Jump to content

Recommended Posts

Posted

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.

 

 

Posted

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.

Posted

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.

Posted

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

Posted

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

Posted

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

Posted

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()

Posted

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 :)

Posted

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

Posted

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.

Posted

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;
        }
  }
}


Posted

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)

Posted

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  :D

(new FireClayGen(SteelworksBlocks.fire_clayblock, 15)).generate(world, random, new BlockPos(x1, y, z1));

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...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • My name is Richie Leo, and I’m sharing this message with a heart full of gratitude and hope. Several months ago, I was a victim of a devastating online scam that cost me a staggering $873,463. I was devastated, confused, and had nearly given up on ever recovering my money — until I came across Wizard George Cyber Service. Through their exceptional cyber recovery expertise and deep investigative skills, Wizard George and his team were able to trace, track, and recover the full amount that was stolen from me. Their professionalism, speed, and transparency truly amazed me. If you’re reading this and you’ve been scammed — whether it’s crypto, investment fraud, or any kind of online theft — don’t give up. I strongly recommend reaching out to Wizard George Cyber Service. 📧 Em: wizardgeorgecyberservice(AT) g m a l L. C o M
    • Alright, here is the log file https://mclo.gs/5eCwafV
    • Please read the FAQ (https://forums.minecraftforge.net/topic/125488-rules-and-frequently-asked-questions-faq/) and post log files as described there, using a site such as https://mclo.gs/ and post the link here.  
    • I tried updating the mods in my modpack which caused incompatibilities so i have tried to revert them back to their older versions i was using before. In the logs it doesnt show me any clear incompatibilities except for tfmg & entity texture features, but when i try to remove those it still doesn't work. I have tried removing the forge-client.toml file which was a suggestion i found on  a few other posts. This is the log file i get. [inline log removed] Any help would be appreciated. Thanks in advance
    • I don't use KubeJS, never even heard of it. But after doing what "Ugdhar" suggested earlier in this post with the "config/Mekanism/generator-storage.toml", I tried going into an individual save's serverconfig folder, and just deleting everything except the parcool folder (I have that mod installed.) Then, a bit of loading and temporary freezing later, seems to have worked. Even when quitting to menu and loading back in, or also when quitting to menu, exiting to desktop, and re-launching MC, choose a save and loading it.
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

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