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Posted

Good time of day :)

I need to create empty world, without structures and terrain.

 

I sucssesful:

public class ERROREDEmptyDimChunkProvider implements IChunkProvider
{
    /** RNG. */
    private Random rand;

    /** Reference to the World object. */
    private World worldObj;

    public ERROREDEmptyDimChunkProvider(World par1World, long par2, boolean par4)
    {
        this.worldObj = par1World;
        this.rand = new Random(par2);
    }

    /**
     * loads or generates the chunk at the chunk location specified
     */
    @Override
    public Chunk loadChunk(int par1, int par2)
    {
        return this.provideChunk(par1, par2);
    }

    /**
     * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
     * specified chunk from the map seed and chunk seed
     */
    @Override
    public Chunk provideChunk(int par1, int par2)
    {
        byte[] abyte = new byte[32768];

        Chunk chunk = new Chunk(this.worldObj, abyte, par1, par2);
        byte[] abyte1 = chunk.getBiomeArray();

        chunk.generateSkylightMap();
        return chunk;
    }

    /**
     * Checks to see if a chunk exists at x, y
     */
    @Override
    public boolean chunkExists(int par1, int par2)
    {
        return true;
    }

    /**
     * Two modes of operation: if passed true, save all Chunks in one go.  If passed false, save up to two chunks.
     * Return true if all chunks have been saved.
     */
    @Override
    public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
    {
        return true;
    }

    /**
     * Unloads chunks that are marked to be unloaded. This is not guaranteed to unload every such chunk.
     */
    @Override
    public boolean unloadQueuedChunks()
    {
        return false;
    }

    /**
     * Returns if the IChunkProvider supports saving.
     */
    @Override
    public boolean canSave()
    {
        return true;
    }

    /**
     * Converts the instance data to a readable string.
     */
    @Override
    public String makeString()
    {
        return "RandomLevelSource";
    }

    /**
     * Returns a list of creatures of the specified type that can spawn at the given location.
     */
    @Override
    public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
    {
        return null;
    }

    /**
     * Returns the location of the closest structure of the specified type. If not found returns null.
     */
    @Override
    public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
    {
        return null; //"Stronghold".equals(par2Str) && this.strongholdGenerator != null ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null;
    }

    @Override
    public int getLoadedChunkCount()
    {
        return 0;
    }

    public void recreateStructures(int par1, int par2) {}

    @Override
    public void saveExtraData() {
    }

    @Override
    public void populate(IChunkProvider ichunkprovider, int i, int j) {
        /*
        if(this.worldObj.getBlockId(0, 40, 0) != Block.bedrock.blockID)
            this.worldObj.setBlock(0, 40, 0, Block.bedrock.blockID, 0, 2);
        }
        */
    }
}

 

But with this ChunkProvider have errors with IC2, because it try to read some fields in my world(biomeList, for example), but i delete it. And so...

What fields/methods i can remove, and what not?

 

p.s. - Apologies for the ignorance, if that :)

Posted

Good time of day :)

I need to create empty world, without structures and terrain.

 

[..]

But with this ChunkProvider have errors with IC2, because it try to read some fields in my world(biomeList, for example), but i delete it. And so...

What fields/methods i can remove, and what not?

 

p.s. - Apologies for the ignorance, if that :)

Hi

 

I suggest - delete one or two at a time, try to run it, if you get an error, add it back.

 

-TGG

 

PS @f1rSt1kChannel - I did....

 

 

 

  • 2 months later...

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