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[1.10.2+] [!UNSOLVED!] Custom World Generator does nothing or wrong stuff


Bektor

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Hi,

 

I'm currently writing a complete world generator from scratch using OpenSimplexNoise, Minecraft 1.10.2 and Forge 12.18.1.2073 with Mappings snapshot_20160823.

 

Now I ran into a problem:

 

When I click on "Create New World" I can see the loading screen, but after that nothing happens.... It just freezes... Even when I click on the red "X" from the window nothing happens anymore.... and Windows does not show that the window isn't reacting anymore (I can even move the window... just not close it without task manager).

The problem now: It does nothing... just stops doing anything in the creating world process... no error or crash-log.

 

Here is the code:

[spoiler=WorldType]

public class PrimevalWorldType extends WorldType {

private static PrimevalChunkManager chunkManager;
public static TerrainGenerator terrainGenerator;

public PrimevalWorldType(String name) {
	super(name);
}

@Override
public BiomeProvider getBiomeProvider(World world) {
	if(world.provider.getDimension() == 0) {
		if(chunkManager == null) {
			chunkManager = new PrimevalChunkManager(Biomes.PLAINS);
		}
		return chunkManager;
	}
	return super.getBiomeProvider(world);
}

@Override
public IChunkGenerator getChunkGenerator(World world, String generatorOptions) {
	if(world.provider.getDimension() == 0) {
		if(terrainGenerator == null) {
			terrainGenerator = new TerrainGenerator(world, world.getSeed());

			return terrainGenerator;
		}
	}

	return super.getChunkGenerator(world, generatorOptions);
}

@Override
public float getCloudHeight() {
	return 256.f;
}
}

 

[spoiler=ChunkManager]

public class PrimevalChunkManager extends BiomeProvider {

    /** The biome generator object. */
    private final Biome biome;

    public PrimevalChunkManager(Biome biomeIn)
    {
        this.biome = biomeIn;
    }

    /**
     * Returns the biome generator
     */
    public Biome getBiome(BlockPos pos)
    {
        return this.biome;
    }

    /**
     * Returns an array of biomes for the location input.
     */
    public Biome[] getBiomesForGeneration(Biome[] biomes, int x, int z, int width, int height)
    {
        if (biomes == null || biomes.length < width * height)
        {
            biomes = new Biome[width * height];
        }

        Arrays.fill(biomes, 0, width * height, this.biome);
        return biomes;
    }

    /**
     * Gets biomes to use for the blocks and loads the other data like temperature and humidity onto the
     * WorldChunkManager.
     */
    public Biome[] getBiomes(@Nullable Biome[] oldBiomeList, int x, int z, int width, int depth)
    {
        if (oldBiomeList == null || oldBiomeList.length < width * depth)
        {
            oldBiomeList = new Biome[width * depth];
        }

        Arrays.fill(oldBiomeList, 0, width * depth, this.biome);
        return oldBiomeList;
    }

    /**
     * Gets a list of biomes for the specified blocks.
     */
    public Biome[] getBiomes(@Nullable Biome[] listToReuse, int x, int z, int width, int length, boolean cacheFlag)
    {
        return this.getBiomes(listToReuse, x, z, width, length);
    }

    @Nullable
    public BlockPos findBiomePosition(int x, int z, int range, List<Biome> biomes, Random random)
    {
        return biomes.contains(this.biome) ? new BlockPos(x - range + random.nextInt(range * 2 + 1), 0, z - range + random.nextInt(range * 2 + 1)) : null;
    }

    /**
     * checks given Chunk's Biomes against List of allowed ones
     */
    public boolean areBiomesViable(int x, int z, int radius, List<Biome> allowed)
    {
        return allowed.contains(this.biome);
    }
}

 

[spoiler=TerrainGenerator]

public class TerrainGenerator implements IChunkGenerator {

private Random random;
private World world;
private OpenSimplexNoise simplex;

public TerrainGenerator(World world, long seed) {
	this.world = world;
	this.random = new Random(seed);
	this.simplex = new OpenSimplexNoise(seed);
}

@Override
public Chunk provideChunk(int x, int z) {
	random.setSeed((long) x * 341873128712l + (long) z * 132897987541l);
	ChunkPrimer primer = new ChunkPrimer();

	double noise = 0;

	for(int i = 0; i < 16; i++)
		for(int y = 0; i < 16; y++)
			noise = generateNewNoise(8, i, y, .5, 1);

	this.generateTerrain(x, z, primer, noise);

	// store in the process pile
	Chunk chunk = new Chunk(this.world, primer, x, z);

	chunk.generateSkylightMap();

	Biome[] abiome = this.world.getBiomeProvider().getBiomes((Biome[])null, x * 16, z * 16, 16, 16);
        byte[] abyte = chunk.getBiomeArray();

        for (int i1 = 0; i1 < abyte.length; ++i1)
        {
            abyte[i1] = (byte)Biome.getIdForBiome(abiome[i1]);
        }

        chunk.generateSkylightMap();
        
	return chunk;
}

private double generateNewNoise(int iterations, int x, int z, double persistence, double scale) {
	double maxAmp = 0;
	double amp = 1;
	double freq = scale;
	double noise = 0;

