d3 += d7; d4 += d8; } } } } } 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]; } double d0 = 684.412D; double d1 = 684.412D; this.noiseData4 = this.noiseGen4.generateNoiseOctaves(this.noiseData4, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D); this.noiseData5 = this.noiseGen5.generateNoiseOctaves(this.noiseData5, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D); d0 *= 2.0D; this.noiseData1 = this.noiseGen3.generateNoiseOctaves(this.noiseData1, par2, par3, par4, par5, par6, par7, d0 / 80.0D, d1 / 160.0D, d0 / 80.0D); this.noiseData2 = this.noiseGen1.generateNoiseOctaves(this.noiseData2, par2, par3, par4, par5, par6, par7, d0, d1, d0); this.noiseData3 = this.noiseGen2.generateNoiseOctaves(this.noiseData3, par2, par3, par4, par5, par6, par7, d0, d1, d0); int k1 = 0; int l1 = 0; for (int i2 = 0; i2 < par5; ++i2) { for (int j2 = 0; j2 < par7; ++j2) { double d2 = (this.noiseData4[l1] + 256.0D) / 512.0D; if (d2 > 1.0D) { d2 = 1.0D; } double d3 = this.noiseData5[l1] / 8000.0D; if (d3 < 0.0D) { d3 = -d3 * 0.3D; } d3 = d3 * 3.0D - 2.0D; float f = (float)(i2 + par2 - 0) / 1.0F; float f1 = (float)(j2 + par4 - 0) / 1.0F; float f2 = 100.0F - MathHelper.sqrt_float(f * f + f1 * f1) * 8.0F; if (f2 > 80.0F) { f2 = 80.0F; } if (f2 < -100.0F) { f2 = -100.0F; } if (d3 > 1.0D) { d3 = 1.0D; } d3 /= 8.0D; d3 = 0.0D; if (d2 < 0.0D) { d2 = 0.0D; } d2 += 0.5D; d3 = d3 * (double)par6 / 16.0D; ++l1; double d4 = (double)par6 / 2.0D; for (int k2 = 0; k2 < par6; ++k2) { double d5 = 0.0D; double d6 = ((double)k2 - d4) * 8.0D / d2; if (d6 < 0.0D) { d6 *= -1.0D; } double d7 = this.noiseData2[k1] / 512.0D; double d8 = this.noiseData3[k1] / 512.0D; double d9 = (this.noiseData1[k1] / 10.0D + 1.0D) / 2.0D; if (d9 < 0.0D) { d5 = d7; } else if (d9 > 1.0D) { d5 = d8; } else { d5 = d7 + (d8 - d7) * d9; } d5 -= 8.0D; d5 += (double)f2; byte b0 = 2; double d10; if (k2 > par6 / 2 - b0) { d10 = (double)((float)(k2 - (par6 / 2 - b0)) / 64.0F); if (d10 < 0.0D) { d10 = 0.0D; } if (d10 > 1.0D) { d10 = 1.0D; } d5 = d5 * (1.0D - d10) + -3000.0D * d10; } b0 = 8; if (k2 < b0) { d10 = (double)((float)(b0 - k2) / ((float)b0 - 1.0F)); d5 = d5 * (1.0D - d10) + -30.0D * d10; } par1ArrayOfDouble[k1] = d5; ++k1; } } } return par1ArrayOfDouble; } 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)0); } else { byte var18 = par3ArrayOfByte[var17]; if (var18 == 0) { var13 = -1; } /** Main filler block fill's all the underground, replaces block stone **/ else if (var18 != 253) { if (var13 == -1) { if (var12 == 0) { var14 = (byte)Block.grass.blockID; /** change to custom dirt **/ var15 = (byte)LegoUniverseBlocks.Asteroid.blockID;// } else if ((var16 >= var5 - 4) && (var16 <= var5 + 1)) { var14 = (byte)Block.grass.blockID; var15 = (byte)LegoUniverseBlocks.Asteroid.blockID; } if ((var16 < var5) && (var14 == 0)) { if (var11 < 0.15F) { var14 = (byte)Block.ice.blockID; } else { var14 = (byte)Block.waterStill.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.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16); replaceBlocksForBiome(par1, par2, var3, this.biomesForGeneration); 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.biomesForGeneration[var6].biomeID); } var4.generateSkylightMap(); return var4; } public boolean chunkExists(int par1, int par2) { return true; } public void populate(IChunkProvider par1IChunkProvider, int par2, int par3) { BlockSand.fallInstantly = true; MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, worldObj.rand, par2, par3, false)); int k = par2 * 16; int l = par3 * 16; BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(k + 16, l + 16); WorldGeneratorNimbus n = new WorldGeneratorNimbus(); n.generate(worldObj, rand, par2/16, 6, par3/16); MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, worldObj.rand, par2, par3, false)); 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 == 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 boolean unloadQueuedChunks() { return