Posted July 2, 201510 yr I am generating a block on a world using some code in my main class. Here is the main class: package org.midnightas.forge.lightmod; import java.util.Random; 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 net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.Mod.EventHandler; import net.minecraftforge.fml.common.SidedProxy; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; import net.minecraftforge.fml.common.registry.GameRegistry; @Mod(modid = LightMod.MODID, version = LightMod.VERSION) public class LightMod implements IWorldGenerator { public static final String MODID = "lightmod"; public static final String VERSION = "1.0"; public static final String client_proxy_class = "org.midnightas.forge.lightmod.ClientProxy"; public static final String common_proxy_class = "org.midnightas.forge.lightmod.CommonProxy"; @SidedProxy(clientSide = client_proxy_class, serverSide = common_proxy_class) public static CommonProxy proxy; @EventHandler public void preInit(FMLPreInitializationEvent event) { LightModThings.init(); LightModThings.register(); GameRegistry.registerWorldGenerator(this, 5); } @EventHandler public void init(FMLInitializationEvent event) { proxy.registerRenders(); } @Override 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) { for (int i = 0; i < 12; i++) { int Xcoord = blockX + random.nextInt(16); int Ycoord = random.nextInt(60) + 4; int Zcoord = blockZ + random.nextInt(16); new WorldGenMinable(LightModThings.light_ore.getDefaultState(), 1) .generate(world, random, new BlockPos(Xcoord, Ycoord, Zcoord)); } } } LightModThings.light_ore is not generating. I've searched everywhere in the world but I never found it. It exists because I can use /give Player??? lightmod:light_ore 1 How should I go about fixing this?
July 2, 201510 yr 1. DONT implement WorldGenerator in your main class. Create a new class, or your code will get really messy. 2. Did you tried using sysos? Check if generate gets called?
July 2, 201510 yr Author generate() gets called. However I still tried out everywhere and found nothing.
July 2, 201510 yr To check you have to: First: Check that block placement code is reached, using System.out.println Second: Or: Bump chances up and search for it manually Or: Bump chances (optional), generate new world,l open it with mcedit and clean all stone. Save, enter the worl and now search your ore... Check out my mods: BTAM Armor sets Avoid Exploding Creepers Tools compressor Anti Id Conflict Key bindings overhaul Colourfull blocks Invisi Zones
July 2, 201510 yr Author Okay, so System.out.println is called in the generateSurface method so it is being called. However when I used MCEdit and replaced all stone, dirt and grass, my block wasn't there.
July 2, 201510 yr Author Nope, no blocks in those coordinates. But when I teleport to them then new chunks generate where I teleported to.. Is that strange?
July 2, 201510 yr Author Unfortunately I do not know how to do both of those methods. What do you mean by debugger? Do you mean always printing to see if methods get called?
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.