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[1.7.10] custom flowers are not spawning in custom biome


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I am trying to make a custom biome and i got my custom tree to spawn but not as frequent as i would like and i cant seem to figure out how to make it spawn more. I add my flowers with the addFlowers method in the constructor  and only one spawns when i bonemeal the ground.  I cant seem to find a away that works to make my flowers randmly spawn in the biome.

 

Here is my class:

 

 

/**
* This class was created by <Professorvennie>. It's distributed as
* part of the Machinery Craft Mod. Get the Source Code in github:
* https://github.com/Professorvennie/MachineryCraft
*
* Machinery Craft is Open Source and distributed under a
* Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License
* (http://creativecommons.org/licenses/by-nc-sa/3.0/deed.en_GB)
* */
package com.professorvennie.core.world.biome;

import com.professorvennie.core.block.ModBlocks;
import com.professorvennie.core.lib.Names;
import com.professorvennie.core.world.tree.WorldGenPlasticTree;
import net.minecraft.block.Block;
import net.minecraft.init.Blocks;
import net.minecraft.world.World;
import net.minecraft.world.biome.BiomeGenBase;
import net.minecraft.world.gen.feature.WorldGenAbstractTree;

import java.util.Random;

public class BiomePlastic extends BiomeGenBase {

    public BiomePlastic(int id) {
        super(id);
        setDisableRain();
        for(int i = 0; i < Names.Blocks.BLOCK_PLASTIC_FLOWERS.length; i++){
            addFlower(ModBlocks.plasticFlower, i, 20);
        }
        topBlock = ModBlocks.plasticGrass;
        fillerBlock = ModBlocks.plasticDirt;
    }

    @Override
    public int getBiomeGrassColor(int p_150558_1_, int p_150558_2_, int p_150558_3_) {
        return 0xFFFFFF;
    }

    @Override
    public int getModdedBiomeGrassColor(int original) {
        return 0xFFFFFF;
    }

    public WorldGenAbstractTree func_150567_a(Random random){
        return random.nextInt(2) == 0 ? new WorldGenPlasticTree(false) : new WorldGenPlasticTree(false);
    }

    @Override
    public void decorate(World world, Random random, int chunkX, int chunkZ) {
        super.decorate(world, random, chunkX, chunkZ);
        int x = chunkX + random.nextInt(16);
        int y = random.nextInt(28) + 4;
        int z = chunkZ + random.nextInt(16);
        plantFlower(world, random, x, y, z);
    }
}

 

 

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What are the addFlower and plantFlower functions? Are they in BiomeGenBase? If so, just use WorldGenFlowers to generate your flowers. And maybe move your world gen code to a class that implements IWorldGenerator.

Check out my mod, Realms of Chaos, here.

 

If I helped you, be sure to press the "Thank You" button!

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Make your own WorldGenFlowers class that accepts metadata as a parameter. Here is one you can copy and paste:

 

public class ModWorldGenFlowers extends WorldGenerator
{
    private Block flower;
    private int meta;

    public ModWorldGenFlowers(Block flower, int metadata)
    {
        this.flower = flower;
        this.meta = metadata;
    }

    public boolean generate(World world, Random rand, int i, int j, int k)
    {
        for (int var6 = 0; var6 < 64; ++var6)
        {
            int var7 = i + rand.nextInt( - rand.nextInt(;
            int var8 = j + rand.nextInt(4) - rand.nextInt(4);
            int var9 = k + rand.nextInt( - rand.nextInt(;

            if (world.isAirBlock(var7, var8, var9) && (!world.provider.hasNoSky || var8 < 255) && this.flower.canBlockStay(world, var7, var8, var9))
            {
                world.setBlock(var7, var8, var9, this.flower, this.meta, 2);
            }
        }

        return true;
    }
}

Check out my mod, Realms of Chaos, here.

 

If I helped you, be sure to press the "Thank You" button!

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