The_SlayerMC Posted April 15, 2014 Posted April 15, 2014 Hello! When i change this: if((d15 += d16) > 0.0D) b[j3 += short1] = Blocks.stone; to this: if((d15 += d16) > 0.0D) b[j3 += short1] = BlockHelper.flylightStone; It will generate the modded stone as the grass and dirt, I have no clue why! If I leave it, it will generate fine but with vanilla stone.. (Obviously) But I have no clue why it wont let me change just that var to suit what I need. Full chunk provider: public class ChunkGeneratorFlylight implements IChunkProvider { private Random rand; private NoiseGeneratorOctaves noiseGen1, noiseGen2, noiseGen3, noiseGen5, noiseGen6; private NoiseGeneratorPerlin noiseGen4; private World worldObj; private final boolean mapFeaturesEnabled; private WorldType type; private final double[] da; private final float[] parabolicField; private double[] stoneNoise = new double[256]; private MapGenBase caveGenerator = new FlyLightGenCaves(); private MapGenVillage villageGenerator = new MapGenVillage(); private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature(); private BiomeGenBase[] biomesForGeneration; double[] gen1, gen2, gen3, gen4; int[][] ia = new int[32][32]; public WorldGenerator coalGen, emeraldGen, diamondGen, ironGen, lapisGen, goldGen, redstoneGen; {caveGenerator = TerrainGen.getModdedMapGen(caveGenerator, CAVE); villageGenerator = (MapGenVillage) TerrainGen.getModdedMapGen(villageGenerator, VILLAGE); scatteredFeatureGenerator = (MapGenScatteredFeature) TerrainGen.getModdedMapGen(scatteredFeatureGenerator, SCATTERED_FEATURE);} public ChunkGeneratorFlylight(World par1World, long par2, boolean par4) { this.worldObj = par1World; this.mapFeaturesEnabled = par4; this.type = par1World.getWorldInfo().getTerrainType(); 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 NoiseGeneratorPerlin(this.rand, 4); this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10); this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16); this.da = new double[825]; this.parabolicField = new float[25]; lapisGen = new WorldGenMinable(BlockHelper.Lapis, 4, BlockHelper.flylightStone); coalGen = new WorldGenMinable(BlockHelper.Coal, 4, BlockHelper.flylightStone); emeraldGen = new WorldGenMinable(BlockHelper.Emerald, 4, BlockHelper.flylightStone); diamondGen = new WorldGenMinable(BlockHelper.Diamond, 4, BlockHelper.flylightStone); ironGen = new WorldGenMinable(BlockHelper.Iron, 4, BlockHelper.flylightStone); goldGen = new WorldGenMinable(BlockHelper.Gold, 4, BlockHelper.flylightStone); redstoneGen = new WorldGenMinable(BlockHelper.Redstone, 4, BlockHelper.flylightStone); for(int j = -2; j <= 2; ++j) { for(int k = -2; k <= 2; ++k) { float f = 10.0F / MathHelper.sqrt_float((float)(j * j + k * k) + 0.2F); this.parabolicField[j + 2 + (k + 2) * 5] = f; } } NoiseGenerator[] noiseGens = {noiseGen1, noiseGen2, noiseGen3, noiseGen4, noiseGen5, noiseGen6}; noiseGens = TerrainGen.getModdedNoiseGenerators(par1World, this.rand, noiseGens); this.noiseGen1 = (NoiseGeneratorOctaves)noiseGens[0]; this.noiseGen2 = (NoiseGeneratorOctaves)noiseGens[1]; this.noiseGen3 = (NoiseGeneratorOctaves)noiseGens[2]; this.noiseGen4 = (NoiseGeneratorPerlin)noiseGens[3]; this.noiseGen5 = (NoiseGeneratorOctaves)noiseGens[4]; this.noiseGen6 = (NoiseGeneratorOctaves)noiseGens[5]; } public void generate(int i, int j, Block[] b) { byte b0 = 63; this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, i * 4 - 2, j * 4 - 2, 10, 10); this.generate(i * 4, 0, j * 4); for(int k = 0; k < 4; ++k) { int l = k * 5; int i1 = (k + 1) * 5; for(int j1 = 0; j1 < 4; ++j1) { int k1 = (l + j1) * 33; int l1 = (l + j1 + 1) * 33; int i2 = (i1 + j1) * 33; int j2 = (i1 + j1 + 1) * 33; for(int k2 = 0; k2 < 