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# Chunkprovider event Problem

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Hi community,

I'm trying to replace all Stone, Dirt und Grass Blocks in my new Dimension with my own ones.

But It won't work. I just took the old Chunkprovider and changed the things I wanted to have.

The whole thing doesn't ever produce an error, neither in eclipse nor ingame. It just doesn't place my blocks...

Here are my important methods:

The generate terrain from my chunkprovider:

public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte)

{

byte var4 = 4;

byte var5 = 16;

byte var6 = 63;

int var7 = var4 + 1;

byte var8 = 17;

int var9 = var4 + 1;

this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, var7 + 5, var9 + 5);

this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * var4, 0, par2 * var4, var7, var8, var9);

for (int var10 = 0; var10 < var4; ++var10)

{

for (int var11 = 0; var11 < var4; ++var11)

{

for (int var12 = 0; var12 < var5; ++var12)

{

double var13 = 0.125D;

double var15 = this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0];

double var17 = this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0];

double var19 = this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0];

double var21 = this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0];

double var23 = (this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1] - var15) * var13;

double var25 = (this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1] - var17) * var13;

double var27 = (this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1] - var19) * var13;

double var29 = (this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1] - var21) * var13;

for (int var31 = 0; var31 < 8; ++var31)

{

double var32 = 0.25D;

double var34 = var15;

double var36 = var17;

double var38 = (var19 - var15) * var32;

double var40 = (var21 - var17) * var32;

for (int var42 = 0; var42 < 4; ++var42)

{

int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31;

short var44 = 128;

var43 -= var44;

double var45 = 0.25D;

double var49 = (var36 - var34) * var45;

double var47 = var34 - var49;

for (int var51 = 0; var51 < 4; ++var51)

{

if ((var47 += var49) > 0.0D)

{

par3ArrayOfByte[var43 += var44] = (byte)TVMain.amStone.blockID; //Your stone goes here

}

else if (var12 * 8 + var31 < var6)

{

par3ArrayOfByte[var43 += var44] = (byte)Block.waterStill.blockID;  //Water

}

else

{

par3ArrayOfByte[var43 += var44] = 0;

}

}

var34 += var38;

var36 += var40;

}

var15 += var23;

var17 += var25;

var19 += var27;

var21 += var29;

}

}

}

}

}

/**

* Replaces the stone that was placed in with blocks that match the biome

*/

public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)

{

byte var5 = 63;

double var6 = 0.03125D;

this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D);

for (int var8 = 0; var8 < 16; ++var8)

{

for (int var9 = 0; var9 < 16; ++var9)

{

BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16];

float var11 = var10.getFloatTemperature();

int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);

int var13 = -1;

byte var14 = var10.topBlock;

byte var15 = var10.fillerBlock;

for (int var16 = 127; var16 >= 0; --var16)

{

int var17 = (var9 * 16 + var8) * 128 + var16;

if (var16 <= 0 + this.rand.nextInt(5))

{

par3ArrayOfByte[var17] = (byte)Block.bedrock.blockID;  //Bedrock

}

else

{

byte var18 = par3ArrayOfByte[var17];

if (var18 == 0)

{

var13 = -1;

}

else if (var18 != TVMain.amStone.blockID) //Your stone here

{

if (var13 == -1)

{

if (var12 == 0)

{

var14 = 0;

var15 = (byte)TVMain.amStone.blockID; //Your stone here

}

else if (var16 >= var5 - 4 && var16 <= var5 + 1)

{

var14 = var10.topBlock;

var15 = var10.fillerBlock;

}

if (var16 < var5 && var14 == 0)

{

if (var11 < 0.15F)

{

var14 = (byte)Block.ice.blockID;  //Ice

}

else

{

var14 = (byte)Block.waterStill.blockID;  //Water

}

}

var13 = var12;

if (var16 >= var5 - 1)

{

par3ArrayOfByte[var17] = var14;

}

else

{

par3ArrayOfByte[var17] = var15;

}

}

else if (var13 > 0)

{

--var13;

par3ArrayOfByte[var17] = var15;

if (var13 == 0 && var15 == Block.sand.blockID) //Sand

{

var13 = this.rand.nextInt(4);

var15 = (byte)Block.sandStone.blockID;

