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[1.7.10] [Solved] Structures won't generate in custom dimension...

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Posted

I finally figured out how to successfully make a dimension but my structures won't generate in it.

I've looked at every tutorial I could find but I can't figure out what I'm doing wrong.

 

 

Trying from the chunk provider:

 

ChunkProviderOtherWorld

 

 

@Override

public void populate(IChunkProvider par1IChunkProvider, int chunkX, int chunkZ)

        {

                //...lots of unrelated default code...

 

for(int place = 0; place < 10; place++)

{

int x1 = chunkX + rand.nextInt(16)+8;

int y1 = rand.nextInt(240);

int z1 = chunkZ + rand.nextInt(16)+8;

if(worldObj.getBlock(x1, y1, z1) == Blocks.air && worldObj.getBlock(x1, y1 - 1, z1) == HorrorReg.bloodGrass)

{

new WorldGenOWBloodTreeSmall().generate(this.worldObj, rand, x1, y1, z1);

}

}

        }

 

 

WorldGenOWBloodTreeSmall

 

 

public class WorldGenOWBloodTreeSmall extends WorldGenerator implements IWorldGenerator

{

 

public WorldGenOWBloodTreeSmall()

{

}

public boolean generate(World world, Random rand, int chunkX, int chunkY, int chunkZ)

{

world.setBlock(chunkX+2, chunkY, chunkZ+2, Main.bloodstone, 0, 2);

world.setBlock(chunkX+2, chunkY+1, chunkZ+2, Main.bloodstone, 0, 2);

world.setBlock(chunkX+1, chunkY+2, chunkZ, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+2, chunkZ, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+2, chunkZ, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX, chunkY+2, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+2, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+2, chunkZ+2, Main.bloodstone, 0, 2);

world.setBlock(chunkX+3, chunkY+2, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+2, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+2, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+2, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+2, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+3, chunkZ, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+3, chunkZ, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+3, chunkZ, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX, chunkY+3, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+3, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+3, chunkZ+2, Main.bloodstone, 0, 2);

world.setBlock(chunkX+3, chunkY+3, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+3, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+3, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+3, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+3, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+4, chunkZ, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+4, chunkZ, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+4, chunkZ, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX, chunkY+4, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+4, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+4, chunkZ+2, Main.bloodstone, 0, 2);

world.setBlock(chunkX+3, chunkY+4, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+4, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+4, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+4, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+4, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+5, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+5, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+5, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+5, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+5, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+5, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+5, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+5, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+5, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

return true;

}

@Override

public void generate(Random random, int chunkX, int chunkZ, World world,

IChunkProvider chunkGenerator, IChunkProvider chunkProvider)

{

for(int i = 0; i < 10; i++)

{

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

int yCoord = random.nextInt(240);

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

 

(new WorldGenOWBloodTreeSmall()).generate(world, random, xCoord, yCoord, zCoord);

}

}

}

 

 

 

 

 

And trying from the biome:

 

BiomeDecoratorHelper

 

 

public class BiomeDecoratorHelper

{

 

    private static WorldGenerator gravititeGen;

 

    public BiomeDecoratorHelper()

    {

    gravititeGen = new WorldGenMinable(HorrorReg.gravitite, 24, HorrorReg.bloodstoneRock);

    }

 

    protected static void decorateBiome(World world, Random rand, BiomeGenBase biome)

    {

        MinecraftForge.EVENT_BUS.post(new DecorateBiomeEvent.Pre(BiomeDecorate.currentWorld, BiomeDecorate.randomGenerator, BiomeDecorate.chunk_X, BiomeDecorate.chunk_Z));

        initOres();

        generateOreInBiome(biome);

 

        if(biome == FCBiomes.badlands)

        {

            int chunkX;

            int chunkZ;

            int y;

           

            StructureBloodTreeSmall treeS = new StructureBloodTreeSmall();

           

            for(int place = 0; place < 10; place++)

        {

                chunkX = BiomeDecorate.chunk_X + BiomeDecorate.randomGenerator.nextInt(16) + 8;

                chunkZ = BiomeDecorate.chunk_Z + BiomeDecorate.randomGenerator.nextInt(16) + 8;

                y = BiomeDecorate.currentWorld.getTopSolidOrLiquidBlock(chunkX, chunkZ);

       

        treeS.generateSurface(BiomeDecorate.currentWorld, BiomeDecorate.randomGenerator, chunkX, y, chunkZ);

        }

           

            if(biome == FCBiomes.bloodwood)

