Posted May 29, 201411 yr Hello there! I have a problem with my top and filler blocks in a custom biome. The biome is in my custom dimension, I have a custom world provider, chunk provider, world chunk manager and everything. The problem is: if I replace the biome's top block with a minecraft vanilla block it will work. If not, instead of using my block it uses an air block. Also, I have my own genTerrainBlock function: @Override public void genTerrainBlocks(World world, Random random, Block[] blocks, byte[] bytes, int int1, int int2, double d) { boolean flag = true; Block block = this.topBlock; byte b0 = (byte)(this.field_150604_aj & 255); Block block1 = this.fillerBlock; int k = -1; int l = (int)(d / 3.0D + 3.0D + random.nextDouble() * 0.25D); int i1 = int1 & 15; int j1 = int2 & 15; int k1 = blocks.length / 256; for (int l1 = 255; l1 >= 0; --l1) { int i2 = (j1 * 16 + i1) * k1 + l1; if (l1 <= 0 + random.nextInt(5)) { blocks[i2] = Blocks.bedrock; } else { Block block2 = blocks[i2]; if (block2 != null && block2.getMaterial() != Material.air) { if (block2 == TheDogDim.dogBlock) { if (k == -1) { if (l <= 0) { block = null; b0 = 0; block1 = TheDogDim.dogBlock; } else if (l1 >= 59 && l1 <= 64) { block = this.topBlock; b0 = (byte)(this.field_150604_aj & 255); block1 = this.fillerBlock; } if (l1 < 63 && (block == null || block.getMaterial() == Material.air)) { if (this.getFloatTemperature(int1, l1, int2) < 0.15F) { block = Blocks.ice; b0 = 0; } else { block = Blocks.water; b0 = 0; } } k = l; if (l1 >= 62) { blocks[i2] = block; bytes[i2] = b0; } else if (l1 < 56 - l) { block = null; block1 = TheDogDim.dogBlock; blocks[i2] = Blocks.gravel; } else { blocks[i2] = block1; } } else if (k > 0) { --k; blocks[i2] = block1; if (k == 0 && block1 == Blocks.sand) { k = random.nextInt(4) + Math.max(0, l1 - 63); block1 = Blocks.sandstone; } } } } else { k = -1; } } } } Basically I used the BiomeGenBase's genBiomeTerrain and replaced the vanilla stone with my own stone. Also if I set the filler block to a vanilla block it works. Only if I set it to a custom block is doesn't. Thanks in advance, Mateiaru http://i.imgur.com/LWcDco2.png[/img]
May 30, 201411 yr You shouldn't need to edit the terrain generation to have your own custom top and filler blocks, just specify them in the normal way.
May 31, 201411 yr Author I need to because the world is generated like that: Generate biome positions. Generate the world out of stone. Replace the top stone with custom top block Replace the stone under the top block with custom filler Generate ores, gravel etc. And I NEED to make my own generator because because it is in custom dimension and theres no stone to replace, there's a custom block to replace. Also if I set the filler block to a vanilla block it works. Only if I set it to a custom block is doesn't. Please help me because it is in the World of Dogs mod and the release date is 1 June!!! I MUST release it on 1 June and the biomes are't working! And please remember if I set the filler block to a vanilla block it works. Only if I set it to a custom block is doesn't. Please help me! Mateiaru http://i.imgur.com/LWcDco2.png[/img]
May 31, 201411 yr Show your block registering code. Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
May 31, 201411 yr Author Oh... just found the mistake. I use the wrong material. I'll try with Material.rock (because it is rock) and see what happens. http://i.imgur.com/LWcDco2.png[/img]
May 31, 201411 yr Author Material.rock doesn't work either. I guess I need Material.ground, right? http://i.imgur.com/LWcDco2.png[/img]
May 31, 201411 yr Author It is registered correctly because I can use the block in-game. But Material.ground doesn't work either. http://i.imgur.com/LWcDco2.png[/img]
June 1, 201411 yr Author It is registered correctly because I can use the block in-game. Anyway if you want: Registering field: public static Block cuteDirt; ... cuteDirt = new CuteDirt(); ... GameRegistry.registerBlock(cuteDirt, cuteDirt.getUnlocalizedName()); ... this.fillerBlock = TheDogDim.cuteDirt; Block class: package ro.etrandafir.mate.theDogsWorld.blocks; import java.util.List; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import ro.etrandafir.mate.theDogsWorld.TheDogDim; import net.minecraft.block.BlockDirt; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IIconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.IIcon; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class CuteDirt extends Block { public CuteDirt() { super(Material.ground); this.setBlockName("cuteDirt"); this.setCreativeTab(TheDogDim.dogdimTab); this.setBlockTextureName(TheDogDim.id + ":cuteDirt"); this.setHardness(0.5F); this.setHarvestLevel("shovel", 0); } @Override @SideOnly(Side.CLIENT) public IIcon getIcon(int a, int b) { return this.blockIcon; } @Override public int damageDropped(int metadata) { return 0; } @Override @SideOnly(Side.CLIENT) public IIcon getIcon(IBlockAccess block, int x, int y, int z, int i) { return this.blockIcon; } @Override @SideOnly(Side.CLIENT) public void getSubBlocks(Item item, CreativeTabs tab, List l) {} @Override @SideOnly(Side.CLIENT) public void registerBlockIcons(IIconRegister reg) { this.blockIcon = reg.registerIcon(this.getTextureName()); } @Override public int getDamageValue(World world, int x, int y, int z) { return this.damageDropped(world.getBlockMetadata(x, y, z)); } } http://i.imgur.com/LWcDco2.png[/img]
June 1, 201411 yr Author The cuteDirt variable is in my main mod class. It is initialized and registered in preInit. CuteDirt is another class. this.fillerBlock in in my custom biome constructor. http://i.imgur.com/LWcDco2.png[/img]
June 1, 201411 yr Author Oh... thank you I have the biomes like that: public static BiomeGenBase mybiome = new MyBiome(); so clearly this is wrong. I'm such a noob. I'll test this as soon as possible. Thank you again. Mateiaru http://i.imgur.com/LWcDco2.png[/img]
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