	// add successively smaller, higher-frequency terms
	// each iteration is called an octave, because it is twice the frequency of the iteration before it
	for(int i = 0; i < iterations; ++i) { // iterations = number of octaves
		for(int y = 1; y < 230; y++) {
			noise += simplex.eval(x * freq, y * freq, z * freq) * amp;
			maxAmp += amp;
			amp += 1/(2^iterations); //*= persistence;
			freq *=  2;
		}
	}

	// take the average value of the iterations
	noise /= maxAmp;

	// normalize the result
	//noise = noise * (high - low) / 2 + (high + low) / 2;

	return noise;
}

public void generateTerrain(int x, int z, ChunkPrimer primer, double noise) {
	for(int i = 0; i < 16; i++) { // x-axis
		for(int y = 0; i < 16; y++) { // z-axis
			for(int k = 0; k < 256; k++) { // y-axis
				if(k > noise) {
					if(k < 63)
						primer.setBlockState(i, k, y, Blocks.WATER.getDefaultState());
					else
						primer.setBlockState(i, k, y, Blocks.AIR.getDefaultState());
				} else
					primer.setBlockState(i, k, y, Blocks.STONE.getDefaultState());
			}
		}
	}
}

@Override
public void populate(int x, int z) {
	// TODO Auto-generated method stub

}

@Override
public boolean generateStructures(Chunk chunkIn, int x, int z) {
	// TODO Auto-generated method stub
	return false;
}

@Override
public List<SpawnListEntry> getPossibleCreatures(EnumCreatureType creatureType, BlockPos pos) {
	// TODO Auto-generated method stub
	return null;
}

@Override
public BlockPos getStrongholdGen(World worldIn, String structureName, BlockPos position) {
	// TODO Auto-generated method stub
	return null;
}

@Override
public void recreateStructures(Chunk chunkIn, int x, int z) {
	// TODO Auto-generated method stub

}
}

 

 

For anyone who now thinks the generateNewNoise method does not work... it works perfectly. I tested the whole noise generating stuff outside of MC in a small test project and got some nice looking bitmaps out of it. Only when trying to put that whole stuff into the MC "API" it stops working... and I get nothing...

 

I haven't written much extra code yet, because I first want to have it working and see how the world looks and modify it until it looks nice before I want to add biomes and GenLayer stuff and a lot of other stuff, because then it's easier to fix problems and find them and change stuff as it would be when having a dozen of classes and thousands of lines of code.....

 

I hope someone can help me with this complex stuff... And I would like any explanation which is possible, because it took me even some month to get the knowledge to get it working outside of Minecraft (even when I don't know the math in the OpenSimplexNoise algorythm).

 

Thx in advance.  ;)

Bektor

 

EDIT:

Now it generates only water from layer 1 to about 63 and everything above is air and layer 0 is stone. So no hills and just water...

 

Here is the updated code:

[spoiler=TerrainGenerator]

public class TerrainGenerator implements IChunkGenerator {

private Random random;
private World world;
private OpenSimplexNoise simplex;

private double[] noise = new double[256];

public TerrainGenerator(World world, long seed) {
	this.world = world;
	this.random = new Random(seed);
	this.simplex = new OpenSimplexNoise(seed);
}

@Override
public Chunk provideChunk(int x, int z) {
	random.setSeed((long) x * 341873128712l + (long) z * 132897987541l);
	ChunkPrimer primer = new ChunkPrimer();

	for(int i = 0; i < 16; i++)
		for(int y = 0; y < 16; y++) {
			noise[i * 16 + y] = 0.d;
			noise[i * 16 + y] = generateNewNoise(8, i, y, .5, 1);
		}

	this.generateTerrain(x, z, primer, noise);

	// store in the process pile
	Chunk chunk = new Chunk(this.world, primer, x, z);

	chunk.generateSkylightMap();

	Biome[] abiome = this.world.getBiomeProvider().getBiomes((Biome[])null, x * 16, z * 16, 16, 16);
        byte[] abyte = chunk.getBiomeArray();

        for (int i1 = 0; i1 < abyte.length; ++i1)
        {
            abyte[i1] = (byte)Biome.getIdForBiome(abiome[i1]);
        }

        chunk.generateSkylightMap();
        
	return chunk;
}

private double generateNewNoise(int iterations, int x, int z, double persistence, double scale) {
	double maxAmp = 0;
	double amp = 1;
	double freq = scale;
	double noise = 0;

	// add successively smaller, higher-frequency terms
	// each iteration is called an octave, because it is twice the frequency of the iteration before it
	for(int i = 0; i < iterations; ++i) { // iterations = number of octaves
		for(int y = 1; y < 230; y++) {
			noise += simplex.eval(x * freq, y * freq, z * freq) * amp;
			maxAmp += amp;
			amp += 1/(2^iterations); //*= persistence;
			freq *=  2;
		}
	}