            {

            }

        }

    }

 

    private static void initOres()

    {

    gravititeGen = new WorldGenMinable(HorrorReg.gravitite, 30, HorrorReg.bloodstoneRock);

    }

 

    private static void generateOreInBiome(BiomeGenBase biome)

    {

        if(biome == FCBiomes.badlands)

        {

            genStandardOre(20, gravititeGen, 1, 254);

        }

    }

    private static void genStandardOre(int spawnWeight, WorldGenerator generatorToSpawn, int minSpawnHeight, int maxYSpawnHeight) {

        for (int l = 0; l < spawnWeight; ++l) {

            int i1 = BiomeDecorate.chunk_X + BiomeDecorate.randomGenerator.nextInt(16);

            int j1 = BiomeDecorate.randomGenerator.nextInt(maxYSpawnHeight - minSpawnHeight) + minSpawnHeight;

            int k1 = BiomeDecorate.chunk_Z + BiomeDecorate.randomGenerator.nextInt(16);

            generatorToSpawn.generate(BiomeDecorate.currentWorld, BiomeDecorate.randomGenerator, i1, j1, k1);

        }

    }

}

 

 

StructureBloodTreeSmall

 

 

public class StructureBloodTreeSmall extends StructureComponent

{

public void generateSurface(World world, Random random, int chunkX, int chunkY, int chunkZ)

{

 

if(world.getBlock(chunkX,chunkY,chunkZ) == Blocks.dirt)

{

 

if(world.getBiomeGenForCoords(chunkX, chunkZ).biomeName.equals(FCBiomes.badlands))

{

 

 

if((random.nextInt(1000)+1)<=10)

{

boolean place = true;

 

for (int y = 0; y<6; y++)

for (int z = 0; z<5; z++)

for (int x = 0; x<5; x++)

if(world.getBlock(chunkX+x,chunkY+y+1,chunkZ+z)!=Blocks.air)

place = false;

if(place){

world.setBlock(chunkX+2, chunkY+0, chunkZ+2, Main.bloodstone, 0, 2);

world.setBlock(chunkX+2, chunkY+1, chunkZ+2, Main.bloodstone, 0, 2);

world.setBlock(chunkX+1, chunkY+2, chunkZ+0, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+2, chunkZ+0, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+2, chunkZ+0, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+0, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+0, chunkY+2, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+2, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+2, chunkZ+2, Main.bloodstone, 0, 2);

world.setBlock(chunkX+3, chunkY+2, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+2, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+0, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+2, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+2, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+2, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+3, chunkZ+0, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+3, chunkZ+0, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+3, chunkZ+0, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+0, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+0, chunkY+3, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+3, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+3, chunkZ+2, Main.bloodstone, 0, 2);

world.setBlock(chunkX+3, chunkY+3, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+3, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+0, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+3, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+3, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+3, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+4, chunkZ+0, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+4, chunkZ+0, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+4, chunkZ+0, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+0, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+0, chunkY+4, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+4, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+4, chunkZ+2, Main.bloodstone, 0, 2);

world.setBlock(chunkX+3, chunkY+4, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+4, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+0, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+4, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+4, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+4, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+4, chunkZ+4, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+5, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+5, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+5, chunkZ+1, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+5, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+5, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+5, chunkZ+2, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+1, chunkY+5, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+2, chunkY+5, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

world.setBlock(chunkX+3, chunkY+5, chunkZ+3, HorrorReg.bloodGrass, 0, 2);

}

}

}

}

}

@Override

public boolean addComponentParts(World world, Random r, StructureBoundingBox box)

{

generateSurface(world, r, coordBaseMode, coordBaseMode, coordBaseMode);

 

   

return true;

}

@Override

protected void func_143012_a(NBTTagCompound p_143012_1_)

{

 

}

@Override

protected void func_143011_b(NBTTagCompound p_143011_1_)

{

 

}

}

 

 

 

I have a structure I made that only spawns in plains biome. If your dimension only uses your custom biomes, you can make it so your structure doesn't spawn in any other dimension as long as your custom biomes don't spawn in other dimensions. Put this around all of your world.setBlock parts: BiomeGenBase biomegenbase = world.getWorldChunkManager().getBiomeGenAt(x + 16, z + 16); if (biomegenbase == BiomeGenBase.plains ) { }

Obviously change BiomeGenBase to your biomegen file, and biomegenbase.plains to yourbiomegenfile.yourbiome. If you want an example heres my structure: http://pastebin.com/9h4ek94g Hope this helps! By the way, if you have checked and are sure that your structure generates properly, can you help me out? I recently posted a thread about my structure not generating right (Don't worry it does generate in only the biome I set, just too much). Heres my post: http://www.minecraftforge.net/forum/index.php/topic,29623.0.html

 

Again, hope this works for you!

