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[1.7.10] [Solved] Metadata Worldgen


TehSeph

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Several of my blocks are using metadata for subtypes, but unfortunately this is causing issues in my worldgen code. Well not exactly causing issues so much as just not working. Only one type of each block is being spawned even though I'm using the meta values in the generation code. I've hit a wall with ideas on how to solve this without rewriting the generation and possibly even quite a bit of my blocks themselves. Any help at all is appreciated.

 

WorldGenModMinable (World Generator)

(See post below)

 

ModWorldGen (GameRegistry Registration)

package com.tehseph.sephsmod.core;

import com.tehseph.sephsmod.worldgen.WorldGenFlatBedrock;
import com.tehseph.sephsmod.worldgen.WorldGenModMinable;
import cpw.mods.fml.common.registry.GameRegistry;
import net.minecraft.init.Blocks;

// TODO: Tweak "Experience Ore" vein count & size.

public class ModWorldGen {

public static void flatBedrock(boolean doFlatBedrock) {
	if (doFlatBedrock) GameRegistry.registerWorldGenerator(new WorldGenFlatBedrock(), 0);
}

public static void oreGeneration() {

	// WorldGenModMineable( int DIMENSION_ID, block REPLACE, block ORE, int METADATA, int VEIN_SIZE, int VEIN_COUNT, int MIN_Y, int MAX_Y )
	GameRegistry.registerWorldGenerator(new WorldGenModMinable(0, Blocks.stone, ModBlocks.oreExperience, 0, 4, 4, 0, 64), 1);
	GameRegistry.registerWorldGenerator(new WorldGenModMinable(0, Blocks.stone, ModBlocks.oreGemstone, 0, 4, 4, 16, 48), 1);
	GameRegistry.registerWorldGenerator(new WorldGenModMinable(0, Blocks.stone, ModBlocks.oreGemstone, 1, 4, 4, 16, 48), 1);
	GameRegistry.registerWorldGenerator(new WorldGenModMinable(0, Blocks.stone, ModBlocks.oreGemstone, 2, 4, 4, 16, 48), 1);
	GameRegistry.registerWorldGenerator(new WorldGenModMinable(0, Blocks.stone, ModBlocks.oreGemstone, 3, 4, 4, 16, 48), 1);

}

}

 

Full src on GitHub in case it is something somewhere else I'm missing. :-\

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Okay so after many frustrating attempts to make the previous code work, I gave up and decided to rewrite my class and came up with the code below.

Unfortunately, this is causing some horrible tick-lag and I'm not quite sure what I can do about it.

 

WorldGenModMinable.java

package com.tehseph.sephsmod.worldgen;

import com.tehseph.sephsmod.block.BlockMeta;
import cpw.mods.fml.common.IWorldGenerator;
import net.minecraft.block.Block;
import net.minecraft.world.World;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.feature.WorldGenMinable;

import java.util.Random;

public class WorldGenModMinable implements IWorldGenerator {

private int dimensionID;
private Block replaceTarget;
private Block oreBlock;
private int veinSize, veinCount;
private int minY, maxY;

public WorldGenModMinable(int dimensionID, Block replaceTarget, Block oreBlock, int veinSize, int veinCount, int minY, int maxY) {
	this.dimensionID = dimensionID;
	this.replaceTarget = replaceTarget;
	this.oreBlock = oreBlock;
	this.veinSize = veinSize;
	this.veinCount = veinCount;
	this.minY = minY;
	this.maxY = maxY;
}

@Override
public void generate(Random random, int chunkX, int chunkZ, World worldObj, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {
	if (worldObj.provider.dimensionId == this.dimensionID) {
		if (this.oreBlock instanceof BlockMeta) {
			for (int metadata = 0; metadata < ((BlockMeta) this.oreBlock).metaNames.length; metadata++) {
				for (int i = 0; i < this.veinCount; i++) {
					int randX = (chunkX * 16) + random.nextInt(16);
					int randZ = (chunkZ * 16) + random.nextInt(16);
					int randY = this.minY + random.nextInt(this.maxY - this.minY);
					(new WorldGenMinable(this.oreBlock, metadata, this.veinSize, this.replaceTarget)).generate(worldObj, random, randX, randY, randZ);
				}
			}
		} else {
			for (int i = 0; i < this.veinCount; i++) {
				int randX = (chunkX * 16) + random.nextInt(16);
				int randZ = (chunkZ * 16) + random.nextInt(16);
				int randY = this.minY + random.nextInt(this.maxY - this.minY);
				(new WorldGenMinable(this.oreBlock, this.veinSize, this.replaceTarget)).generate(worldObj, random, randX, randY, randZ);
			}
		}
	}
}

}

 

 

[14:41:38] [Client thread/INFO]: Warning: Clientside chunk ticking took 105 ms
[14:41:38] [Client thread/INFO]: Warning: Clientside chunk ticking took 122 ms
[14:41:38] [Client thread/INFO]: Warning: Clientside chunk ticking took 142 ms
[14:41:38] [Client thread/INFO]: Warning: Clientside chunk ticking took 107 ms
[14:41:38] [Client thread/INFO]: Warning: Clientside chunk ticking took 107 ms
[14:42:09] [Client thread/INFO]: Warning: Clientside chunk ticking took 151 ms
[14:42:09] [Client thread/INFO]: Warning: Clientside chunk ticking took 127 ms
[14:42:12] [Client thread/INFO]: Warning: Clientside chunk ticking took 167 ms
[14:42:12] [Client thread/INFO]: Warning: Clientside chunk ticking took 105 ms
[14:42:13] [Client thread/INFO]: Warning: Clientside chunk ticking took 196 ms
[14:42:13] [Client thread/INFO]: Warning: Clientside chunk ticking took 106 ms

 

Getting spammed with the above on new chunk generation.

 

So, my new problem is this: How can I optimize this to lower the ticking times?

 

EDIT: So it appears after doing some research, the tick-lag is not my fault and is actually poor vanilla code changes made in 1.7.10.

This post on the FTB forums has a few JVM arguments that can help combat the lag as well as a mention to FastCraft, a WIP mod written by IC2's Player that helps to greatly improve the ridiculous 1.7.10 chunk loading issues.

 

I've left my metadata block generation code above just in case it helps anyone out who might have come across this thread, but all problems are (kind of) solved now. At least, everything in my code is solved.

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