32; ++k2) { double d0 = 0.125D; double d1 = this.da[k1 + k2]; double d2 = this.da[l1 + k2]; double d3 = this.da[i2 + k2]; double d4 = this.da[j2 + k2]; double d5 = (this.da[k1 + k2 + 1] - d1) * d0; double d6 = (this.da[l1 + k2 + 1] - d2) * d0; double d7 = (this.da[i2 + k2 + 1] - d3) * d0; double d8 = (this.da[j2 + k2 + 1] - d4) * d0; for(int l2 = 0; l2 < 8; ++l2) { double d9 = 0.25D; double d10 = d1; double d11 = d2; double d12 = (d3 - d1) * d9; double d13 = (d4 - d2) * d9; for(int i3 = 0; i3 < 4; ++i3) { int j3 = i3 + k * 4 << 12 | 0 + j1 * 4 << 8 | k2 * 8 + l2; short short1 = 256; j3 -= short1; double d14 = 0.25D; double d16 = (d11 - d10) * d14; double d15 = d10 - d16; for(int k3 = 0; k3 < 4; ++k3) { if((d15 += d16) > 0.0D) b[j3 += short1] = Blocks.stone; else if(k2 * 8 + l2 < b0) b[j3 += short1] = BlockHelper.Water; else b[j3 += short1] = null; } d10 += d12; d11 += d13; } d1 += d5; d2 += d6; d3 += d7; d4 += d8; } } } } } public void replaceBlocksForBiome(int i, int j, Block[] ba, byte[] by, BiomeGenBase[] b) { ChunkProviderEvent.ReplaceBiomeBlocks event = new ChunkProviderEvent.ReplaceBiomeBlocks(this, i, j, ba, b); MinecraftForge.EVENT_BUS.post(event); if(event.getResult() == Result.DENY) return; double d0 = 0.03125D; this.stoneNoise = this.noiseGen4.func_151599_a(this.stoneNoise, (double)(i * 16), (double)(j * 16), 16, 16, d0 * 2.0D, d0 * 2.0D, 1.0D); for(int k = 0; k < 16; ++k) { for(int l = 0; l < 16; ++l) { BiomeGenBase biomegenbase = b[l + k * 16]; biomegenbase.genTerrainBlocks(this.worldObj, this.rand, ba, by, i * 16 + k, j * 16 + l, this.stoneNoise[l + k * 16]); } } } @Override public Chunk loadChunk(int par1, int par2) { return this.provideChunk(par1, par2); } @Override public Chunk provideChunk(int par1, int par2) { this.rand.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L); Block[] ablock = new Block[65536]; byte[] abyte = new byte[65536]; this.generate(par1, par2, ablock); this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16); this.replaceBlocksForBiome(par1, par2, ablock, abyte, this.biomesForGeneration); this.caveGenerator.func_151539_a(this, this.worldObj, par1, par2, ablock); if(this.mapFeaturesEnabled) { this.villageGenerator.func_151539_a(this, this.worldObj, par1, par2, ablock); this.scatteredFeatureGenerator.func_151539_a(this, this.worldObj, par1, par2, ablock); } Chunk chunk = new Chunk(this.worldObj, ablock, 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; } private void generate(int x, int y, int z) { double d0 = 684.412D; double d1 = 684.412D; double d2 = 512.0D; double d3 = 512.0D; this.gen4 = this.noiseGen6.generateNoiseOctaves(this.gen4, x, z, 5, 5, 200.0D, 200.0D, 0.5D); this.gen1 = this.noiseGen3.generateNoiseOctaves(this.gen1, x, y, z, 5, 33, 5, 8.555150000000001D, 4.277575000000001D, 8.555150000000001D); this.gen2 = this.noiseGen1.generateNoiseOctaves(this.gen2, x, y, z, 5, 33, 5, 684.412D, 684.412D, 684.412D); this.gen3 = this.noiseGen2.generateNoiseOctaves(this.gen3, x, y, z, 5, 33, 5, 684.412D, 684.412D, 684.412D); boolean flag1 = false; boolean flag = false; int l = 0; int i1 = 0; double d4 = 8.5D; for(int j1 = 0; j1 < 5; ++j1) { for(int k1 = 0; k1 < 5; ++k1) { float f = 0.0F; float f1 = 0.0F; float f2 = 0.0F; byte b0 = 2; BiomeGenBase biomegenbase = this.biomesForGeneration[j1 + 2 + (k1 + 2) * 10]; for(int l1 = -b0; l1 <= b0; ++l1) { for(int i2 = -b0; i2 <= b0; ++i2) { BiomeGenBase biomegenbase1 = this.biomesForGeneration[j1 + l1 + 2 + (k1 + i2 + 2) * 10]; float f3 = biomegenbase1.rootHeight; float f4 = biomegenbase1.heightVariation; if(this.type == WorldType.AMPLIFIED && f3 > 0.0F) { f3 = 1.0F + f3 * 2.0F; f4 = 1.0F + f4 * 4.0F; } float f5 = this.parabolicField[l1 + 2 + (i2 + 