  • Author

But I already have this around it:

 

 

if(world.getBiomeGenForCoords(chunkX, chunkZ).biomeName.equals(FCBiomes.badlands))

{

      setBlock.....

}

 

Is that not basically the same thing?

But I already have this around it:

 

 

if(world.getBiomeGenForCoords(chunkX, chunkZ).biomeName.equals(FCBiomes.badlands))

{

      setBlock.....

}

 

Is that not basically the same thing?

 

Im new to modding and yes, to me it does seem like the same thing, but I am sure that my method works. Give it a try.

What.. Why are you checking equals with biomeName and Biome itself? It cannot be same.

As they are singletons to the biome, checking biomegenbase == BiomeGenBase.plains would be just okay.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

  • Author

I changed the populate() method in the chunk provider to this

 

 

for(int place = 0; place < 10; place++)

{

int x1 = chunkX + rand.nextInt(16)+8;

int z1 = chunkZ + rand.nextInt(16)+8;

int y1 = worldObj.getHeightValue(x1, z1);//rand.nextInt(240);

 

(new StructureBloodTreeSmall()).generateSurface(this.worldObj, rand, x1, y1, z1);

}

 

And the structure class to this

 

 

public void generateSurface(World world, Random random, int chunkX, int chunkY, int chunkZ)

{

if(world.getBlock(chunkX,chunkY,chunkZ) == HorrorReg.bloodGrass)

{

if((random.nextInt(100)+1)<=10)

{

boolean place = true;

 

for (int y = 0; y<6; y++)

for (int z = 0; z<5; z++)

for (int x = 0; x<5; x++)

if(world.getBlock(chunkX+x,chunkY+y+1,chunkZ+z)!=Blocks.air)

place = false;

if(place){

                                                    ...setBlock() stuff....

}

}

 

}

}

 

 

and still it doesn't generate the trees.

 

I noticed that my ore from the BiomeDecoratorHelper does generate though, so is there a way for me to add my structure generation to that method even though it doesn't have World, Random, etc?

         int x1 = chunkX + rand.nextInt(16)+8;
         int z1 = chunkZ + rand.nextInt(16)+8;

 

Bad code monkey, no cookie.  You just told it you don't want to generate in this chunk but rather that chunk over there.  A chunk is only 16 blocks wide, why the hell are you adding 8?

 

That said, here's your problem:

 

place = false;
if(place){
    //setBlock()
}

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

That's in the if statement above, where it's making sure the above block is air and setting it to false if it's not.

 

Apparently I just had to check the block UNDER what's returned in getHeightValue and got it to work.

  • Author

Anyone?

 

I've found ONE of my trees spawned alone in the dimension, not a single other in over an hour of searching several new worlds...

That said, here's your problem:

 

place = false;
if(place){
    //setBlock()
}

That's in the if statement above, where it's making sure the above block is air and setting it to false if it's not.

...and then never set it back to true for the next loop iteration.

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 removed that, so the problem can't be in the structure code. And like I said, one single tree did appear.

I removed that, so the problem can't be in the structure code. And like I said, one single tree did appear.

 

The single tree could have been due to luck picking an initial block that matched your conditions.

 

Without updated code, I don't know what it is that you've changed or how.  You can tell me you removed that, but as I can't see it, I don't know what else has changed or what effect it has had.

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
public class WorldGenOWBloodTreeSmall extends WorldGenerator implements IWorldGenerator
{

public WorldGenOWBloodTreeSmall()
{
}
public boolean generate(World world, Random rand, int x, int y, int z)
{
	int chunkX = x + rand.nextInt(15);
	int chunkZ = z + rand.nextInt(15);
	int chunkY = world.getHeightValue(chunkX, chunkZ) - 1;
	if(world.getBlock(chunkX,chunkY,chunkZ) == HorrorReg.bloodGrass)
	{

		...setBlock code...