}

}

}

}

}

}

}

}

And my biome file:

package Alasar.TheVoid.common;

import java.nio.ByteBuffer;

import net.minecraft.block.Block;

import net.minecraft.world.biome.BiomeGenBase;

public class AMBiomeGenPlains extends BiomeGenBase

{

protected AMBiomeGenPlains(int par1)

{

super(par1);

this.theBiomeDecorator.treesPerChunk = -999;

this.theBiomeDecorator.flowersPerChunk = 4;

this.theBiomeDecorator.grassPerChunk = 10;

this.topBlock = (byte)TVMain.amGrass.blockID;

this.fillerBlock = (byte)TVMain.amDirt.blockID;

theBiomeDecorator = new BiomeDecoratorTheVoid(this);

}

}

Would be awesome to get some help on this one...

Greets Alasar

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The blocks you insert here need to be under the block ID 256 I believe for the byte storage which is being used.

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Okay,

can't I create some kind of own byte array?

I mean, other people managed it too and I don't see anything in their sourcecode...

Edit: it doesn't work either with other Blocks from vanilla...

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this code allowed me to replace all stone blocks in specific biome above a certain height.

```
byte var38 = par3ArrayOfByte[var17];
int var99 = var10.biomeID;
if (var99 == 28){
//if height is greater than 60 and blocks are stone, replace with custom block
if (var16 > 60 && var38 == Block.stone.blockID)
{
par3ArrayOfByte[var17] = (byte)mod.customblock.blockID;
}
}
```

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Sounds good,

I put that assignment at the end of the generate method and put the vanilla stone back:

public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)

{

byte var5 = 63;

double var6 = 0.03125D;

this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D);

for (int var8 = 0; var8 < 16; ++var8)

{

for (int var9 = 0; var9 < 16; ++var9)

{

BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16];

float var11 = var10.getFloatTemperature();

int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);

int var13 = -1;

byte var14 = var10.topBlock;

byte var15 = var10.fillerBlock;

for (int var16 = 127; var16 >= 0; --var16)

{

int var17 = (var9 * 16 + var8) * 128 + var16;

if (var16 <= 0 + this.rand.nextInt(5))

{

par3ArrayOfByte[var17] = (byte)Block.bedrock.blockID;

}

else

{

byte var18 = par3ArrayOfByte[var17];

if (var18 == 0)

{

var13 = -1;

}

else if (var18 != Block.stone.blockID)

{

if (var13 == -1)

{

if (var12 == 0)

{

var14 = 0;

var15 = (byte)Block.stone.blockID;

}

else if (var16 >= var5 - 4 && var16 <= var5 + 1)

{

var14 = var10.topBlock;

var15 = var10.fillerBlock;

}

if (var16 < var5 && var14 == 0)

{

if (var11 < 0.15F)

{

var14 = (byte)Block.ice.blockID;

}

else

{

var14 = (byte)Block.waterStill.blockID;

}

}

var13 = var12;

if (var16 >= var5 - 1)

{

par3ArrayOfByte[var17] = var14;

}

else

{

par3ArrayOfByte[var17] = var15;

}

}

else if (var13 > 0)

{

--var13;

par3ArrayOfByte[var17] = var15;

if (var13 == 0 && var15 == Block.sand.blockID)

{

var13 = this.rand.nextInt(4);

var15 = (byte)Block.sandStone.blockID;

}

}

byte var38 = par3ArrayOfByte[var17];

int var99 = var10.biomeID;

if (var99 == 28){

//if height is greater than 60 and blocks are stone, replace with custom block

if (var16 > 60 && var38 == Block.stone.blockID)

{

par3ArrayOfByte[var17] = (byte)TVMain.amStone.blockID;

}

}

}

}

}

}

}

}

But now It still doesn't work...

