Posted September 12, 201510 yr So I made a schematic reader that reads schematics.. It works, everything generates, but the only things that doesn't generate are the walls.. I think the IDs are to high for the bytes or something.. Does someone have a solution for this? Schematic Reveal hidden contents package netcrafter.mods.aoto.util; import java.io.FileInputStream; import java.io.InputStream; import net.minecraft.block.Block; import net.minecraft.block.state.IBlockState; import net.minecraft.init.Blocks; import net.minecraft.nbt.CompressedStreamTools; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.util.BlockPos; import net.minecraft.world.World; public class Schematic { private short width; private short height; private short length; private int size; private BlockObject[] blockObjects; public Schematic(String fileName) { try { InputStream is = Schematic.class.getResourceAsStream("/assets/aoto/schematics/" + fileName); NBTTagCompound nbtdata = CompressedStreamTools.readCompressed(is); is.close(); width = nbtdata.getShort("Width"); height = nbtdata.getShort("Height"); length = nbtdata.getShort("Length"); size = width * height * length; blockObjects = new BlockObject; byte[] blockIDs = nbtdata.getByteArray("Blocks"); byte[] metadata = nbtdata.getByteArray("Data"); int counter = 0; for(int i = 0; i < height; i++) { for(int j = 0; j < length; j++) { for(int k = 0; k < width; k++) { BlockPos pos = new BlockPos(k, i, j); IBlockState state = Block.getBlockById(blockIDs[counter]).getStateFromMeta(metadata[counter]); blockObjects[counter] = new BlockObject(pos, state); counter++; } } } } catch(Exception e) { e.printStackTrace(); } } public void generate(World world, int x, int y, int z) { for(BlockObject obj : blockObjects) { world.setBlockState(obj.getPosWithOffset(x, y, z), obj.getState()); } } } ForestGen Reveal hidden contents package netcrafter.mods.aoto.world.gen.feature; 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.biome.BiomeGenBase; import net.minecraft.world.chunk.IChunkProvider; import net.minecraftforge.fml.common.IWorldGenerator; import netcrafter.mods.aoto.util.Schematic; public class ForestGen implements IWorldGenerator { private Schematic schematic; public ForestGen(Schematic schematic) { this.schematic = schematic; } @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) { if(random.nextInt(100) == 0) { int x = chunkX * 16 + random.nextInt(16); int z = chunkZ * 16 + random.nextInt(16); int y = getWorldHeightAt(world, x, z); if(world.getBiomeGenForCoords(new BlockPos(x, y, z)) == BiomeGenBase.forest) { schematic.generate(world, x, y, z); } } } private static int getWorldHeightAt(World world, int x, int z) { int height = 0; for(int i = 0; i < 255; i++) { if(world.getBlockState(new BlockPos(x, i, z)).getBlock().isSolidFullCube()) { height = i; } } return height; } } Registry stuff: public static final Schematic FOREST_DUNGEON = new Schematic("ForestDungeon.schematic"); GameRegistry.registerWorldGenerator(new ForestGen(Main.FOREST_DUNGEON), 0); Thanks for your support!
September 12, 201510 yr On 9/12/2015 at 2:50 PM, DaryBob said: everything generates, but the only things that doesn't generate are the walls.. It works, but it doesn't. 1. While I am looking deeper - Ids can't be saved in byte[]. Ids expand much further. Quote 1.7.10 is no longer supported by forge, you are on your own.
September 12, 201510 yr Author By "Cobblestone Wall" I actually meant the block.. minecraft:cobblestone_wall
September 12, 201510 yr Author Oh yeah, forget to mention the block object class I made. BlockObject Reveal hidden contents package netcrafter.mods.aoto.util; import net.minecraft.block.state.IBlockState; import net.minecraft.util.BlockPos; public class BlockObject { private BlockPos pos; private IBlockState state; public BlockObject(BlockPos pos, IBlockState state) { this.pos = pos; this.state = state; } public BlockPos getPos() { return pos; } public IBlockState getState() { return state; } public BlockPos getPosWithOffset(int x, int y, int z) { return new BlockPos(x + pos.getX(), y + pos.getY(), z + pos.getZ()); } }
September 12, 201510 yr Author solved it.. int counter = 0; for(int i = 0; i < height; i++) { for(int j = 0; j < length; j++) { for(int k = 0; k < width; k++) { int blockId = UnsignedBytes.toInt(blockIDs[counter]); BlockPos pos = new BlockPos(k, i, j); IBlockState state = Block.getBlockById(blockId).getStateFromMeta(metadata[counter]); blockObjects[counter] = new BlockObject(pos, state); counter++; } } } made an int blockId that returns blockIDs[counter]. Now it can generate blocks with higher ids. Thanks to Resinresin for sharing he's code (just took the part with the blockId and updated it so it can run on forge 1.. http://www.minecraftforge.net/forum/index.php?topic=30800.0
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