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[1.7.10]MapGenStructure locations not getting saved when minecraft exits[Solved]


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Posted

I have a structure generation in my mod

 

public class MapGenEntropyTemple extends MapGenStructure {
}

 

and it works beautifully, it generates the entropy temple as it should.

 

There is only one caveat, the MapGenStructureData doesn't get saved the moment minecraft closes and then gets started again.

 

Al the locations I could poll(very accurately, I have my boundingboxes fit nice and tight around my sections)

 

StuffLoader.worldGenerator.genEntropyTemple.hasStructureAt(player.worldObj,(int)player.posX, (int)player.posY, (int)player.posZ)

 

suddenly return false in the new minecraft session.

 

So they return true in the minecraft play session that generated the entropy temple.

But if the world is reloaded in a freshly (rebooted) minecraft, the lists are empty.

 

I kinda need to know what the trigger is so I can make sure minecraft actually saves the locations of the gen structure. This also is the cause why sometimes only half my entropy temples render, because it doesn't save its progress as it should to file.

 

So I might be missing something, a trigger, a value, and i'm hoping someone here knows what to do.

 

 

I have tried to trace it, and I found this in MapGenStructure

 

this.field_143029_e = (MapGenStructureData)p_143027_1_.perWorldStorage.loadData(MapGenStructureData.class, this.func_143025_a());

            if (this.field_143029_e == null)
            {
                this.field_143029_e = new MapGenStructureData(this.func_143025_a());
                p_143027_1_.perWorldStorage.setData(this.func_143025_a(), this.field_143029_e);
            }

 

and it seems to save and set everything, register it to the perWorldstorage, so it should be saved on world nbt save run. since i'm polling on player tick where the player is.

 

Yet when I poll the file directly after a minecraft restart, I get

 

x = (MapGenStructureData)player.worldObj.perWorldStorage.loadData(MapGenStructureData.class, "EntropyTemple");
				NBTTagCompound y = new NBTTagCompound();
				x.writeToNBT(y);
				MagicCookie.log.warn(y.toString());

{Features:{},} 

 

 

  Reveal hidden contents

 

 

So, anyone know which methond/function I should trigger in MapGenStructure to make sure it saves to disk and gets read to disk? Any event handlers I should hook into for this?

 

Of course I can make my own save handlers for my own purposes, but i'd rather have it that this works so minecraft can keep my rather sizeable structures in account when placing nether fortresses or other generated structures.

 

It does that now in the same session, but not if the minecraft server or single player client gets restarted.

How much wood could a woodchuck chuck if a wood chuck could chuck wood - Guybrush Treepwood

 

I wrote my own mod ish... still a few bugs to fix. http://thaumcraft.duckdns.org/downloads/MagicCookies-1.0.6.4.jar

Posted

for those wondering how, you need to invoke func_143026_a of MapGenStructure in your structure gen class when you give back the start piece in the  protected StructureStart getStructureStart(int chunkX, int chunkZ) method.

 

 

How much wood could a woodchuck chuck if a wood chuck could chuck wood - Guybrush Treepwood

 

I wrote my own mod ish... still a few bugs to fix. http://thaumcraft.duckdns.org/downloads/MagicCookies-1.0.6.4.jar

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