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I think you have to push the code two brackets down. try this

``` public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
{
byte var5 = 63;
double var6 = 0.03125D;
this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D);

for (int var8 = 0; var8 < 16; ++var8)
{
for (int var9 = 0; var9 < 16; ++var9)
{
BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16];
float var11 = var10.getFloatTemperature();
int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
int var13 = -1;
byte var14 = var10.topBlock;
byte var15 = var10.fillerBlock;

for (int var16 = 127; var16 >= 0; --var16)
{
int var17 = (var9 * 16 + var8) * 128 + var16;

if (var16 <= 0 + this.rand.nextInt(5))
{
par3ArrayOfByte[var17] = (byte)Block.bedrock.blockID;
}
else
{
byte var18 = par3ArrayOfByte[var17];

if (var18 == 0)
{
var13 = -1;
}
else if (var18 != Block.stone.blockID)
{
if (var13 == -1)
{
if (var12 == 0)
{
var14 = 0;
var15 = (byte)Block.stone.blockID;
}
else if (var16 >= var5 - 4 && var16 <= var5 + 1)
{
var14 = var10.topBlock;
var15 = var10.fillerBlock;
}

if (var16 < var5 && var14 == 0)
{
if (var11 < 0.15F)
{
var14 = (byte)Block.ice.blockID;
}
else
{
var14 = (byte)Block.waterStill.blockID;
}
}

var13 = var12;

if (var16 >= var5 - 1)
{
par3ArrayOfByte[var17] = var14;
}
else
{
par3ArrayOfByte[var17] = var15;
}
}
else if (var13 > 0)
{
--var13;
par3ArrayOfByte[var17] = var15;

if (var13 == 0 && var15 == Block.sand.blockID)
{
var13 = this.rand.nextInt(4);
var15 = (byte)Block.sandStone.blockID;
}
}
}
}

byte var38 = par3ArrayOfByte[var17];
int var99 = var10.biomeID;
if (var99 == 28){
//if height is greater than 60 and blocks are stone, replace with custom block
if (var16 > 60 && var38 == Block.stone.blockID)
{
par3ArrayOfByte[var17] = (byte)TVMain.amStone.blockID;
}
}

}
}
}

}```

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I can't see the difference between the two wall of texts, so I tried using pastebin and viewing the difference:

http://pastebin.com/diff.php?i=tWFZMRwu - but still can't see what you changed?

If you guys dont get it.. then well ya.. try harder...

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I moved the code out of the For loop, essentially taking 2 closing brackets above the code and taking away 2 after the code

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It didn't work, so I tried with the original Chungenerator instead of using my own one.

So it generated this:

https://lh3.googleusercontent.com/-Qk7J5GnFEog/URKnP5ehsfI/AAAAAAAAAHw/SWs4tRoiIaU/h120/2013-02-06_19.49.09.png[/img]So now I'm completly at my limits with Java and my teacher couldn't help me either

Somehow it doesn't use my own chunkgenerator which I registred in the Worldprovider:

public IChunkProvider getChunkProvider()

{

return new ChunkProviderTheVoid(worldObj, worldObj.getSeed(), false);

}

And it's obviously still not generating my stone.

Thanks for the help until now though...

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If you are using my exact code you need to specify the biome ID you want the code to work for, or you can take out the if biomeID check, then it will do it for all the biomes.  If you want paste your code here Ill take a look at it.

The way I got a custom chunk provider to work was I created a World type that overrides the default world type, or you can create a completely new world type, then you would create a new class like WorldTypeVoid and that is where you would specify the custom chunkprovider

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1. I've put in my biomeId in.

2.Then I could create my own world type in my own Dimension?

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World Type is like Default, Large Biomes, Flat.  You can add one or overwrite one.

I havent dug deep into dimensions but you dont need to create a new world type to add your own dimension and use a custom chunk generator for the dimension, but if you want to use a custom chunk provider for the overworld you probably have to go the worldtype route.

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Do you have any idea why it generates signs instead of my stone??

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OLD CODE

public IChunkProvider getChunkProvider()