2) * 5] / (f3 + 2.0F); if(biomegenbase1.rootHeight > biomegenbase.rootHeight) f5 /= 2.0F; f += f4 * f5; f1 += f3 * f5; f2 += f5; } } f /= f2; f1 /= f2; f = f * 0.9F + 0.1F; f1 = (f1 * 4.0F - 1.0F) / 8.0F; double d12 = this.gen4[i1] / 8000.0D; if(d12 < 0.0D) { d12 = -d12 * 0.3D; } d12 = d12 * 3.0D - 2.0D; if(d12 < 0.0D) { d12 /= 2.0D; if(d12 < -1.0D) d12 = -1.0D; d12 /= 1.4D; d12 /= 2.0D; } else { if(d12 > 1.0D) d12 = 1.0D; d12 /= 8.0D; } ++i1; double d13 = (double)f1; double d14 = (double)f; d13 += d12 * 0.2D; d13 = d13 * 8.5D / 8.0D; double d5 = 8.5D + d13 * 4.0D; for(int j2 = 0; j2 < 33; ++j2) { double d6 = ((double)j2 - d5) * 12.0D * 128.0D / 256.0D / d14; if(d6 < 0.0D) d6 *= 4.0D; double d7 = this.gen2[l] / 512.0D; double d8 = this.gen3[l] / 512.0D; double d9 = (this.gen1[l] / 10.0D + 1.0D) / 2.0D; double d10 = MathHelper.denormalizeClamp(d7, d8, d9) - d6; if(j2 > 29) { double d11 = (double)((float)(j2 - 29) / 3.0F); d10 = d10 * (1.0D - d11) + -10.0D * d11; } this.da[l] = d10; ++l; } } } } @Override public boolean chunkExists(int par1, int par2) { return true; } @Override public void populate(IChunkProvider par1IChunkProvider, int par2, int par3) { int var4 = par2 * 16; int var5 = par3 * 16; BlockFalling.fallInstantly = true; BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16); this.rand.setSeed(this.worldObj.getSeed()); long p1 = this.rand.nextLong() / 2L * 2L + 1L; long j1 = this.rand.nextLong() / 2L * 2L + 1L; this.rand.setSeed((long)par2 * p1 + (long)par3 * j1 ^ this.worldObj.getSeed()); boolean flag = false; MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, rand, par2, par3, flag)); int j, var12, var13, var14; if(this.mapFeaturesEnabled) { flag = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); } if(rand.nextInt( == 0) { int var18 = var4 + rand.nextInt(16) + 8; int var19 = rand.nextInt(128); int var20 = var4 + rand.nextInt(16) + 8; if(var19 < 63 || rand.nextInt(10) == 0) { (new WorldGenLakes(BlockHelper.Water)).generate(worldObj, rand, var18, var19, var20); } } for(j = 0; j < 13; j++){ var12 = var4 + rand.nextInt(16); var13 = rand.nextInt(250); var14 = var5 + rand.nextInt(16); coalGen.generate(worldObj, rand, var12, var13, var14); } for(int i = 0; i < 20; i++){ var12 = var4 + this.rand.nextInt(16); var13 = this.rand.nextInt(300); var14 = var5 + this.rand.nextInt(16); (new WorldGenMinable(BlockHelper.flylightOre, 6, BlockHelper.flylightStone)).generate(worldObj, rand, var12, var13, var14); } for(j = 0; j < 8; j++){ var12 = var4 + rand.nextInt(16); var13 = rand.nextInt(200); var14 = var5 + rand.nextInt(16); ironGen.generate(worldObj, rand, var12, var13, var14); } for(j = 0; j < 6; j++){ var12 = var4 + rand.nextInt(16); var13 = rand.nextInt(100); var14 = var5 + rand.nextInt(16); goldGen.generate(worldObj, rand, var12, var13, var14); } for(j = 0; j < 5; j++){ var12 = var4 + rand.nextInt(16); var13 = rand.nextInt(50); var14 = var5 + rand.nextInt(16); diamondGen.generate(worldObj, rand, var12, var13, var14); } for(j = 0; j < 8; j++){ var12 = var4 + rand.nextInt(16); var13 = rand.nextInt(60); var14 = var5 + rand.nextInt(16); redstoneGen.generate(worldObj, rand, var12, var13, var14); } for(j = 0; j < 5; j++){ var12 = var4 + rand.nextInt(16); var13 = rand.nextInt(50); var14 = var5 + rand.nextInt(16); emeraldGen.generate(worldObj, rand, var12, var13, var14); } for(j = 0; j < 4; j++){ var12 = var4 + rand.nextInt(16); var13 = rand.nextInt(50); var14 = var5 + rand.nextInt(16); lapisGen.generate(worldObj, rand, var12, var13, var14); } WorldGenFlylightTree var17 = new WorldGenFlylightTree(true); int var19, var18, var21, var20, i, xMin = par2 << 4, zMin = par3 << 4; int startX = xMin + rand.nextInt(16), startZ = zMin + rand.nextInt(16); int tries = rand.nextInt(2), x = startX + rand.nextInt( - rand.nextInt(, z = startZ + rand.nextInt( - rand.nextInt(, y = worldObj.getHeightValue(x, z); for(var18 = 0; var18 < 1; ++var18) { var19 = var4 + this.rand.nextInt(16); var20 = var5 + this.rand.nextInt(16); var21 = this.worldObj.getHeightValue(var19, var20); var17.generate(this.worldObj, this.rand, var19, var21, var20); } for(i = 0; i < 60; i++) { if((worldObj.isAirBlock(x, y, z) || BlockHelper.Flower1.canBlockStay(worldObj, x, y, z))) { if(rand.nextInt(50) > 1) continue; worldObj.setBlock(x, y, z, BlockHelper.Flower1, 0, 0); } } for(i = 0; i < 60; i++) { if((worldObj.isAirBlock(x, y, z) || BlockHelper.Flower2.canBlockStay(worldObj, x, y, z))) { if(rand.nextInt(50) > 1) continue; worldObj.setBlock(x, y, z, BlockHelper.Flower2, 0, 0); } } for(i = 0; i < 70; i++) { if((worldObj.isAirBlock(x, y, z) || BlockHelper.FlylightGrass.canBlockStay(worldObj, x, y, z))) { if(rand.nextInt(50) > 1) continue; worldObj.setBlock(x, y, z, BlockHelper.FlylightGrass, 0, 0); } } for(i = 0; i < 80; i++) { if((worldObj.isAirBlock(x, y, z) || BlockHelper.flylightFern.canBlockStay(worldObj, x, y, z))) { if(rand.nextInt(50) > 1) continue; worldObj.setBlock(x, y, z, BlockHelper.flylightFern, 0, 0); } } biomegenbase.decorate(this.worldObj, this.rand, var4, var5); if(TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, ANIMALS)) SpawnerAnimals.performWorldGenSpawning(this.worldObj, biomegenbase, var4 + 8, var5 + 8, 16, 16, this.rand); MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, flag)); BlockFalling.fallInstantly = false; } @Override public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate) { return true; } @Override public void saveExtraData() { } @Override public boolean unloadQueuedChunks() { return false; } @Override public boolean canSave() { return true; } @Override public String makeString() { return "RandomLevelSource"; } @Override public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4) { BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(par2, par4); return par1EnumCreatureType == EnumCreatureType.monster && this.scatteredFeatureGenerator.func_143030_a(par2, par3, par4) ? this.scatteredFeatureGenerator.getScatteredFeatureSpawnList() : biomegenbase.getSpawnableList(par1EnumCreatureType); } @Override public ChunkPosition func_147416_a(World p_147416_1_, String p_147416_2_, int p_147416_3_, int p_147416_4_, int p_147416_5_) { return null; } @Override public int getLoadedChunkCount() { return 0; } @Override public void recreateStructures(int par1, int par2) { if(this.mapFeaturesEnabled) { this.villageGenerator.func_151539_a(this, this.worldObj, par1, par2, (Block[])null); this.scatteredFeatureGenerator.func_151539_a(this, this.worldObj, par1, par2, (Block[])null); } } } Quote Former developer for DivineRPG, Pixelmon and now the maker of Essence of the Gods
robustus Posted April 15, 2014 Posted April 15, 2014 You mean the grass and dirt are not spawning on top of it or the actual stone is only the top layer? Personally I replace the stone in the new generate terrain function that you can override in your biome. I think because the top and filler blocks only spawn on vanilla stone you have to do it that way. Copy the genTerrainBlocks from the vanilla BiomeGenBase class, put it in your biome and change the vanilla stone to your stone in that as well. Quote
The_SlayerMC Posted April 15, 2014 Author Posted April 15, 2014 If i change the stone to modded, the modded stone will take over the grass and dirt Quote Former developer for DivineRPG, Pixelmon and now the maker of Essence of the Gods
Recommended Posts
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.