Jump to content

Recommended Posts

Posted

I've been trying to generate blocks in my minecraft world using func_147465_d but all it does is put an air block at the spot, not the new kind of block I was generating.

 

Note: I have registered my blocks and they do appear in the creative tab and can be placed from inventory.

 

Thanks

Posted

after updating to the latest version of forge, and fixing all the method names, this is what my code to place the block looks like.

 

world.setBlock(...) is what I am using to place.

 


package myMinecraftMod.tutorial.WorldGen;

import java.util.Random;

import myMinecraftMod.tutorial.Blocks.Cellulos;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.init.Blocks;
import net.minecraft.world.World;
import net.minecraft.world.gen.feature.WorldGenerator;

public class WorldGenBigNetherMushroom extends WorldGenerator {

 private int mushroomType = -1;
 private static final String __OBFID = "CL_00000415";
 private Block mushBlock;

public WorldGenBigNetherMushroom() {
	super(false);
        
}

public WorldGenBigNetherMushroom(int par1) {
	super(true);
        this.mushroomType = par1;
}

@Override
public boolean generate(World world, Random random, int x, int y, int z)
    {
	//mushBlock=new Cellulos();
	mushBlock=new Cellulos(Material.wood).setBlockName("cellulosblock").setHardness(2.0F).setStepSound(new Block.SoundType("wood", 1.0F, 1.0F));


	int stalkHeight=random.nextInt(3)+10;

	for(int i=1;i<0+stalkHeight;i++)
	{
		world.setBlock(x,i,z,mushBlock,1,2);

	}

	return true;

    }

}

Posted

 

Yeah, no. Wuppy is not using dynamic blocks, he is assigning the blocks to static fields in his mod class, and notice he is registering each of them. You need to study his code better.

Posted

 

Yeah, no. Wuppy is not using dynamic blocks, he is assigning the blocks to static fields in his mod class, and notice he is registering each of them. You need to study his code better.

 

Right. He registers his blocks in his main mod file. Same as I did.

 

I gave the wrong link anyway. His main mod file

 

http://www.wuppy29.com/minecraft/modding-tutorials/wuppys-minecraft-forge-modding-tutorials-for-1-7-updating-1-6-to-1-7-part-2-more-modfile/

 

registers the blocks. Then it registers a world generator. The world generator uses the EventManager class he defines.

 

Here are the world generator and event manager

 

http://www.wuppy29.com/minecraft/modding-tutorials/wuppys-minecraft-forge-modding-tutorials-for-1-7-updating-1-6-to-1-7-part-6-generation-finishing-it-up/

 

In his event manager he calls the world generator. The world generator uses a new block as a prameter. Mine has no parameters. I generated a  block and initialize it in the world generator. I don't see what difference that would make. But it appears that is the only difference.

 

 

Posted

Here's all the classes I think would matter.

 

[code/]
package myMinecraftMod.tutorial;

import myMinecraftMod.tutorial.Blocks.Cellulos;
import myMinecraftMod.tutorial.Items.CellulosItem;
import myMinecraftMod.tutorial.Recipies.Crafting;
import myMinecraftMod.tutorial.WorldGen.EventManager;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.EventHandler;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.event.FMLPostInitializationEvent;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
import cpw.mods.fml.common.registry.GameRegistry;


@Mod(modid = Tutorial.MODID, version = Tutorial.VERSION)
public class Tutorial
{

    public static final String MODID = "tutorial";
    public static final String VERSION = "1.0";
   
    public static Item cellulosItem;
    public static Block cellulosBlock;
    public static Item cellulosplankItem;
    public static Block cellulosplankBlock;
    public EventManager eventManager;
   
    @EventHandler
    public void init(FMLInitializationEvent event)
    {
   
    }
    @EventHandler
    public void preInit(FMLPreInitializationEvent event)
    {
    //loads all new blocks/items
    cellulosBlock = new Cellulos(Material.wood).setBlockName("cellulosblock").setHardness(2.0F).setStepSound(new Block.SoundType("wood", 1.0F, 1.0F));
    cellulosplankBlock = new Cellulos(Material.wood).setBlockName("cellulosplankblock").setHardness(2.0F).setStepSound(new Block.SoundType("wood", 1.0F, 1.0F));
    GameRegistry.registerBlock(cellulosBlock,MODID +(cellulosBlock.getUnlocalizedName().substring(5)));
    GameRegistry.registerBlock(cellulosplankBlock,MODID +(cellulosplankBlock.getUnlocalizedName().substring(5)));
   
       
        cellulosplankItem = new CellulosItem().setUnlocalizedName("cellulosplankitem");
        cellulosItem = new CellulosItem().setUnlocalizedName("cellulositem");
        GameRegistry.registerItem(cellulosplankItem, "cellulosplankitem");
        GameRegistry.registerItem(cellulosItem, "cellulositem");
       
       
        myMinecraftMod.tutorial.Recipies.Crafting.loadRecipes();
       
        eventManager=new EventManager();
       