false; } @Override public void saveExtraData(){ } @Override public void recreateStructures(int i, int j) { // TODO Auto-generated method stub } } World Chunk Manager: package net.Cutrone.LegoUniverse.dimension; import java.util.Arrays; import java.util.List; import java.util.Random; import net.minecraft.world.ChunkPosition; import net.minecraft.world.biome.BiomeGenBase; import net.minecraft.world.biome.WorldChunkManager; public class WorldChunkManagerNimbus extends WorldChunkManager { /** this is the sole biome to utilize for this world */ private BiomeGenBase biomeToUse; private float temp; /** The rainfall in the world */ private float rainfall; public WorldChunkManagerNimbus(BiomeGenBase par1BiomeGenBase, float par2, float par3) { this.biomeToUse = par1BiomeGenBase; this.temp = par2; this.rainfall = par3; } /** * Returns the BiomeGenBase related to the x, z position on the world. */ public BiomeGenBase getBiomeGenAt(int par1, int par2) { return this.biomeToUse; } /** * Returns an array of biomes for the location input. */ public BiomeGenBase[] getBiomesForGeneration(BiomeGenBase[] par1ArrayOfBiomeGenBase, int par2, int par3, int par4, int par5) { if (par1ArrayOfBiomeGenBase == null || par1ArrayOfBiomeGenBase.length < par4 * par5) { par1ArrayOfBiomeGenBase = new BiomeGenBase[par4 * par5]; } Arrays.fill(par1ArrayOfBiomeGenBase, 0, par4 * par5, this.biomeToUse); return par1ArrayOfBiomeGenBase; } /** * Returns a list of temperatures to use for the specified blocks. Args: listToReuse, x, y, width, length */ public float[] getTemperatures(float[] par1ArrayOfFloat, int par2, int par3, int par4, int par5) { if (par1ArrayOfFloat == null || par1ArrayOfFloat.length < par4 * par5) { par1ArrayOfFloat = new float[par4 * par5]; } Arrays.fill(par1ArrayOfFloat, 0, par4 * par5, this.temp); return par1ArrayOfFloat; } /** * Returns a list of rainfall values for the specified blocks. Args: listToReuse, x, z, width, length. */ public float[] getRainfall(float[] par1ArrayOfFloat, int par2, int par3, int par4, int par5) { if (par1ArrayOfFloat == null || par1ArrayOfFloat.length < par4 * par5) { par1ArrayOfFloat = new float[par4 * par5]; } Arrays.fill(par1ArrayOfFloat, 0, par4 * par5, this.rainfall); return par1ArrayOfFloat; } /** * Returns biomes to use for the blocks and loads the other data like temperature and humidity onto the * WorldChunkManager Args: oldBiomeList, x, z, width, depth */ public BiomeGenBase[] loadBlockGeneratorData(BiomeGenBase[] par1ArrayOfBiomeGenBase, int par2, int par3, int par4, int par5) { if (par1ArrayOfBiomeGenBase == null || par1ArrayOfBiomeGenBase.length < par4 * par5) { par1ArrayOfBiomeGenBase = new BiomeGenBase[par4 * par5]; } Arrays.fill(par1ArrayOfBiomeGenBase, 0, par4 * par5, this.biomeToUse); return par1ArrayOfBiomeGenBase; } /** * Return a list of biomes for the specified blocks. Args: listToReuse, x, y, width, length, cacheFlag (if false, * don't check biomeCache to avoid infinite loop in BiomeCacheBlock) */ public BiomeGenBase[] getBiomeGenAt(BiomeGenBase[] par1ArrayOfBiomeGenBase, int par2, int par3, int par4, int par5, boolean par6) { return this.loadBlockGeneratorData(par1ArrayOfBiomeGenBase, par2, par3, par4, par5); } /** * Finds a valid position within a range, that is in one of the listed biomes. Searches {par1,par2} +-par3 blocks. * Strongly favors positive y positions. */ public ChunkPosition findBiomePosition(int par1, int par2, int par3, List par4List, Random par5Random) { return par4List.contains(this.biomeToUse) ? new ChunkPosition(par1 - par3 + par5Random.nextInt(par3 * 2 + 1), 0, par2 - par3 + par5Random.nextInt(par3 * 2 + 1)) : null; } /** * checks given Chunk's Biomes against List of allowed ones */ public boolean areBiomesViable(int par1, int par2, int par3, List par4List) { return par4List.contains(this.biomeToUse); } } Any help would be awesome right now. I just can't figure it out.
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