			}
	return true;
}
@Override
public void generate(Random random, int chunkX, int chunkZ, World world,
		IChunkProvider chunkGenerator, IChunkProvider chunkProvider)
{
	for(int i = 0; i < 10; i++)
	{
		int xCoord = chunkX + random.nextInt(16);
		int yCoord = random.nextInt(240);
		int zCoord = chunkZ + random.nextInt(16);

		(new WorldGenOWBloodTreeSmall()).generate(world, random, xCoord, yCoord, zCoord);
	}
}
}

Ok, two two four six things:

 

1) You're still adding a random value to your chunk coordinates twice.

2) Your chunk coordinates are never multiplied by 16 (meaning that you're generating around the world origin a lot)

3) One of your randoms is rand(15) for no explicable reason.

4) You generate a random Y value, which is then never used.

5) You have two functions with the same name, but which take different parameters

6)

(new WorldGenOWBloodTreeSmall())

  WHY ARE YOU MAKING A NEW INSTANCE!  YOU HAVE ONE ALREADY, YOU'RE IN IT.

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

Where am I multiplying the coordinates?

Isn't rand(15) needed to make it generate randomly around a chunnk?

It's insisting that I implement both methods when I remove either of them.

 

Fixed the other things.

public class WorldGenOWBloodTreeSmall extends WorldGenerator implements IWorldGenerator
{

public boolean generate(World world, Random rand, int x, int y, int z)
{
	int chunkX = x + rand.nextInt(15);
	int chunkZ = z + rand.nextInt(15);
	int chunkY = world.getHeightValue(chunkX, chunkZ)+1;
	if(world.getBlock(chunkX,chunkY-1,chunkZ) == HorrorReg.bloodGrass)
	{
	world.setBlock(chunkX+2, chunkY, chunkZ+2, Main.bloodstone, 0, 2);
	world.setBlock(chunkX+2, chunkY+1, chunkZ+2, Main.bloodstone, 0, 2);
	world.setBlock(chunkX+1, chunkY+2, chunkZ, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+2, chunkZ, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+3, chunkY+2, chunkZ, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+3, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+4, chunkY+2, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX, chunkY+2, chunkZ+2, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+2, chunkZ+2, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+2, chunkZ+2, Main.bloodstone, 0, 2);
	world.setBlock(chunkX+3, chunkY+2, chunkZ+2, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+4, chunkY+2, chunkZ+2, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+3, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+4, chunkY+2, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+2, chunkZ+4, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+2, chunkZ+4, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+3, chunkY+2, chunkZ+4, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+3, chunkZ, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+3, chunkZ, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+3, chunkY+3, chunkZ, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+3, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+4, chunkY+3, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX, chunkY+3, chunkZ+2, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+3, chunkZ+2, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+3, chunkZ+2, Main.bloodstone, 0, 2);
	world.setBlock(chunkX+3, chunkY+3, chunkZ+2, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+4, chunkY+3, chunkZ+2, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+3, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+4, chunkY+3, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+3, chunkZ+4, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+3, chunkZ+4, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+3, chunkY+3, chunkZ+4, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+4, chunkZ, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+4, chunkZ, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+3, chunkY+4, chunkZ, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+3, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+4, chunkY+4, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX, chunkY+4, chunkZ+2, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+4, chunkZ+2, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+4, chunkZ+2, Main.bloodstone, 0, 2);
	world.setBlock(chunkX+3, chunkY+4, chunkZ+2, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+4, chunkY+4, chunkZ+2, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+3, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+4, chunkY+4, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+4, chunkZ+4, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+4, chunkZ+4, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+3, chunkY+4, chunkZ+4, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+5, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+5, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+3, chunkY+5, chunkZ+1, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+5, chunkZ+2, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+5, chunkZ+2, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+3, chunkY+5, chunkZ+2, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+1, chunkY+5, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+2, chunkY+5, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
	world.setBlock(chunkX+3, chunkY+5, chunkZ+3, HorrorReg.bloodGrass, 0, 2);
			}
	return true;
}
@Override
public void generate(Random random, int chunkX, int chunkZ, World world,
		IChunkProvider chunkGenerator, IChunkProvider chunkProvider)
{
	int chunkY = world.getHeightValue(chunkX, chunkZ)+1;
	for(int i = 0; i < 10; i++)
	{
		generate(world, random, chunkX, chunkY, chunkZ);
	}
}
}

regionX != chunkX != blockX

 

rand(16) (NOT 15!  15 returns a value 0-14, which is one block shy of a full chunk, and doing it twice isn't any good because that generates a value 0-30, which is larger than a chunk) generates somewhere within a chunk, provided you convert the chunkX/Z into blockX/Z by multiplying by 16.

