Jump to content

[1.8] ice spikes not generating


Glistre

Recommended Posts

We need some more information, preferably some actual code.

 

What type of worldgen are you using? I'm guessing that you are extending WorldGenerator, and not implementing IWorldGenerator instead.

Have you tried using some logging to see if it even gets called/find where it stops?

 

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

Link to comment
Share on other sites

We need some more information, preferably some actual code.

 

What type of worldgen are you using? I'm guessing that you are extending WorldGenerator, and not implementing IWorldGenerator instead.

Have you tried using some logging to see if it even gets called/find where it stops?

 

Not using anything yet.  In 1.7.10 that's all I needed to add icespikes to my biome.

 

I did try extending WorldGenerator , basically duplicating the WorldGenIceSpike class so that I could then change the ice spikes but that did not work.

 

Should I implement IWorldGenerator instead for 1.8?

 

package com.glistre.glistremod.worldgen;

import java.util.Random;

import com.glistre.glistremod.init.BiomeRegistry;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.init.Blocks;
import net.minecraft.util.BlockPos;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;
import net.minecraft.world.biome.BiomeGenBase;
import net.minecraft.world.gen.feature.WorldGenerator;

public class WorldGenFreonSpikes extends WorldGenerator {

public boolean generate(World worldIn, Random random, BlockPos blockPos) {

blockPos = new BlockPos(blockPos.getX(), blockPos.getY(), blockPos.getZ());
while (worldIn.isAirBlock(blockPos) && blockPos.getY() > 2)
{

blockPos = blockPos.down();
}
if (worldIn.getBlockState(blockPos).getBlock() != Blocks.snow)
{
return false;
}
else
{
blockPos = blockPos.up(random.nextInt(4));
int l = random.nextInt(4) + 70;
int i1 = l / 4 + random.nextInt(2);
if (i1 > 1 && random.nextInt(60) == 0)
{
blockPos = blockPos.up(random.nextInt(70));
}
int j1;
int k1;
int l1;
for (j1 = 0; j1 < l; ++j1)
{
float f = (1.0F - (float)j1 / (float)l) * (float)i1;
k1 = MathHelper.ceiling_float_int(f);
for (l1 = -k1; l1 <= k1; ++l1)
{
float f1 = (float)MathHelper.abs_int(l1) - 0.25F;
for (int i2 = -k1; i2 <= k1; ++i2)
{
float f2 = (float)MathHelper.abs_int(i2) - 0.25F;
if ((l1 == 0 && i2 == 0 || f1 * f1 + f2 * f2 <= f * f) && (l1 != -k1 && l1 != k1 && i2 != -k1 && i2 != k1 || random.nextFloat() <= 0.75F))
{
Block block1 = worldIn.getBlockState(blockPos.add(l1, j1, i2)).getBlock(); 
if (block1.getMaterial() == Material.air || block1 == Blocks.dirt || block1 == Blocks.snow || block1 == Blocks.ice)
{
        this.func_175906_a(worldIn, blockPos.add(l1, j1, i2), Blocks.packed_ice);

//	worldIn.setBlockState(blockPos.add(l1, j1, i2), (IBlockState) Blocks.packed_ice);
}
if (j1 != 0 && k1 > 1)
{
block1 = worldIn.getBlockState(blockPos.add(l1, j1, i2)).getBlock();
if (block1.getMaterial() == Material.air || block1 == Blocks.dirt || block1 == Blocks.snow || block1 == Blocks.ice)
{
        this.func_175906_a(worldIn, blockPos.add(l1, -j1, i2), Blocks.packed_ice);

//	worldIn.setBlock(xcoord + l1, ycoord - j1, zcoord + i2, Blocks.packed_ice);
}
}
}
}
}
}
j1 = i1 - 1;
if (j1 < 0)
{
j1 = 0;
}
else if (j1 > 1)
{
j1 = 1;
}
for (int j2 = -j1; j2 <= j1; ++j2)
{
k1 = -j1;
while (k1 <= j1)
{
        BlockPos blockPos1 = blockPos.add(k1, -1, l);

//	l1 = ycoord - 1;
int k2 = 50;
if (Math.abs(j2) == 1 && Math.abs(k1) == 1)
{
k2 = random.nextInt(5);
}
while (true)
{
if (blockPos1.getY() > 50)
{
	Block block1 = worldIn.getBlockState(blockPos1).getBlock();
	if (block1.getMaterial() == Material.air || block1 == Blocks.dirt || block1 == Blocks.snow || block1 == Blocks.ice || block1 == Blocks.packed_ice)
	{
            this.func_175906_a(worldIn, blockPos1, Blocks.packed_ice);

//			worldIn.setBlockState(pos0, (IBlockState)Blocks.packed_ice);

//		worldIn.setBlockState(xcoord + j2, l1, zcoord + k1, (IBlockState)Blocks.packed_ice);
blockPos1 = blockPos1.down();
--k2;
if (k2 <= 0)
{
        blockPos1 = blockPos1.down(random.nextInt(5) + 1);

//	l1 -= random.nextInt(5) + 1;
k2 = random.nextInt(5);
}
continue;
}
}
++k1;
break;
}
}
}
return true;
}
}



}

Link to comment
Share on other sites

We need some more information, preferably some actual code.