{

return new ChunkProviderTheVoid(worldObj, worldObj.getSeed(), false);

}

ITS NOW

public IChunkProvider createChunkGenerator()

{

return new ChunkProviderTheVoid(worldObj, worldObj.getSeed(), false);

}

...

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I know fixed this yesterday, but it still gives me signs??

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post your chunk provider, chunk manager (if u have) and the portal block.

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Chunkprovider:

package Alasar.TheVoid.common;

import java.util.List;

import java.util.Random;

import net.minecraft.block.Block;

import net.minecraft.block.BlockSand;

import net.minecraft.entity.EnumCreatureType;

import net.minecraft.util.IProgressUpdate;

import net.minecraft.util.MathHelper;

import net.minecraft.world.ChunkPosition;

import net.minecraft.world.SpawnerAnimals;

import net.minecraft.world.World;

import net.minecraft.world.biome.BiomeGenBase;

import net.minecraft.world.chunk.Chunk;

import net.minecraft.world.chunk.IChunkProvider;

import net.minecraft.world.gen.MapGenBase;

import net.minecraft.world.gen.MapGenCaves;

import net.minecraft.world.gen.MapGenRavine;

import net.minecraft.world.gen.NoiseGeneratorOctaves;

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

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

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

import net.minecraft.world.gen.structure.MapGenMineshaft;

import net.minecraft.world.gen.structure.MapGenStronghold;

import net.minecraft.world.gen.structure.MapGenVillage;

public class ChunkProviderTheVoid implements IChunkProvider

{

/** RNG. */

private Random rand;

/** A NoiseGeneratorOctaves used in generating terrain */

private NoiseGeneratorOctaves noiseGen1;

/** A NoiseGeneratorOctaves used in generating terrain */

private NoiseGeneratorOctaves noiseGen2;

/** A NoiseGeneratorOctaves used in generating terrain */

private NoiseGeneratorOctaves noiseGen3;

/** A NoiseGeneratorOctaves used in generating terrain */

private NoiseGeneratorOctaves noiseGen4;

/** A NoiseGeneratorOctaves used in generating terrain */

public NoiseGeneratorOctaves noiseGen5;

/** A NoiseGeneratorOctaves used in generating terrain */

public NoiseGeneratorOctaves noiseGen6;

public NoiseGeneratorOctaves mobSpawnerNoise;

/** Reference to the World object. */

private World worldObj;

/** are map structures going to be generated (e.g. strongholds) */

private final boolean mapFeaturesEnabled;

/** Holds the overall noise array used in chunk generation */

private double[] noiseArray;

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

private MapGenBase caveGenerator = new MapGenCaves();

/** Holds StronghoFld Generator */

private MapGenStronghold strongholdGenerator = new MapGenStronghold();

/** Holds Village Generator */

private MapGenVillage villageGenerator = new MapGenVillage();

/** Holds Mineshaft Generator */

private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft();

private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature();

/** Holds ravine generator */

private MapGenBase ravineGenerator = new MapGenRavine();

/** The biomes that are used to generate the chunk */

private BiomeGenBase[] biomesForGeneration;

/** A double array that hold terrain noise from noiseGen3 */

double[] noise3;

/** A double array that hold terrain noise */

double[] noise1;

/** A double array that hold terrain noise from noiseGen2 */

double[] noise2;

/** A double array that hold terrain noise from noiseGen5 */

double[] noise5;

/** A double array that holds terrain noise from noiseGen6 */

double[] noise6;

/**

* Used to store the 5x5 parabolic field that is used during terrain generation.

*/

float[] parabolicField;

int[][] field_73219_j = new int[32][32];

public ChunkProviderTheVoid(World par1World, long par2, boolean par4)

{

this.worldObj = par1World;

this.mapFeaturesEnabled = par4;

this.rand = new Random(par2);

this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16);

this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16);

this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, ;

this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 4);

this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10);

