Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Featured Replies

Posted

Hi everybody, I begin modding days ago, and try to create a structure. It works fine, but when i break a block of the structure, the block created again a little later. I think, the game generates again the entire structure (I use fix coordinates for test), but Í don't know how to fix this. I use the latest Forge for Minecraft 1.8. Here is my codes:

 

 

WorldGen.java:

 


package com.harcos.bunkerstrukture.common;

import java.util.Random;

import net.minecraft.world.World;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraftforge.fml.common.IWorldGenerator;

public class WorldGen implements IWorldGenerator 
{
public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider)
{
  switch (world.provider.getDimensionId())
  {
   case 0: generateSurface(world, random, chunkX*16, chunkZ*16);
  }
}

  

  private void generateSurface(World world, Random random, int blockX, int blockZ) 
{
  
  int Xcoord1 = blockX + random.nextInt(16);
  int Ycoord1 = random.nextInt(80);
  int Zcoord1 = blockZ + random.nextInt(16);
   
  (new StructureGenerator()).generate(world, 1, 500, 100, 500);
}

}


 

StructureGenerator:

 



package com.harcos.bunkerstrukture.common;

import java.util.Random;

import net.minecraft.block.state.IBlockState;
import net.minecraft.init.Blocks;
import net.minecraft.util.BlockPos;
import net.minecraft.world.World;
import net.minecraft.world.gen.feature.WorldGenerator;

public class StructureGenerator extends WorldGenerator
{
    public boolean generate(World par1World, int par2, int par3, int par4, int par5)
    {
    	/*
        while (par1World.isAirBlock(new BlockPos(par3, par4, par5)) && par4 > 2)       
        {
            --par4;
        }
        */
        IBlockState checkBlock = par1World.getBlockState(new BlockPos(par3, par4, par5));
        par1World.setBlockState(new BlockPos(par3, par4, par5), Blocks.air.getDefaultState());
        par1World.setBlockState(new BlockPos(par3, par4, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3, par4, par5+1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4, par5), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4, par5+1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4, par5), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4, par5+1), Blocks.brick_block.getDefaultState());
        
        par1World.setBlockState(new BlockPos(par3, par4-1, par5), Blocks.air.getDefaultState());
        par1World.setBlockState(new BlockPos(par3, par4-1, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3, par4-1, par5+1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-1, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-1, par5), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-1, par5+1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-1, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-1, par5), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-1, par5+1), Blocks.brick_block.getDefaultState());

        par1World.setBlockState(new BlockPos(par3, par4-2, par5), Blocks.air.getDefaultState());
        par1World.setBlockState(new BlockPos(par3, par4-2, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3, par4-2, par5+1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-2, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-2, par5), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-2, par5+1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-2, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-2, par5), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-2, par5+1), Blocks.brick_block.getDefaultState());
        
        par1World.setBlockState(new BlockPos(par3, par4-3, par5), Blocks.air.getDefaultState());
        par1World.setBlockState(new BlockPos(par3, par4-3, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3, par4-3, par5+1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-3, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-3, par5), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-3, par5+1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-3, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-3, par5), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-3, par5+1), Blocks.brick_block.getDefaultState());
        

            par1World.setBlockState(new BlockPos(par3, par4-4, par5), Blocks.air.getDefaultState());
            par1World.setBlockState(new BlockPos(par3, par4-4, par5-1), Blocks.air.getDefaultState());
            par1World.setBlockState(new BlockPos(par3, par4-4, par5+1), Blocks.air.getDefaultState());
            par1World.setBlockState(new BlockPos(par3-1, par4-4, par5-1), Blocks.air.getDefaultState());
            par1World.setBlockState(new BlockPos(par3-1, par4-4, par5), Blocks.air.getDefaultState());
            par1World.setBlockState(new BlockPos(par3-1, par4-4, par5+1), Blocks.air.getDefaultState());
            par1World.setBlockState(new BlockPos(par3+1, par4-4, par5-1), Blocks.air.getDefaultState());
            par1World.setBlockState(new BlockPos(par3+1, par4-4, par5), Blocks.air.getDefaultState());
            par1World.setBlockState(new BlockPos(par3+1, par4-4, par5+1), Blocks.air.getDefaultState());
            