 

You're still passing a Y value you're not using:

int chunkY = world.getHeightValue(chunkX, chunkZ)+1;
generate(world, random, chunkX, chunkY, chunkZ);
->
public boolean generate(World world, Random rand, int x, int y, int z)
{
	int chunkX = x + rand.nextInt(15);
	int chunkZ = z + rand.nextInt(15);
	int chunkY = world.getHeightValue(chunkX, chunkZ)+1;
	//int y is never used and is equal to chunkY, except you made the call to getHeightValue twice.
}

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 changed it to this and added console print-outs.

The generate() method is called, but I guess the if statement always returns false? Am I getting the world height wrong?

 

public class WorldGenOWBloodTreeSmall extends WorldGenerator implements IWorldGenerator
{

public boolean generate(World world, Random rand, int x, int y, int z)
{
	Tools.println("Checking for tree placement.");
	if(world.getBlock(x,y-1,z) == HorrorReg.bloodGrass)
	{
		Tools.println("Creating tree.");
		world.setBlock(x+2, y, z+2, Main.bloodstone, 0, 2);
		world.setBlock(x+2, y+1, z+2, Main.bloodstone, 0, 2);
		world.setBlock(x+1, y+2, z, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+2, z, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+3, y+2, z, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x, y+2, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+2, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+2, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+3, y+2, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+4, y+2, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x, y+2, z+2, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+2, z+2, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+2, z+2, Main.bloodstone, 0, 2);
		world.setBlock(x+3, y+2, z+2, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+4, y+2, z+2, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x, y+2, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+2, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+2, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+3, y+2, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+4, y+2, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+2, z+4, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+2, z+4, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+3, y+2, z+4, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+3, z, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+3, z, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+3, y+3, z, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x, y+3, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+3, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+3, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+3, y+3, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+4, y+3, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x, y+3, z+2, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+3, z+2, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+3, z+2, Main.bloodstone, 0, 2);
		world.setBlock(x+3, y+3, z+2, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+4, y+3, z+2, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x, y+3, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+3, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+3, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+3, y+3, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+4, y+3, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+3, z+4, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+3, z+4, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+3, y+3, z+4, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+4, z, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+4, z, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+3, y+4, z, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x, y+4, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+4, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+4, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+3, y+4, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+4, y+4, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x, y+4, z+2, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+4, z+2, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+4, z+2, Main.bloodstone, 0, 2);
		world.setBlock(x+3, y+4, z+2, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+4, y+4, z+2, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x, y+4, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+4, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+4, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+3, y+4, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+4, y+4, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+4, z+4, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+4, z+4, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+3, y+4, z+4, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+5, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+5, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+3, y+5, z+1, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+5, z+2, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+5, z+2, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+3, y+5, z+2, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+1, y+5, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+2, y+5, z+3, HorrorReg.bloodGrass, 0, 2);
		world.setBlock(x+3, y+5, z+3, HorrorReg.bloodGrass, 0, 2);
	}
	return true;
}
@Override
public void generate(Random random, int x, int z, World world,
		IChunkProvider chunkGenerator, IChunkProvider chunkProvider)
{
	int chunkX = x + random.nextInt(16);
	int chunkZ = z + random.nextInt(16);
	int chunkY = world.getHeightValue(chunkX, chunkZ);
	for(int i = 0; i < 10; i++)
	{
		generate(world, random, chunkX, chunkY, chunkZ);
	}
}
}

Still not converting from chunkCoords to blockCoords.

Didn't print any useful information to the console, like the current coordinates checked or the block found...

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

Well I changed the block checks to this:

 

Tools.println("Checking for tree placement at " + x + ", " + y + ", " + z + ".");
	Tools.println("Block found is '" + world.getBlock(x, y, z).getUnlocalizedName() + ".'");
	Tools.println("Block above is '" + world.getBlock(x, y + 1, z).getUnlocalizedName() + ".'");
	Tools.println("Block below is '" + world.getBlock(x, y - 1, z).getUnlocalizedName() + ".'");

 

 

I don't think I changed anything else but this is not even remotely how trees should generate...

 

 

MKHwApj.png

Still not converting from chunkCoords to blockCoords.

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'm not understanding how to do that...

 

They're generating at the same spot in the world. I'm guessing that's for the same reason?

 

 

yjKPGcm.png

 

Fuck.  Ing.  Hell.

 

I've said this like four times.

 

regionX != chunkX != blockX

 

convert the chunkX/Z into blockX/Z by multiplying by 16

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.

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