Posted April 19, 201510 yr So I am relatively new to Minecraft Modding but I'm trying to generate a block I have called Fireclay into the world the same way clay does, so far I have achieved this: http://pastebin.com/ZYTU5Fti-FireClayGen Class (Copied from the clay generation and modified) http://pastebin.com/aS0QAnPN-Ore Gen/World Gen Class http://pastebin.com/2Nz3rPNJ-The World Gen Registry I am aware that I need to enter the FireClayGen method under generateOverworld, however I am abit stuck. I also have an error under FireClayGen on: public class FireClayGen extends WorldGenerator{ which asks me to add the unimplemented methods.
April 19, 201510 yr Which IDE are you using? If it's eclipse click the line the error is on and click "implement methods" or something like that. If it's IntelliJ IDEA, click the red (or yellow, I can't remember) and click "implement methods" and follow the steps.
April 19, 201510 yr Ok, looking at your code it looks like you are missing the method generate(). That is where your generation code goes I think. I haven't worked with generation in a while. I haven't used eclipse in a while either, but I'm pretty sure there is a way to add unimplemented methods automatically.
April 19, 201510 yr Author Okay it's good now package com.penumbral.steelworks.world; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.init.Blocks; import net.minecraft.util.BlockPos; import net.minecraft.world.World; import net.minecraft.world.gen.feature.WorldGenerator; import com.penumbral.steelworks.init.SteelworksBlocks; public class FireClayGen extends WorldGenerator{ private final Block blockToGen; private final int numberOfBlocks; public FireClayGen(Block block, int p_i2011_1_) { this.blockToGen = SteelworksBlocks.fire_clayblock; this.numberOfBlocks = p_i2011_1_; } public boolean generate(World world1, Random rand, BlockPos pos) { if (world1.getBlockState(pos).getBlock().getMaterial() != Material.water) { return false; } else { int i = rand.nextInt(this.numberOfBlocks - 2) + 2; byte b0 = 1; for (int j = pos.getX() - i; j <= pos.getX() + i; ++j) { for (int k = pos.getZ() - i; k <= pos.getZ() + i; ++k) { int l = j - pos.getX(); int i1 = k - pos.getZ(); if (l * l + i1 * i1 <= i * i) { for (int j1 = pos.getY() - b0; j1 <= pos.getY() + b0; ++j1) { BlockPos blockpos1 = new BlockPos(j, j1, k); Block block = world1.getBlockState(blockpos1).getBlock(); if (block == Blocks.dirt || block == blockToGen) { world1.setBlockState(blockpos1, this.blockToGen.getDefaultState(), 2); } } } } } return false; } } } Now I just need to get it to generate
April 19, 201510 yr Author On the actual ore generator class do I need to put something in the generateOverworld method?
April 19, 201510 yr Author Sorry, I'm still trying to do it: package com.penumbral.steelworks.world; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.BlockStone; import net.minecraft.block.state.IBlockState; import net.minecraft.block.state.pattern.BlockHelper; import net.minecraft.init.Blocks; import net.minecraft.util.BlockPos; import net.minecraft.world.World; import net.minecraft.world.chunk.IChunkProvider; import net.minecraft.world.gen.feature.WorldGenMinable; import net.minecraftforge.fml.common.IWorldGenerator; import com.penumbral.steelworks.init.SteelworksBlocks; public class OreGeneration implements IWorldGenerator{ @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) { switch(world.provider.getDimensionId()) { case 1: generateEnd(world, random, chunkX * 16, chunkZ * 16); break; case 0: generateOverworld(world, random, chunkX * 16, chunkZ * 16); break; case -1: generateNether(world, random, chunkX * 16, chunkZ * 16); break; } } private void generateEnd(World world, Random random, int x, int z) { } public void generateOverworld(World world, Random random, int x, int z) { generateOre(SteelworksBlocks.fire_clayblock, world, random, x, z, 4, 8, 100, 10, 64); new FireClayGen().generate(world, random, pos); } private void generateNether(World world, Random random, int x, int z) { } public void generateOre(Block block, World world, Random random, int posX, int posZ, int minVein, int maxVein, int spawnChance, int minY, int maxY) { WorldGenMinable gen = new WorldGenMinable(block.getDefaultState(), (minVein + random.nextInt(maxVein - minVein)), BlockHelper.forBlock(Blocks.stone)); for (int i = 0; i < spawnChance; i++) { int xPos = posX + random.nextInt(16); int yPos = minY + random.nextInt(maxY - minY); int zPos = posZ + random.nextInt(16); gen.generate(world, random, new BlockPos(xPos, yPos, zPos)); } } } package com.penumbral.steelworks.world; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.init.Blocks; import net.minecraft.util.BlockPos; import net.minecraft.world.World; import net.minecraft.world.gen.feature.WorldGenerator; import com.penumbral.steelworks.init.SteelworksBlocks; public class FireClayGen extends WorldGenerator{ private final Block blockToGen; private final int numberOfBlocks; public FireClayGen(Block block, int p_i2011_1_) { this.blockToGen = SteelworksBlocks.fire_clayblock; this.numberOfBlocks = p_i2011_1_; } public boolean generate(World world, Random random, BlockPos pos) { if (world.getBlockState(pos).getBlock().getMaterial() != Material.water) { return false; } else { int i = random.nextInt(this.numberOfBlocks - 2) + 2; byte b0 = 1; for (int j = pos.getX() - i; j <= pos.getX() + i; ++j) { for (int k = pos.getZ() - i; k <= pos.getZ() + i; ++k) { int l = j - pos.getX(); int i1 = k - pos.getZ(); if (l * l + i1 * i1 <= i * i) { for (int j1 = pos.getY() - b0; j1 <= pos.getY() + b0; ++j1) { BlockPos blockpos1 = new BlockPos(j, j1, k); Block block = world.getBlockState(blockpos1).getBlock(); if (block == Blocks.dirt || block == blockToGen) { world.setBlockState(blockpos1, this.blockToGen.getDefaultState(), 2); } } } } } return false; } } } Just unsure about what to put for new FireClayGen().generate(world, random, pos); I understand I most probably need to do something with the BlockPos
