Posted February 14, 201510 yr I'm trying to build my UHC mod, and I have the code that generates the bedrock wall working nearly perfectly. But it seems like somehow some of the chunk population is running after my code, even though I'm running it in the PopulateChunkEvent.Post event handler. Here's the file that's running my actual generation: http://bit.ly/1zdQDvE I've triple-checked that I'm only replacing blocks that are in the current chunk, at least for the wall itself. It's possible that the 'starting area' platform is less well behaved, but that code is all getting replaced soon anyway. Lines 24-72 should be the relevant code. The problem is that lakes and mineshafts have a tendency to punch holes in the bedrock wall, as if they are generating after the wall, even though they should all be executing first. Edit: Well, I've now attempted to reject any terrain decoration in chunks that contain my wall, with no effect (so I'm probably doing it wrong), and giving my event handler the Lowest priority, so it should run last, with no effect. I'm out of ideas, and going to bed for the night. Developer of Failure UHC, Amateur Youtuber http://www.youtube.com/kydancemw
February 15, 201510 yr Author I've now run through this in debug mode, and as far as I can tell, I'm doing this perfectly, which just makes me more confused. Is it possible that feature generation in neighboring chunks is bleeding into one of the chunks I generate stuff in? Edit: Yup. That's what's happening. Time to ponder solutions. Any suggested ways of fixing this? Developer of Failure UHC, Amateur Youtuber http://www.youtube.com/kydancemw
February 15, 201510 yr I ran into a similar issue, and though I'm not 100% sure, I believe that lakes at least DO generate across multiple chunks at once. What I did is to deny lake generation if the chunk it is in or any immediate neighbor has my structure in it, and this seems to have solved the problem. I say 'seems' because while it fixed it in the one seed in which I found it, I haven't been able to verify for a fact that it will work in all circumstances. Haven't had an issue reported since, though. http://i.imgur.com/NdrFdld.png[/img]
February 15, 201510 yr Author Yeah, that's sort of what I'm looking into doing. But in my case, I need to worry about mineshafts too, so I may need to go further out than just one chunk. I know they can punch through, but I need to look at their generation to see how it works. Thanks for the source links, they should be very helpful. Developer of Failure UHC, Amateur Youtuber http://www.youtube.com/kydancemw
February 20, 201510 yr Author Well, coolAlias' fix solved the issue with lakes and lava lakes. But doesn't help with mineshafts. Is there a decent way to prevent mineshafts from generating through a specific chunk? I've scanned through the code and haven't seen anything that looked helpful, but I hope I missed it. Developer of Failure UHC, Amateur Youtuber http://www.youtube.com/kydancemw
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