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Posted

Hey there, so I haven't messed with ore gen since MC 1.5-1.6, and I never really spawned ore anywhere other than the overworld.

So I am wondering how I would get the ore to spawn in the end, this is the code I have so far:

 

Main class

 

 

GameRegistry.registerWorldGenerator(new endOreGen(), -1);

 

 

 

 

Ore Gen class

 

 

package com.jordsta.stuff;

 

import java.util.Random;

 

import net.minecraft.world.World;

import net.minecraft.world.chunk.IChunkProvider;

import net.minecraft.world.gen.feature.WorldGenMinable;

import cpw.mods.fml.common.IWorldGenerator;

 

public class endOreGen implements IWorldGenerator {

 

 

@Override

  public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {

        switch(world.provider.dimensionId){

        case 1:

        generateNether(world, random, chunkX * 16, chunkZ * 16);

        case 0:

            generateSurface(world, random, chunkX * 16, chunkZ * 16);

        case -1:

            generateEnd(world, random, chunkX * 16, chunkZ * 16);

        }

    }

 

    private void generateEnd(World world, Random random, int chunkX, int chunkZ) {

        for(int i = 0; i < 60; i++){

            int xCoord = chunkX + random.nextInt(16);

            int yCoord = random.nextInt(60);

            int zCoord = chunkZ + random.nextInt(16);

        (new WorldGenMinable(Main.endOre, 40)).generate(world, random, xCoord, yCoord, zCoord);}

    }

 

    private void generateSurface(World world, Random random, int chunkX, int chunkZ) {

        for(int i = 0; i < 60; i++){

            int xCoord = chunkX + random.nextInt(16);

            int yCoord = random.nextInt(60);

            int zCoord = chunkZ + random.nextInt(16);

           

          } 

 

               

    }

 

    private int generateNether(World world, Random random, int chunkX,

            int chunkZ) {

        return 0;

    }

 

}

 

 

 

The spawn rate of 40 is just so I know I will see it, but I tried generating it in the overworld, and it was there. But it didn't show in the end :/

Am I missing something, or did ore gen code change?

 

 

Also, what is the new way to make an ore drop a different item as I used to use something like: (for an old ore called Lovite Ore)

 

 

public int idDropped(int par1, Random par2Random, int par3)

{

return Everything_and_More_Mod.Lovite.itemID;

}

public int quantityDropped(Random random)

{

return 8;

}

 

public void onblockDestroyedByPlayer(World world, int x, int y, int z, int meta){

    this.dropXpOnBlockBreak(world, x, y, z, 10);

}

 

 

Also, would it be possible to make it so the ore would drop a "random" amount, so for example 1-4 of the item?

 

Thanks for your help :)

Why bother?

if you look at the WorldGenMinable(Main.endOre, 40)) you see that the standard target block is stone, you can change this to:

WorldGenMinable(block, blocksPerVein, targetBlock))

  • Author

So it'd be

 

WorldGenMineable(Main.endOre, 40, Blocks.EndStone)... or whatever end stone is registered as? Or am I not understanding properly?

Why bother?

That looks correct.

 

To change the amount dropped you need to override quantityDropped(Random random) in your block class and return a random number in the range you want. If you want it to be fortunable also override quantityDroppedWithBonus(int fortune, Random random) which is the same as quantityDropped except it gives you the fortune level it was mined with.

I am the author of Draconic Evolution

  • Author

Alright, but how would I get it to drop the item and not the ore. Because the .itemID thing throws an error :/

Why bother?

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