April 19, 201510 yr I think you have to create a new BlockPos based on the x and z values passed into the generateOverworld function. Granted, using these values as-is will only generate your blocks in the corner of the chunk closest to the origin, so you have to add some randomness to the position you use for the generate() function if you don't want this result. Also, you have to find the height you want to generate at and include that in the BlockPos. I haven't worked with 1.8 yet, but it seems that not a lot has changed between 1.7 and 1.8 when it comes to determining a location in Minecraft. Try looking at some tutorials for 1.7 and see if you can adapt them to 1.8
April 19, 201510 yr Author Maybe something like this then? public void generateOverworld(World world, Random random, int x, int z) { int x1 = x + random.nextInt(16); int y = 0 + random.nextInt(64-0); int z1 = z + random.nextInt(16); generateOre(SteelworksBlocks.fire_clayblock, world, random, x, z, 4, 8, 100, 10, 64); new FireClayGen().generate(world, random, new BlockPos(x1, y, z1)); } However, I have an error under new FireClayGen()
April 19, 201510 yr Small thing that might fix it: (new FireClayGen()).generate(world, random, new BlockPos(x1, y, z1)); Note the () around new FireClayGen() I think that should be it
April 19, 201510 yr Author Unfortunately, through (new FireClayGen()) I get the same message "the constructor FireClayGen() is undefined"
April 19, 201510 yr Author It's probably because FireClayGen isn't a method I'm trying to use the generate method in the FireClayGen class, but there is another generate method in the ore class I'm using
April 19, 201510 yr Author Hmm, okay tried some changes: boolean generate = new FireClayGen().generate(world, random, new BlockPos(x1, y, z1)); If I do it like that it has no problem apart from that I need FireClayGen(Block, int) However I am not sure what to put under these
April 19, 201510 yr Do you mean you don't know what to put in your constructor? I'm not understanding. If so, you should probably call the super in your constructor.
April 19, 201510 yr Author Actually I tried moving this to here and this looks better: package com.penumbral.steelworks.world; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.init.Blocks; import net.minecraft.util.BlockPos; import net.minecraft.world.World; import net.minecraft.world.gen.feature.WorldGenerator; import com.penumbral.steelworks.init.SteelworksBlocks; public class FireClayGen extends WorldGenerator{ public final Block blockToGen; public final int numberOfBlocks; FireClayGen clayGen = new FireClayGen(blockToGen, numberOfBlocks); public FireClayGen(Block block, int p_i2011_1_) { this.blockToGen = SteelworksBlocks.fire_clayblock; this.numberOfBlocks = p_i2011_1_; } public boolean generate(World world, Random random, BlockPos pos) { if (world.getBlockState(pos).getBlock().getMaterial() != Material.water) { return false; } else { int i = random.nextInt(this.numberOfBlocks - 2) + 2; byte b0 = 1; for (int j = pos.getX() - i; j <= pos.getX() + i; ++j) { for (int k = pos.getZ() - i; k <= pos.getZ() + i; ++k) { int l = j - pos.getX(); int i1 = k - pos.getZ(); if (l * l + i1 * i1 <= i * i) { for (int j1 = pos.getY() - b0; j1 <= pos.getY() + b0; ++j1) { BlockPos blockpos1 = new BlockPos(j, j1, k); Block block = world.getBlockState(blockpos1).getBlock(); if (block == Blocks.dirt || block == blockToGen) { world.setBlockState(blockpos1, this.blockToGen.getDefaultState(), 2); } } } } } return false; } } }
April 20, 201510 yr Author Okay I think this is it, sorry about that (new FireClayGen(SteelworksBlocks.fire_clayblock, 15)).generate(world, random, BlockPos(x1, y, z1)); It just doesn't recognise the BlockPos, this is what I have for the generate: public boolean generate(World world, Random random, BlockPos pos)
April 20, 201510 yr Author [move]And I have it working!!! [/move] And for those who wish to accomplish the same thing, here is the working code: http://pastebin.com/X1AqqL4d-Fire Clay Generation http://pastebin.com/TBPgFJ8c-World Generator
April 20, 201510 yr Author However it does seem to appear that it generates less frequently than normal clay but generates in a larger cluster You have to play with the number 15, as this is the number of blocks, the larger it is, the more generates, I guess (new FireClayGen(SteelworksBlocks.fire_clayblock, 15)).generate(world, random, new BlockPos(x1, y, z1));
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