        GameRegistry.registerWorldGenerator(eventManager, 0);
       

    }
    @EventHandler
    public void postInit(FMLPostInitializationEvent event) {
      /** TODO Hack to get our textures for items and blocks to show, remove when the bug is
        * fixed in an update.  If this is not done, then the player must manually refresh
        * the texture packs. */
     
    }
}

[code/]
package myMinecraftMod.tutorial.WorldGen;

import java.util.Random;

import myMinecraftMod.tutorial.Blocks.Cellulos;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.world.World;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.feature.WorldGenerator;
import cpw.mods.fml.common.IWorldGenerator;

public class EventManager 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);
        case 0:
            generateSurface(world, random, chunkX * 16, chunkZ * 16);
        case 1:
            generateEnd(world, random, chunkX * 16, chunkZ * 16);
        }
    }

    private void generateEnd(World world, Random random, int x, int z)
    {

    }

    private void generateSurface(World world, Random random, int chunk_X, int chunk_Z)
    {
    	int x,z,y;
	int mushInChunk=random.nextInt(20);
	for(int j=0;j<mushInChunk;j++)
	{
		x=chunk_X+random.nextInt(16);
		z=chunk_Z+random.nextInt(16);
		Block block1,block2;
		for(int i=0;i<127;i++)
		{
			block1=world.getBlock(x,i,z);
			block2=world.getBlock(x,i+1,z);

			//if(!block1.isAir(world, x, i, z)&&block2.isAir(world, x, i+1, z))
			//{
				(new WorldGenBigNetherMushroom(new Cellulos(Material.wood).setBlockName("cellulosblock").setHardness(2.0F).setStepSound(new Block.SoundType("wood", 1.0F, 1.0F)))).generate(world,random,x,world.getTopSolidOrLiquidBlock(x, z),z);
			//}
		}
	}
    }

    private void generateNether(World world, Random random, int chunk_X, int chunk_Z)
    {
    	int x,z,y;
	int mushInChunk=random.nextInt(5);
	for(int j=0;j<mushInChunk;j++)
	{
		x=chunk_X+random.nextInt(16);
		z=chunk_Z+random.nextInt(16);
		Block block1,block2;
		for(int i=0;i<127;i++)
		{
			block1=world.getBlock(x,i,z);
			block2=world.getBlock(x,i+1,z);

			if(!block1.isAir(world, x, i, z)&&block2.isAir(world, x, i+1, z))
			{
				(new WorldGenBigNetherMushroom(new Cellulos(Material.wood).setBlockName("cellulosblock").setHardness(2.0F).setStepSound(new Block.SoundType("wood", 1.0F, 1.0F)))).generate(world,random,x,i,z);
			}
		}
	}


    }

}
[code]

[code/]

package myMinecraftMod.tutorial.WorldGen;

import java.util.Random;

import myMinecraftMod.tutorial.Blocks.Cellulos;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.init.Blocks;
import net.minecraft.world.World;
import net.minecraft.world.gen.feature.WorldGenerator;

public class WorldGenBigNetherMushroom extends WorldGenerator {

 private int mushroomType = -1;
 private static final String __OBFID = "CL_00000415";
 private static Block mushBlock;

public WorldGenBigNetherMushroom(Block block) {
	super(false);
	mushBlock=block;
}

public WorldGenBigNetherMushroom(Block block,int par1) {
	super(true);
        this.mushroomType = par1;
        mushBlock=block;
}

@Override
public boolean generate(World world, Random random, int x, int y, int z)
    {
	//mushBlock=new Cellulos();
	//mushBlock=new Cellulos(Material.wood).setBlockName("cellulosblock").setHardness(2.0F).setStepSound(new Block.SoundType("wood", 1.0F, 1.0F));


	int stalkHeight=random.nextInt(3)+10;

	for(int i=1;i<0+stalkHeight;i++)
	{
		world.setBlock(x,i,z,mushBlock,1,2);

	}

	return true;