 

What type of worldgen are you using? I'm guessing that you are extending WorldGenerator, and not implementing IWorldGenerator instead.

Have you tried using some logging to see if it even gets called/find where it stops?

 

Not using anything yet.  In 1.7.10 that's all I needed to add icespikes to my biome.

 

I did try extending WorldGenerator , basically duplicating the WorldGenIceSpike class so that I could then change the ice spikes but that did not work.

 

Should I implement IWorldGenerator instead for 1.8?

 

package com.glistre.glistremod.worldgen;

import java.util.Random;

import com.glistre.glistremod.init.BiomeRegistry;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.init.Blocks;
import net.minecraft.util.BlockPos;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;
import net.minecraft.world.biome.BiomeGenBase;
import net.minecraft.world.gen.feature.WorldGenerator;

public class WorldGenFreonSpikes extends WorldGenerator {

public boolean generate(World worldIn, Random random, BlockPos blockPos) {

blockPos = new BlockPos(blockPos.getX(), blockPos.getY(), blockPos.getZ());
while (worldIn.isAirBlock(blockPos) && blockPos.getY() > 2)
{

blockPos = blockPos.down();
}
if (worldIn.getBlockState(blockPos).getBlock() != Blocks.snow)
{
return false;
}
else
{
blockPos = blockPos.up(random.nextInt(4));
int l = random.nextInt(4) + 70;
int i1 = l / 4 + random.nextInt(2);
if (i1 > 1 && random.nextInt(60) == 0)
{
blockPos = blockPos.up(random.nextInt(70));
}
int j1;
int k1;
int l1;
for (j1 = 0; j1 < l; ++j1)
{
float f = (1.0F - (float)j1 / (float)l) * (float)i1;
k1 = MathHelper.ceiling_float_int(f);
for (l1 = -k1; l1 <= k1; ++l1)
{
float f1 = (float)MathHelper.abs_int(l1) - 0.25F;
for (int i2 = -k1; i2 <= k1; ++i2)
{
float f2 = (float)MathHelper.abs_int(i2) - 0.25F;
if ((l1 == 0 && i2 == 0 || f1 * f1 + f2 * f2 <= f * f) && (l1 != -k1 && l1 != k1 && i2 != -k1 && i2 != k1 || random.nextFloat() <= 0.75F))
{
Block block1 = worldIn.getBlockState(blockPos.add(l1, j1, i2)).getBlock(); 
if (block1.getMaterial() == Material.air || block1 == Blocks.dirt || block1 == Blocks.snow || block1 == Blocks.ice)
{
        this.func_175906_a(worldIn, blockPos.add(l1, j1, i2), Blocks.packed_ice);

//	worldIn.setBlockState(blockPos.add(l1, j1, i2), (IBlockState) Blocks.packed_ice);
}
if (j1 != 0 && k1 > 1)
{
block1 = worldIn.getBlockState(blockPos.add(l1, j1, i2)).getBlock();
if (block1.getMaterial() == Material.air || block1 == Blocks.dirt || block1 == Blocks.snow || block1 == Blocks.ice)
{
        this.func_175906_a(worldIn, blockPos.add(l1, -j1, i2), Blocks.packed_ice);

//	worldIn.setBlock(xcoord + l1, ycoord - j1, zcoord + i2, Blocks.packed_ice);
}
}
}
}
}
}
j1 = i1 - 1;
if (j1 < 0)
{
j1 = 0;
}
else if (j1 > 1)
{
j1 = 1;
}
for (int j2 = -j1; j2 <= j1; ++j2)
{
k1 = -j1;
while (k1 <= j1)
{
        BlockPos blockPos1 = blockPos.add(k1, -1, l);

//	l1 = ycoord - 1;
int k2 = 50;
if (Math.abs(j2) == 1 && Math.abs(k1) == 1)
{
k2 = random.nextInt(5);
}
while (true)
{
if (blockPos1.getY() > 50)
{
	Block block1 = worldIn.getBlockState(blockPos1).getBlock();
	if (block1.getMaterial() == Material.air || block1 == Blocks.dirt || block1 == Blocks.snow || block1 == Blocks.ice || block1 == Blocks.packed_ice)
	{
            this.func_175906_a(worldIn, blockPos1, Blocks.packed_ice);

//			worldIn.setBlockState(pos0, (IBlockState)Blocks.packed_ice);

//		worldIn.setBlockState(xcoord + j2, l1, zcoord + k1, (IBlockState)Blocks.packed_ice);
blockPos1 = blockPos1.down();
--k2;
if (k2 <= 0)
{
        blockPos1 = blockPos1.down(random.nextInt(5) + 1);

//	l1 -= random.nextInt(5) + 1;
k2 = random.nextInt(5);
}
continue;
}
}
++k1;
break;
}
}
}
return true;
}
}



}

Yes you should have always been implementing IWorldGenerator instead of extending WorldGenerator.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Link to comment
Share on other sites

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



×
×
  • Create New...

Important Information

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