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World Generation help


Einhaender

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I'm new to modding, and after having made my first block and such, I decided to try out basic world generation. For my first attempt, I'm trying to get the overworld to be a void. My mod compiles, Minecraft loads, but when I try to generate a new world it crashes...  :(

 

 

crash report:

https://gist.github.com/anonymous/1613a3baceb82c1670be

 

relevent parts of my mod class:

https://gist.github.com/anonymous/36a6b786e60cbb8c23e6

 

complete mod class:

https://gist.github.com/anonymous/74181edcbb615935b727

 

and SkyblockGenerator class:

https://gist.github.com/anonymous/1e9c7e16457af4f3f2a1

 

any insight to what I'm doing wrong would be greatly appreciated.

(also, is there a more efficient way to make a chunk void?)

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not sure if it is important, but I discovered that if I change my world generator class to clear a specific chunk (rather than the one minecraft is actually generating), new worlds generate just fine... until that chunk is loaded.

 

new skyblock generator class:

https://gist.github.com/anonymous/d3ec08c85d1e16f50c0a

 

latest crash report:

https://gist.github.com/anonymous/7ad878d1e5b0dce20c83

 

I also noticed that in this latest crash report, none of my classes are mentioned in the stacktrace...

 

again, any assistance would be appreciated.

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Thanks for the reply coolboy4531,

I've been messing around with my code and you were right, one of my (many) problems was that the code tried to remove blocks from adjacent chunks, forcing those chunks to generate and then repeating that process infinity.

 

but it still crashes when I try to generate a world...

 

my latest mod class:

https://gist.github.com/anonymous/446ad3072b132fd63bed

 

and the generator class:

https://gist.github.com/anonymous/903da7919ed1dde12d79

 

crash report:

https://gist.github.com/anonymous/a9612af3b09b2ee64477

 

 

I've tried several thing to figure out what's going wrong including:

--making a block that calls the destroyChunk method when it is right clicked, and it works perfectly

--it doesn't matter if I do setBlock (x, y, z, Blocks.air); or setBlockToAir (x, y, z); both crash

--I have it print out what block it destroys, and for a while there was a pattern, the first (~5) times it crashed when it started destroying a new x coordinate. but then it crashed on the last x a couple times... and just now it crashed half way through... so idk what's going on there.

 

I'm out of ideas on what could be going wrong with this, it's likely that I'm missing something because I'm new to modding...

thanks for taking the time to read this everyone.

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--it doesn't matter if I do setBlock (x, y, z, Blocks.air); or setBlockToAir (x, y, z); both crash

 

There is another method with additional parameters:

setBlock(x, y, z, block, meta, flag)

 

you can use 0 as meta as there're no subtypes of the air block

flag determines how the method should behave:

1 - cause block update

2 - changes get sent to client

4 - prevents re-rendering

 

The methods w/o the flag parameter always use 3 as a flag (which means 1 | 2 or "cause block update" and "changes get sent to client")

Try to use 2 as the flag, like:

setBlock(x, y, z, Blocks.air, 0, 2)

 

and see if it still crashes

 

or

 

use the DecorateBiomeEvent.Post event to delete all blocks, since I've seen it's related to the BiomeDecorator

or the Decorate event and check if it should decorate (it shouldn't if the chunk is "empty"). For the latter: set the result to DENY if it shouldn't generate at all (also don't check for the EventType here)

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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