    }

}
[code]


also here is my crafting code, which doesn't seem to load 

[code/]
package myMinecraftMod.tutorial.Recipies;

import myMinecraftMod.tutorial.Tutorial;
import myMinecraftMod.tutorial.Blocks.Cellulos;
import myMinecraftMod.tutorial.Blocks.CellulosPlank;
import net.minecraft.enchantment.Enchantment;
import net.minecraft.init.Blocks;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraft.item.crafting.FurnaceRecipes;
import cpw.mods.fml.common.registry.GameRegistry;

public class Crafting {


	public static void loadRecipes() 
    {
		System.out.println("loading recipies for cellulos");
		GameRegistry.addRecipe(new ItemStack(new CellulosPlank(),4), new Object[]{
            "X",
            'X', new Cellulos()});
    }

}
[code]

Posted

Stop creating new blocks!!! Just reference the block you already created in your main mod:

(new WorldGenBigNetherMushroom(Tutorial.cellulosBlock).generate(world,random,x,world.getTopSolidOrLiquidBlock(x, z),z);

Why on earth would you create a new block each time? That makes no sense, and nowhere in Wuppy's code do I see him do that.

Posted

Look, OP. Doing it that way creates a huge chunk of memory in the dynamic heap (space in your RAM mamory) for every single 'new XYZ(...)' unless that class is trivial, which Block is not. About to time to fill one chunk of space with mushroom block, you have eaten up 16*16*(sizeof HugeMushRoomBlock) * height of blocks...

 

Yeah, a couple chunks and you are done! So, like everyone says, "Don't do that." Learn to code the minecraft way.

Posted

Bad way to code (Because of performance issues always making a new block instance) aside. What causes the blocks not to be there at all?

 

That is the question I started this post about, and it is still unanswered.

Posted

It's not there because you cannot create blocks outside of preInit. Do not create a new block every time, like said many times above.

 

Finally an answer! So they have to be loaded in the preInit AND called from there in each other class. This answer would have saved a lot of confusion had it come earlier.

Posted

Not really. No one explained why making a new block wouldn't work(which would have been helpful for learning). They just stated that it wouldn't.

 

But it didn't help either. Even after calling Tutorial.celluloseBlock(), which was initiated in the preInit() method, instead of making a new block I still just have empty spaces. None of my blocks get generated in the world. I can still place them from creative mode though.

Posted

This is calling a method: Tutorial.celluloseBlock()

This is referencing a static object: Tutorial.celluloseBlock

 

If you don't understand the difference between that, then please go here and learn more about Java.

 

