Jump to content

Recommended Posts

Posted

So i have been making a mod for the past week or so and I have stumbled upon problems when generating ores.

 

I have entered the code, but the ores dont show up in game.

 

Here is the code for the ore in question

 

package com.jameshyland.MoneyMod;

 

import java.util.Random;

 

import net.minecraft.block.Block;

import net.minecraft.init.Blocks;

import net.minecraft.world.World;

import net.minecraft.world.chunk.IChunkProvider;

import net.minecraft.world.gen.feature.WorldGenMinable;

import cpw.mods.fml.common.IWorldGenerator;

 

public class OreGeneration implements IWorldGenerator {

 

@Override

public void generate(Random random, int chunkX, int chunkZ, World world,

IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {

switch (world.provider.dimensionId) {

 

case 0:

generateEnd(world, random, chunkX, chunkZ );

break;

case 1:

generateSurface(world, random, chunkX, chunkZ);

break;

case -1:

generateNether(world, random, chunkX, chunkZ);

break;

}

}

 

public void generateEnd(World world, Random rand, int x, int z) {

generateOre(MoneyMod.blockMoneyOre,world, rand, x, z, 5, 20, 65, 20, 250, Blocks.end_stone);

}

 

public void generateSurface(World world, Random rand, int x, int z) {

generateOre(MoneyMod.blockMoneyOre,world, rand, x, z, 5, 20, 65, 20, 250, Blocks.stone);

}

 

public void generateNether(World world, Random rand, int x, int z) {

generateOre(MoneyMod.blockMoneyOre,world, rand, x, z, 5, 20, 65, 20, 250, Blocks.netherrack);

 

}

 

public void generateOre(Block block, World world, Random random,

int chunkX, int chunkZ, int minVeinSize, int maxVeinSize,

int chance, int minY, int maxY, Block generateIn) {

int vienSize = minVeinSize + random.nextInt(maxVeinSize - minVeinSize);

int heightRange = maxY - minY;

WorldGenMinable gen = new WorldGenMinable(block, vienSize, generateIn);

for (int i = 0; i < chance; i++) {

int xRand = chunkX * 16 + random.nextInt(16);

int yRand = random.nextInt(heightRange + minY);

int zRand = chunkZ * 16 + random.nextInt(16);

gen.generate(world, random, xRand, yRand, zRand);

 

}

}

}

 

 

If you could help please do.

 

Thanks.

Posted

Well, it would help if you generated surface ores in the overworld, end ores in the end, and nether orex in the nether.

 

 

The overworld is dimensipn 0.

 

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

This code seeds end ores into the overworld.

 

      case 0: // dimension 0 is the overworld
         generateEnd(world, random, chunkX, chunkZ ); // add end ores
         break;

 

Etc.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Oh my ducking god.

 

YOUR CODE IS WRONG

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

There is a switch in your world generation class that is checking for the dimension ID. Draco18 spoke very clearly. 0 is the ID number for the overword dimension, however you are using this ID, the id that belongs to the overworld dimension, to generate in the end. At case 0 in the switch you want to execute the generateSurface method not the generateEnd that you are currently using

Posted

It now looks like this:

 

 

 

case 1:

generateEnd(world, random, chunkX, chunkZ );

break;

case 0:

generateSurface(world, random, chunkX, chunkZ);

break;

case -1:

generateNether(world, random, chunkX, chunkZ);

break;

}

}

 

public void generateEnd(World world, Random rand, int x, int z) {

generateOre(MoneyMod.blockMoneyOre,world, rand, x, z, 2, 10, 5, 0, 100, Blocks.end_stone);

}

 

public void generateSurface(World world, Random rand, int x, int z) {

generateOre(MoneyMod.blockMoneyOre,world, rand, x, z, 2, 10, 5, 0, 100, Blocks.stone);

}

 

public void generateNether(World world, Random rand, int x, int z) {

generateOre(MoneyMod.blockMoneyOre,world, rand, x, z, 2, 10, 5, 0, 100, Blocks.netherrack);

 

}

 

public void generateOre(Block block, World world, Random random,

int chunkX, int chunkZ, int minVeinSize, int maxVeinSize,

int chance, int minY, int maxY, Block generateIn) {

int vienSize = minVeinSize + random.nextInt(maxVeinSize - minVeinSize);

int heightRange = maxY - minY;

WorldGenMinable gen = new WorldGenMinable(block, vienSize, generateIn);

for (int i = 0; i < chance; i++) {

int xRand = chunkX * 16 + random.nextInt(16);

int yRand = random.nextInt(heightRange + minY);

int zRand = chunkZ * 16 + random.nextInt(16);

gen.generate(world, random, xRand, yRand, zRand);

 

 

 

Is that better?

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

    • Back then there was a number which determined the tier of an item and block. If the block tier is lower or equal to the item number, the block would be mined. this however, has changed and now it goes by "needs_netherite_tool" which is fine, until you realized that some mods had items and blocks that exceeded these values. You can make you own "needs_mod_tool" but I feel that this is more limiting(and just more work) than before. So is there anyway to use something similar to the old tier system while also still being compatible with a lot of other mod tools?
    • Well, when I log in to the server, sometimes within an hour, sometimes within a minute, the server closes and informs me that there was a Ticking entity error. Below is the crash report
    • Try switching to Windowed or Borderless Window mode in Minecraft. These modes make it easier for the recorder to capture gameplay, as it still has access to the display without the game taking up all of the graphics resources.
    • This forum is for Forge, not NeoForge. Please go to them for support.
    • Forge version: 55.0.0 Minecraft version: 1.21.5 Downloads: As this is the start of a new version, it is recommended that you check the downloads page and use the latest version to receive any bug fixes. Downloads page Intro: Good evening! Today, we have released our initial build of Forge 55.0 for Minecraft 1.21.5. 1.21.5 is the newest member of the 1.21 family of versions, which was released yesterday on March 25, 2025. As a reminder, the first minor (X.0) of a Forge version is a beta. Forge betas are marked as such on the bottom left of the title screen and are candidates for any breaking changes. Additionally, there are a couple of important things to note about this update, which I've made sure to mention in this post as well. Feel free to chat with us about bugs or these implementation changes on GitHub and in our Discord server. As always, we will continue to keep all versions of 1.21 and 1.20 in active support as covered by our tiered support policy. Cheers, happy modding, and good luck porting! Rendering Refactor For those who tuned in to Minecraft Live on March 22, 2025, you may already know that Mojang have announced their intention to bring their new Vibrant Visuals overhaul to Java in the future. They've taken the first steps toward this by refactoring how rendering pipelines and render types are handled internally. This has, in turn, made many of Forge's rendering APIs that have existed for years obsolete, as they (for the most part) can be done directly in vanilla. If there was a rendering API that was provided by Forge which you believe should be re-implemented, we're happy to discuss on GitHub through an issue or a pull request. Deprecation of weapon-like ToolActions In 1.21.5, Minecraft added new data components for defining the characteristics of weapons in data. This includes attack speed, block tags which define efficient blocks, and more. As such, we will begin marking our ToolActions solution for this as deprecated. ToolActions were originally added to address the problem of creating modded tools that needed to perform the same actions as vanilla tools. There are still a few tool actions that will continue to be used, such as the shears tool action for example. There are some existing Forge tool actions that are currently obsolete and have no effect given the way the new data components are implemented. We will continue to work on these deprecations and invite you to chat with us on GitHub or Discord if you have any questions.
  • Topics

×
×
  • Create New...

Important Information

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