this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16);

this.mobSpawnerNoise = new NoiseGeneratorOctaves(this.rand, ;

}

/**

* Generates the shape of the terrain for the chunk though its all stone though the water is frozen if the

* temperature is low enough

*/

public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte)

{

byte var4 = 4;

byte var5 = 16;

byte var6 = 63;

int var7 = var4 + 1;

byte var8 = 17;

int var9 = var4 + 1;

this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, var7 + 5, var9 + 5);

this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * var4, 0, par2 * var4, var7, var8, var9);

for (int var10 = 0; var10 < var4; ++var10)

{

for (int var11 = 0; var11 < var4; ++var11)

{

for (int var12 = 0; var12 < var5; ++var12)

{

double var13 = 0.125D;

double var15 = this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0];

double var17 = this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0];

double var19 = this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0];

double var21 = this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0];

double var23 = (this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1] - var15) * var13;

double var25 = (this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1] - var17) * var13;

double var27 = (this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1] - var19) * var13;

double var29 = (this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1] - var21) * var13;

for (int var31 = 0; var31 < 8; ++var31)

{

double var32 = 0.25D;

double var34 = var15;

double var36 = var17;

double var38 = (var19 - var15) * var32;

double var40 = (var21 - var17) * var32;

for (int var42 = 0; var42 < 4; ++var42)

{

int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31;

short var44 = 128;

var43 -= var44;

double var45 = 0.25D;

double var49 = (var36 - var34) * var45;

double var47 = var34 - var49;

for (int var51 = 0; var51 < 4; ++var51)

{

if ((var47 += var49) > 0.0D)

{

par3ArrayOfByte[var43 += var44] = (byte)Block.stone.blockID; //Your stone goes here

}

else if (var12 * 8 + var31 < var6)

{

par3ArrayOfByte[var43 += var44] = (byte)Block.waterStill.blockID;  //Water

}

else

{

par3ArrayOfByte[var43 += var44] = 0;

}

}

var34 += var38;

var36 += var40;

}

var15 += var23;

var17 += var25;

var19 += var27;

var21 += var29;

}

}

}

}

}

public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)

{

byte var5 = 63;

double var6 = 0.03125D;

this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D);

for (int var8 = 0; var8 < 16; ++var8)

{

for (int var9 = 0; var9 < 16; ++var9)

{

BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16];

float var11 = var10.getFloatTemperature();

int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);

int var13 = -1;

byte var14 = var10.topBlock;

byte var15 = var10.fillerBlock;

for (int var16 = 127; var16 >= 0; --var16)

{

int var17 = (var9 * 16 + var8) * 128 + var16;

if (var16 <= 0 + this.rand.nextInt(5))

{

par3ArrayOfByte[var17] = (byte)Block.bedrock.blockID;

}

else

{

byte var18 = par3ArrayOfByte[var17];

if (var18 == 0)

{

var13 = -1;

}

else if (var18 != Block.stone.blockID)

{

if (var13 == -1)

{

if (var12 == 0)

{

var14 = 0;

var15 = (byte)Block.stone.blockID;

}

else if (var16 >= var5 - 4 && var16 <= var5 + 1)

{

var14 = var10.topBlock;

var15 = var10.fillerBlock;

}

if (var16 < var5 && var14 == 0)

{

if (var11 < 0.15F)

{

var14 = (byte)Block.ice.blockID;

}

else

{

var14 = (byte)Block.waterStill.blockID;

}

}

var13 = var12;

if (var16 >= var5 - 1)

{

par3ArrayOfByte[var17] = var14;

}

else

{

par3ArrayOfByte[var17] = var15;

}

}

else if (var13 > 0)

{

--var13;

par3ArrayOfByte[var17] = var15;

if (var13 == 0 && var15 == Block.sand.blockID)

{

var13 = this.rand.nextInt(4);

var15 = (byte)Block.sandStone.blockID;

}

}

}

}

byte var38 = par3ArrayOfByte[var17];

int var99 = var10.biomeID;

if (var99 == TVMain.amPlains.biomeID){

//if height is greater than 60 and blocks are stone, replace with custom block

if (var16 > 2 && var38 == Block.stone.blockID)

{

par3ArrayOfByte[var17] = (byte)TVMain.amStone.blockID;

}

}

}

}

}

}

/**

* loads or generates the chunk at the chunk location specified

*/

public Chunk loadChunk(int par1, int par2)