        par1World.setBlockState(new BlockPos(par3-2, par4-4, par5-2), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-4, par5-2), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3, par4-4, par5-2), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-4, par5-2), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+2, par4-4, par5-2), Blocks.brick_block.getDefaultState());
        
        par1World.setBlockState(new BlockPos(par3-2, par4-4, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+2, par4-4, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-2, par4-4, par5), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+2, par4-4, par5), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-2, par4-4, par5+1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+2, par4-4, par5+1), Blocks.brick_block.getDefaultState());
        
        par1World.setBlockState(new BlockPos(par3-2, par4-4, par5+2), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-4, par5+2), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3, par4-4, par5+2), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-4, par5+2), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+2, par4-4, par5+2), Blocks.brick_block.getDefaultState());
        

        par1World.setBlockState(new BlockPos(par3, par4-5, par5-1), Blocks.air.getDefaultState());
        par1World.setBlockState(new BlockPos(par3, par4-5, par5+1), Blocks.air.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-5, par5-1), Blocks.air.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-5, par5), Blocks.air.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-5, par5+1), Blocks.air.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-5, par5-1), Blocks.air.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-5, par5), Blocks.air.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-5, par5+1), Blocks.air.getDefaultState());
        
    par1World.setBlockState(new BlockPos(par3-2, par4-5, par5-2), Blocks.brick_block.getDefaultState());
    par1World.setBlockState(new BlockPos(par3-1, par4-5, par5-2), Blocks.brick_block.getDefaultState());
    par1World.setBlockState(new BlockPos(par3, par4-5, par5-2), Blocks.brick_block.getDefaultState());
    par1World.setBlockState(new BlockPos(par3+1, par4-5, par5-2), Blocks.brick_block.getDefaultState());
    par1World.setBlockState(new BlockPos(par3+2, par4-5, par5-2), Blocks.brick_block.getDefaultState());
    
    par1World.setBlockState(new BlockPos(par3-2, par4-5, par5-1), Blocks.brick_block.getDefaultState());
    par1World.setBlockState(new BlockPos(par3+2, par4-5, par5-1), Blocks.brick_block.getDefaultState());
    par1World.setBlockState(new BlockPos(par3-2, par4-5, par5), Blocks.brick_block.getDefaultState());
    par1World.setBlockState(new BlockPos(par3+2, par4-5, par5), Blocks.brick_block.getDefaultState());
    par1World.setBlockState(new BlockPos(par3-2, par4-5, par5+1), Blocks.brick_block.getDefaultState());
    par1World.setBlockState(new BlockPos(par3+2, par4-5, par5+1), Blocks.brick_block.getDefaultState());
    
    par1World.setBlockState(new BlockPos(par3-2, par4-5, par5+2), Blocks.brick_block.getDefaultState());
    par1World.setBlockState(new BlockPos(par3-1, par4-5, par5+2), Blocks.brick_block.getDefaultState());
    par1World.setBlockState(new BlockPos(par3, par4-5, par5+2), Blocks.brick_block.getDefaultState());
    par1World.setBlockState(new BlockPos(par3+1, par4-5, par5+2), Blocks.brick_block.getDefaultState());
    par1World.setBlockState(new BlockPos(par3+2, par4-5, par5+2), Blocks.brick_block.getDefaultState());
    
    par1World.setBlockState(new BlockPos(par3, par4-6, par5-1), Blocks.air.getDefaultState());
    par1World.setBlockState(new BlockPos(par3, par4-6, par5+1), Blocks.air.getDefaultState());
    par1World.setBlockState(new BlockPos(par3-1, par4-6, par5-1), Blocks.air.getDefaultState());
    par1World.setBlockState(new BlockPos(par3-1, par4-6, par5), Blocks.air.getDefaultState());
    par1World.setBlockState(new BlockPos(par3-1, par4-6, par5+1), Blocks.air.getDefaultState());
    par1World.setBlockState(new BlockPos(par3+1, par4-6, par5-1), Blocks.air.getDefaultState());
    par1World.setBlockState(new BlockPos(par3+1, par4-6, par5), Blocks.air.getDefaultState());
    par1World.setBlockState(new BlockPos(par3+1, par4-6, par5+1), Blocks.air.getDefaultState());
    