I understand you are frustrated, but on the other hand, please understand that creating a Block is probably one of the most basic things you can do in a mod. Most 1.7 tutorials are about updating from 1.6 to 1.7, so if you don't understand how to create a basic block, I recommend you start off by modding a little for 1.6 first, just to get the hang of it, and then port your code over to 1.7 later on when you are more comfortable with not only Java, but Minecraft code in general.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • So am trying to make a custom 1.19.2 modpack and everything works until I add Oculus. I have tried Oculus+Embedium and Oculus+Rubdium and by themselves they work but as soon as I add anything it crashes no matter what it is. The modpack works fine with just Embedium and Rubdium. Can you help me to see if this is something i can fix or do i just have to deal with not having shaders. Here is the crash log. Thank you for your time. https://paste.ee/p/WXfNZ24K
    • New users at Temureceive a 40 Off discount on orders over 40 Off Use the code [{acx318439}]] during checkout to get TemuDiscount 40 Off For New Users. You n save 40 Off off your first order with the Promo Code available for a limited time only. Extra 30% off for new and existing customers + Up to $40 Off % off & more. Temu Promo Codes for New users- [{acx318439}]] Temudiscount code for New customers- [{acx318439}]] Temu $40 Off Promo Code- [{acx318439}]] what are Temu codes- acx318439 does Temu give you $40 Off - [{acx318439}]] Yes Verified Temu Promo Code january 2025- {acx318439} TemuNew customer offer {acx318439} Temudiscount codejanuary 2025 {acx318439} 40 off Promo Code Temu {acx318439} Temu 40% off any order {acx318439} 40 dollar off Temu code {acx318439} TemuCoupon $40 Off off for New customers There are a number of discounts and deals shoppers n take advantage of with the Teemu Coupon Bundle [{acx318439}]]. TemuCoupon $40 Off off for New customers [{acx318439}]] will save you $40 Off on your order. To get a discount, click on the item to purchase and enter the code. You n think of it as a supercharged savings pack for all your shopping needs Temu Promo Code 80% off – [{acx318439}]] Free Temu codes 50% off – [{acx318439}]] TemuCoupon $40 Off off – [{acx318439}]] Temu buy to get ₱39 – [{acx318439}]] Temu 129 coupon bundle – [{acx318439}]] Temu buy 3 to get €99 – [{acx318439}]] Exclusive $40 Off Off TemuDiscount Code Temu $40 Off Off Promo Code : (acx318439) Temu Discount Code $40 Off Bundle acx318439) acx318439 Temu $40 Off off Promo Code for Exsting users : acx318439) Temu Promo Code $40 Off off Temu 40 Off coupon code (acx318439) will save you 40 Off on your order. To get a discount, click on the item to purchase and enter the code. Yes, Temu offers 40 Off Coupon Code “acx318439” for Existing Customers.  You can get a 40 Off bonus plus 30% off any purchase at Temu with the 40 Off Coupon Bundle at Temu if you sign up with the referral code [{acx318439}]] and make a first purchase of $40 Off or more. Temu Promo Code 40 off-{acx318439} Temu Promo Code -{acx318439} Temu Promo Code $40 Off off-{acx318439} kubonus code -{acx318439} Get ready to unlock a world of savings with our free Temu UK coupons! We’ve got you covered with a wide range of Temu UK coupon code options that will help you maximize your shopping experience.30% Off Temu UK Coupons, Promo Codes + 25% Cash Back [ acx318439]   Yes, Temu offers 40 off coupon code {acx318439} for first-time users. You can get a $40 bonus plus 40% off any purchase at Temu with the $40 Coupon Bundle if you sign up with the referral code [{acx318439}]] and make a first purchase of $40 or more. If you are who wish to join Temu, then you should use this exclusive TemuCoupon code 40 off (acx318439) and get 40 off on your purchase with Temu. You can get a 40% discount with TemuCoupon code {acx318439}. This exclusive offer is for existing customers and can be used for a 40 reduction on your total purchase. Enter coupon code {acx318439} at checkout to avail of the discount. You can use the code {acx318439} to get a 40 off TemuCoupon as a new customer. Apply this TemuCoupon code $40 off (acx318439) to get a $40 discount on your shopping with Temu. If you’re a first-time user and looking for a TemuCoupon code $40 first time user(acx318439) then using this code will give you a flat $40 Off and a 90% discount on your Temu shopping.     •    acx318439: Enjoy flat 40% off on your first Temu order.     •    acx318439: Download the Temu app and get an additional 40% off.     •    acx318439: Celebrate spring with up to 90% discount on selected items.     •    acx318439: Score up to 90% off on clearance items.     •    acx318439: Beat the heat with hot summer savings of up to 90% off.     •    acx318439: Temu UK Coupon Code to 40% off on Appliances at Temu. How to Apply Temu Coupon Code? Using the TemuCoupon code $40 off is a breeze. All you need to do is follow these simple steps:     1    Visit the Temu website or app and browse through the vast collection of products.     2    Once you’ve added the items you wish to purchase to your cart, proceed to the checkout page.     3    During the checkout process, you’ll be prompted to enter a coupon code or promo code.     4    Type in the coupon code: [{acx318439}]] and click “Apply.”     5    Voila! You’ll instantly see the $40 discount reflected in your total purchase amount. Temu New User Coupon: Up To 90% OFF For Existing Customers Temu Existing customer’s coupon codes are designed just for new customers, offering the biggest discounts 90% and the best deals currently available on Temu. To maximize your savings, download the Temu app and apply our Temu new user coupon during checkout.     •    acx318439: New users can get up to 80% extra off.     •    acx318439: Get a massive 40% off your first order!     •    acx318439: Get 20% off on your first order; no minimum spending required.     •    acx318439: Take an extra 15% off your first order on top of existing discounts.     •    acx318439: Temu UK Enjoy a 40% discount on your entire first purchase.  
    • What do I do now when it says "1 error"?
    • Hello everyone new here how are you all?
    • I haven't tested it but under https://minecraft.wiki/w/Items_model_definition it says now:   So I guess the resource location must have changed with 1.24.4, which means you need to move your models/item/ to the new source. But as I said I haven't tested this so it also may be that this wont work. Nevertheless give it a try      EDIT (important) So now I tested it and found out how it works   Let the model files (e.g. the .json from blockbench) within "assets/<your_mod_id>/models/item" In addition to that do the following: Every model you added will need a new file under "assets/<your_mod_id>/items" That file is also a JSON and looks like this: { "model": { "type": "minecraft:model", "model": "your_mod_id:item/custom_item" } } - "type" can be minecraft:model, minecraft:composite, minecraft:condition, minecraft:select, minecraft:range_dispatch, minecraft:empty, minecraft:bundle/selected_item or minecraft:special. (In most cases you would need minecraft:model) - "model" is the path to your actual model for this item. For example the value above would point to "assets/your_mod_id/models/item/custom_item"
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.