{

return this.provideChunk(par1, par2);

}

/**

* Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the

* specified chunk from the map seed and chunk seed

*/

public Chunk provideChunk(int par1, int par2)

{

this.rand.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);

byte[] var3 = new byte[32768];

this.generateTerrain(par1, par2, var3);

this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16);

this.replaceBlocksForBiome(par1, par2, var3, this.biomesForGeneration);

this.caveGenerator.generate(this, this.worldObj, par1, par2, var3);

this.ravineGenerator.generate(this, this.worldObj, par1, par2, var3);

if (this.mapFeaturesEnabled)

{

this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, var3);

this.villageGenerator.generate(this, this.worldObj, par1, par2, var3);

this.strongholdGenerator.generate(this, this.worldObj, par1, par2, var3);

this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, var3);

}

Chunk var4 = new Chunk(this.worldObj, var3, par1, par2);

byte[] var5 = var4.getBiomeArray();

for (int var6 = 0; var6 < var5.length; ++var6)

{

var5[var6] = (byte)this.biomesForGeneration[var6].biomeID;

}

var4.generateSkylightMap();

return var4;

}

/**

* generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the

* size.

*/

private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)

{

if (par1ArrayOfDouble == null)

{

par1ArrayOfDouble = new double[par5 * par6 * par7];

}

if (this.parabolicField == null)

{

this.parabolicField = new float[25];

for (int var8 = -2; var8 <= 2; ++var8)

{

for (int var9 = -2; var9 <= 2; ++var9)

{

float var10 = 10.0F / MathHelper.sqrt_float((float)(var8 * var8 + var9 * var9) + 0.2F);

this.parabolicField[var8 + 2 + (var9 + 2) * 5] = var10;

}

}

}

double var44 = 684.412D;

double var45 = 684.412D;

this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D);

this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D);

this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, par2, par3, par4, par5, par6, par7, var44 / 80.0D, var45 / 160.0D, var44 / 80.0D);

this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, var44, var45, var44);

this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, var44, var45, var44);

boolean var43 = false;

boolean var42 = false;

int var12 = 0;

int var13 = 0;

for (int var14 = 0; var14 < par5; ++var14)

{

for (int var15 = 0; var15 < par7; ++var15)

{

float var16 = 0.0F;

float var17 = 0.0F;

float var18 = 0.0F;

byte var19 = 2;

BiomeGenBase var20 = this.biomesForGeneration[var14 + 2 + (var15 + 2) * (par5 + 5)];

for (int var21 = -var19; var21 <= var19; ++var21)

{

for (int var22 = -var19; var22 <= var19; ++var22)

{

BiomeGenBase var23 = this.biomesForGeneration[var14 + var21 + 2 + (var15 + var22 + 2) * (par5 + 5)];

float var24 = this.parabolicField[var21 + 2 + (var22 + 2) * 5] / (var23.minHeight + 2.0F);

if (var23.minHeight > var20.minHeight)

{

var24 /= 2.0F;

}

var16 += var23.maxHeight * var24;

var17 += var23.minHeight * var24;

var18 += var24;

}

}

var16 /= var18;

var17 /= var18;

var16 = var16 * 0.9F + 0.1F;

var17 = (var17 * 4.0F - 1.0F) / 8.0F;

double var47 = this.noise6[var13] / 8000.0D;

if (var47 < 0.0D)

{

var47 = -var47 * 0.3D;

}

var47 = var47 * 3.0D - 2.0D;

if (var47 < 0.0D)

{

var47 /= 2.0D;

if (var47 < -1.0D)

{

var47 = -1.0D;

}

var47 /= 1.4D;

var47 /= 2.0D;

}

else

{

if (var47 > 1.0D)

{

var47 = 1.0D;

}

var47 /= 8.0D;

}

++var13;

for (int var46 = 0; var46 < par6; ++var46)

{

double var48 = (double)var17;

double var26 = (double)var16;

var48 += var47 * 0.2D;

var48 = var48 * (double)par6 / 16.0D;

double var28 = (double)par6 / 2.0D + var48 * 4.0D;

double var30 = 0.0D;

double var32 = ((double)var46 - var28) * 12.0D * 128.0D / 128.0D / var26;

if (var32 < 0.0D)

{

var32 *= 4.0D;

}

double var34 = this.noise1[var12] / 512.0D;

double var36 = this.noise2[var12] / 512.0D;

double var38 = (this.noise3[var12] / 10.0D + 1.0D) / 2.0D;

if (var38 < 0.0D)

{

var30 = var34;

}

else if (var38 > 1.0D)

{

var30 = var36;

}

else

{

var30 = var34 + (var36 - var34) * var38;

}

var30 -= var32;

if (var46 > par6 - 4)

{

double var40 = (double)((float)(var46 - (par6 - 4)) / 3.0F);

var30 = var30 * (1.0D - var40) + -10.0D * var40;

}

par1ArrayOfDouble[var12] = var30;

