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Posted

Hi,

I have a couple questions about ore generation.

1. Would this code work?

 

private void generateSurface(World world, Random random, int chunkX,
		int chunkZ) {
	for (int i = 0; i < 16; i++) {
		int firstBlockXCoord = chunkX + random.nextInt(16);
		int firstBlockZCoord = chunkZ + random.nextInt(16);

		// Will be found between y = 0 and y = 30
		int quisqueY = random.nextInt(35);
		BlockPos quisquePos = new BlockPos(firstBlockXCoord, quisqueY,
				firstBlockZCoord);
		// The 3 is max vein size
		(new WorldGenMinable(NuclearCraft.uraniumOre.getDefaultState(), 3))
				.generate(world, random, quisquePos);
	}
}

 

2. If so, about how rare would it be? As rare as diamonds? Iron? Emeralds? Coal?

 

Thanks for any help.

Sup bruh.

Posted

1.No, chunkx/chunkz is the chunk number, not blocks. If you multiplied it by 16 then it would work.

 

2.It generates every chunk, so it would spawn a vein in every chunk if you didn't use some kind of random statement to limit it.

 

Also, out of curiosity's sake, why do you have a for loop in that code?

The proud(ish) developer of Ancients

Posted

Also, here is my new modified code:

private void generateSurface(World world, Random random, int chunkX,
		int chunkZ) {
	int firstBlockXCoord = chunkX * 16;
	int firstBlockZCoord = chunkZ * 16;

	// Will be found between y = 0 and y = 30
	int quisqueY = random.nextInt(35);
	BlockPos blockPos = new BlockPos(firstBlockXCoord, quisqueY,
			firstBlockZCoord);
	// The 3 is max vein size
	(new WorldGenMinable(NuclearCraft.uraniumOre.getDefaultState(), 3))
			.generate(world, random, blockPos);
}

Sup bruh.

Posted

Currently, in my structure generator code I have something like:

if(RNG.nextInt(100)==50){
//gen code
}

In theory, this would generate every 100 chunks, one number out of 100. 50 is just a random number.

 

Also I used the random that the function provides you with ('RNG').

 

Also: this is what my x/z code looks like:

int x = (chunkX*16)+RNG.nextInt(16);
int z = (chunkZ*16)+RNG.nextInt(16);

The proud(ish) developer of Ancients

Posted

Here is ALL of my code for my block:

package net.nc.block;

import java.util.Random;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.creativetab.CreativeTabs;
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 net.nc.NuclearCraft;

public class UraniumOre extends Block implements IWorldGenerator {
public UraniumOre(Material material) {
	super(material);
	setUnlocalizedName("UraniumOre");
	setCreativeTab(CreativeTabs.tabBlock);
}

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);
		break;
	}
}

private void generateSurface(World world, Random random, int chunkX,
		int chunkZ) {
	if (random.nextInt(2) == 1) {
		int x = (chunkX * 16) + random.nextInt(16);
		int z = (chunkZ * 16) + random.nextInt(16);

		// Will be found between y = 0 and y = 30
		int y = random.nextInt(35);
		BlockPos blockPos = new BlockPos(x, y, z);
		// The 3 is max vein size
		(new WorldGenMinable(NuclearCraft.uraniumOre.getDefaultState(), 3))
				.generate(world, random, blockPos);
	}
}
}

Sup bruh.

Posted

Put the if statement around (new WorldGenMinable(NuclearCraft.uraniumOre.getDefaultState(), 3)).generate(world, random, blockPos).

 

Change the rarity by changing 100 to what ever number you want. The higher, the less chance of it spawning. Just make sure that the second number is less than that number or it won't work.

 

I don't know the rarity of diamond, so I can't tell you what numbers to put in it specifically.

The proud(ish) developer of Ancients

Posted

You should have a single class for IWorldGenerator. It has the generate function in it. Make sure you register your generator aswell.

The proud(ish) developer of Ancients

Posted

Here's my OreGenerator class:

public class OreGenerator implements IWorldGenerator {
@Override
public void generate(Random random, int chunkX, int chunkZ, World world,
		IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {
	generateSurface(world, random, chunkX, chunkZ);
}
private void generateSurface(World world, Random random, int chunkX,
		int chunkZ) {
	System.out.println();
	if (random.nextInt(2) == 1) {
		int x = (chunkX * 16) + random.nextInt(16);
		int z = (chunkZ * 16) + random.nextInt(16);

		// Will be found between y = 0 and y = 30
		int y = random.nextInt(35);
		BlockPos blockPos = new BlockPos(x, y, z);
		// The 3 is max vein size
		(new WorldGenMinable(NuclearCraft.uraniumOre.getDefaultState(), 1000))
				.generate(world, random, blockPos);
	}
}
}

 

Registered in the init method:

GameRegistry.registerWorldGenerator(new OreGenerator(), 0);

Sup bruh.

Posted

For the weight, I generally put 1 but I honestly have no idea what it does (perhaps it's preference over other generators)

Please read Javadocs:

     * @param modGenerationWeight a weight to assign to this generator. Heavy weights tend to sink to the bottom of
     * list of world generators (i.e. they run later)

So when you have bigger weight value, the generation is called later.

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

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

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