	// take the average value of the iterations
	noise /= maxAmp;

	// normalize the result
	//noise = noise * (high - low) / 2 + (high + low) / 2;

	return noise;
}

public void generateTerrain(int x, int z, ChunkPrimer primer, double[] noise) {
	int height;
	for(int i = 0; i < 16; i++) { // x-axis
		for(int y = 0; y < 16; y++) { // z-axis
			height = (int) noise[y * 16 + i];
			for(int k = 0; k < 256; k++) { // y-axis
				if(k > height) {
					if(k < 63)
						primer.setBlockState(i, k, y, Blocks.WATER.getDefaultState());
					else
						primer.setBlockState(i, k, y, Blocks.AIR.getDefaultState());
				} else
					primer.setBlockState(i, k, y, Blocks.STONE.getDefaultState());
			}
		}
	}
}

@Override
public void populate(int x, int z) {
	// TODO Auto-generated method stub

}

@Override
public boolean generateStructures(Chunk chunkIn, int x, int z) {
	// TODO Auto-generated method stub
	return false;
}

@Override
public List<SpawnListEntry> getPossibleCreatures(EnumCreatureType creatureType, BlockPos pos) {
	// TODO Auto-generated method stub
	return null;
}

@Override
public BlockPos getStrongholdGen(World worldIn, String structureName, BlockPos position) {
	// TODO Auto-generated method stub
	return null;
}

@Override
public void recreateStructures(Chunk chunkIn, int x, int z) {
	// TODO Auto-generated method stub

}
}

 

Developer of Primeval Forest.

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I can't help you with the world generation itself, but I suggest you use your IDE's debugger to pause the process when Minecraft freezes and see what it's executing. This may give you a better idea of what's causing the freezes.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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I can't help you with the world generation itself, but I suggest you use your IDE's debugger to pause the process when Minecraft freezes and see what it's executing. This may give you a better idea of what's causing the freezes.

Ok.

 

	double noise = 0; // breakpoint 1

	for(int i = 0; i < 16; i++)
		for(int y = 0; i < 16; y++)
			noise = generateNewNoise(8, i, y, .5, 1);

	this.generateTerrain(x, z, primer, noise); // breakpoint 2

 

When I press F8 in eclipse to execute the code between breakpoint 1 and 2 it just stops... So I can stop then the complete application because it jumps out of the debug stuff (even when I click the button to run to the next breakpoint).

 

So I think the problem is somewhere there in some code which works fine outside of Minecraft.

Developer of Primeval Forest.

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Double check the termination condition in your nested for-loop.

 

I see it.  Tee hee.

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.

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Ok, I fixed those mistakes now.

But for some reason it generates now only water... from level 1 to about 63 it generates only water and above only air.

Level 0 is one layer of stone.

 

There aren't even any hills etc. :(

For the updated code, pls look at the top of the thread. Edited the main post there. ;)

Developer of Primeval Forest.

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noise[i * 16 + y] = 0.d;
noise[i * 16 + y] = generateNewNoise(8, i, y, .5, 1);

 

 

First line is unnecessary, you're already overwriting whatever is in there with the return of generateNewNoise.

 

 

The generateTerrain function should be returning the modified ChunkPrimer, you're using it like a C style pointer, which doesn't work in Java, there are only references.

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noise[i * 16 + y] = 0.d;
noise[i * 16 + y] = generateNewNoise(8, i, y, .5, 1);

 

 

First line is unnecessary, you're already overwriting whatever is in there with the return of generateNewNoise.

 

 

The generateTerrain function should be returning the modified ChunkPrimer, you're using it like a C style pointer, which doesn't work in Java, there are only references.

Ok, I changed it now with returning the ChunkPrimer from generateTerrain , but nothing changed. The world looks the same as before.

Developer of Primeval Forest.

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EDIT: Wait, never mind, this shouldn't make a difference.

 

Might be wrong here, but are you sure

height = (int) noise[y * 16 + i];

isn't supposed to be

height = (int) noise[i * 16 + y];

Well... not quite sure about it. :P

Just did that to store the noise in an array, because I have to store it somewhere when I change the noise variable again... so I used here an array (while I used in my Test Project just a noise value and saved the noise value result direclty to the picture before recalculating that value for the next pixel).

But either way... if you do the first thing or the second thing of the code you posted... it changes nothing.. It just changes the location of where the calculated noise variable is saved. ;)

 

EDIT: Ok, I just found out that it seems to be a problem with the array itself. Without an array it's working, but I don't know any solution which would work to implement such a thing in Minecraft and with an array it seems to be that the

generateNewNoise

method is always putting out the same value for a reason I don't know.

Developer of Primeval Forest.

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In the generateNewNoise method:

 

amp += 1/(2^iterations); //*= persistence;

 

I might be wrong in my assumption, but I think you are meaning to do 2iterations. If so, that's not the Java exponent operator. That's the bitwise xor operator.

Use Math.pow(2, iterations) instead.

Well, even when using Math.pow(2, iterations), the result is the same.

Developer of Primeval Forest.

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