par1World.setBlockState(new BlockPos(par3-2, par4-6, par5-2), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3-1, par4-6, par5-2), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3, par4-6, par5-2), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3+1, par4-6, par5-2), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3+2, par4-6, par5-2), Blocks.brick_block.getDefaultState());

par1World.setBlockState(new BlockPos(par3-2, par4-6, par5-1), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3+2, par4-6, par5-1), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3-2, par4-6, par5), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3+2, par4-6, par5), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3-2, par4-6, par5+1), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3+2, par4-6, par5+1), Blocks.brick_block.getDefaultState());

par1World.setBlockState(new BlockPos(par3-2, par4-6, par5+2), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3-1, par4-6, par5+2), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3, par4-6, par5+2), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3+1, par4-6, par5+2), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3+2, par4-6, par5+2), Blocks.brick_block.getDefaultState());

par1World.setBlockState(new BlockPos(par3, par4-7, par5-1), Blocks.air.getDefaultState());
par1World.setBlockState(new BlockPos(par3, par4-7, par5+1), Blocks.air.getDefaultState());
par1World.setBlockState(new BlockPos(par3-1, par4-7, par5-1), Blocks.air.getDefaultState());
par1World.setBlockState(new BlockPos(par3-1, par4-7, par5), Blocks.air.getDefaultState());
par1World.setBlockState(new BlockPos(par3-1, par4-7, par5+1), Blocks.air.getDefaultState());
par1World.setBlockState(new BlockPos(par3+1, par4-7, par5-1), Blocks.air.getDefaultState());
par1World.setBlockState(new BlockPos(par3+1, par4-7, par5), Blocks.air.getDefaultState());
par1World.setBlockState(new BlockPos(par3+1, par4-7, par5+1), Blocks.air.getDefaultState());

par1World.setBlockState(new BlockPos(par3-2, par4-7, par5-2), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3-1, par4-7, par5-2), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3, par4-7, par5-2), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3+1, par4-7, par5-2), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3+2, par4-7, par5-2), Blocks.brick_block.getDefaultState());

par1World.setBlockState(new BlockPos(par3-2, par4-7, par5-1), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3+2, par4-7, par5-1), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3-2, par4-7, par5), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3+2, par4-7, par5), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3-2, par4-7, par5+1), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3+2, par4-7, par5+1), Blocks.brick_block.getDefaultState());

par1World.setBlockState(new BlockPos(par3-2, par4-7, par5+2), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3-1, par4-7, par5+2), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3, par4-7, par5+2), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3+1, par4-7, par5+2), Blocks.brick_block.getDefaultState());
par1World.setBlockState(new BlockPos(par3+2, par4-7, par5+2), Blocks.brick_block.getDefaultState());


        par1World.setBlockState(new BlockPos(par3, par4-8, par5), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3, par4-8, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3, par4-8, par5+1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-8, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-8, par5), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3-1, par4-8, par5+1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-8, par5-1), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-8, par5), Blocks.brick_block.getDefaultState());
        par1World.setBlockState(new BlockPos(par3+1, par4-8, par5+1), Blocks.brick_block.getDefaultState());
        
        return true;
    }

@Override
public boolean generate(World arg0, Random arg1, BlockPos arg2) {
	// TODO Auto-generated method stub
	return false;
}
}


 

CommonProxy.java:

 


package com.harcos.bunkerstrukture;

import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.common.registry.GameRegistry;
import com.harcos.bunkerstrukture.common.WorldGen;


public class CommonProxy {

public void preInit(FMLPreInitializationEvent e) {
}

public void init(FMLInitializationEvent e) {
    GameRegistry.registerWorldGenerator(new WorldGen(), 0);
}

public void postInit(FMLPostInitializationEvent e) {

}
}



 

Thanks for any help!

Well it would help if you didn't tell the structure to always generate in the same place.  Every time the game generates a new chunk, it builds another copy of your structure right where the existing one is, "regenerating" the broken blocks.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

private static boolean generated = false;

 

?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author

I tried but something went wrong.

 

Now the game spawn too much structure and crush the game, and I can't make it spawn only on surface covered with dirt. I tried search and Google, but nothing :(

  • Author

I know, and now it's working. I limited the number of structures, now I must figure out how to generate it only on dirt, and make ladder, chest.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

Important Information

By using this site, you agree to our Terms of Use.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.