++var12;

}

}

}

return par1ArrayOfDouble;

}

/**

* Checks to see if a chunk exists at x, y

*/

public boolean chunkExists(int par1, int par2)

{

return true;

}

/**

* Populates chunk with ores etc etc

*/

public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)

{

BlockSand.fallInstantly = true;

int var4 = par2 * 16;

int var5 = par3 * 16;

BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16);

this.rand.setSeed(this.worldObj.getSeed());

long var7 = this.rand.nextLong() / 2L * 2L + 1L;

long var9 = this.rand.nextLong() / 2L * 2L + 1L;

this.rand.setSeed((long)par2 * var7 + (long)par3 * var9 ^ this.worldObj.getSeed());

boolean var11 = false;

if (this.mapFeaturesEnabled)

{

this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);

var11 = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);

this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);

this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);

}

int var12;

int var13;

int var14;

if (!var11 && this.rand.nextInt(4) == 0)

{

var12 = var4 + this.rand.nextInt(16) + 8;

var13 = this.rand.nextInt(128);

var14 = var5 + this.rand.nextInt(16) + 8;

(new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);

}

if (!var11 && this.rand.nextInt( == 0)

{

var12 = var4 + this.rand.nextInt(16) + 8;

var13 = this.rand.nextInt(this.rand.nextInt(120) + ;

var14 = var5 + this.rand.nextInt(16) + 8;

if (var13 < 63 || this.rand.nextInt(10) == 0)

{

(new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);

}

}

for (var12 = 0; var12 < 8; ++var12)

{

var13 = var4 + this.rand.nextInt(16) + 8;

var14 = this.rand.nextInt(128);

int var15 = var5 + this.rand.nextInt(16) + 8;

if ((new WorldGenDungeons()).generate(this.worldObj, this.rand, var13, var14, var15))

{

;

}

}

var6.decorate(this.worldObj, this.rand, var4, var5);

SpawnerAnimals.performWorldGenSpawning(this.worldObj, var6, var4 + 8, var5 + 8, 16, 16, this.rand);

var4 += 8;

var5 += 8;

for (var12 = 0; var12 < 16; ++var12)

{

for (var13 = 0; var13 < 16; ++var13)

{

var14 = this.worldObj.getPrecipitationHeight(var4 + var12, var5 + var13);

if (this.worldObj.isBlockFreezable(var12 + var4, var14 - 1, var13 + var5))

{

this.worldObj.setBlockWithNotify(var12 + var4, var14 - 1, var13 + var5, Block.ice.blockID);

}

if (this.worldObj.canSnowAt(var12 + var4, var14, var13 + var5))

{

this.worldObj.setBlockWithNotify(var12 + var4, var14, var13 + var5, Block.snow.blockID);

}

}

}

BlockSand.fallInstantly = false;

}

/**

* Two modes of operation: if passed true, save all Chunks in one go.  If passed false, save up to two chunks.

* Return true if all chunks have been saved.

*/

public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)

{

return true;

}

/**

* Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list

* is always empty and will not remove any chunks.

*/

{

return false;

}

/**

* Returns if the IChunkProvider supports saving.

*/

public boolean canSave()

{

return true;

}

/**

* Converts the instance data to a readable string.

*/

public String makeString()

{

return "RandomLevelSource";

}

/**

* Returns a list of creatures of the specified type that can spawn at the given location.

*/

public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)

{

BiomeGenBase var5 = this.worldObj.getBiomeGenForCoords(par2, par4);

return var5 == null ? null : var5.getSpawnableList(par1EnumCreatureType);

}

/**

* Returns the location of the closest structure of the specified type. If not found returns null.

*/

public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)

{

return "Stronghold".equals(par2Str) && this.strongholdGenerator != null ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null;

}

{

return 0;

}

@Override

public void recreateStructures(int var1, int var2) {

// TODO Auto-generated method stub

}

}

Portal Block:

package Alasar.TheVoid.common;

import java.util.Random;

import net.minecraft.block.Block;

import net.minecraft.block.BlockPortal;

import net.minecraft.creativetab.CreativeTabs;

import net.minecraft.entity.Entity;

import net.minecraft.entity.player.EntityPlayerMP;

import net.minecraft.world.World;

public class BlockTVPortal extends BlockPortal

{

public BlockTVPortal(int id, int texture)

{

super(id, texture);

this.setCreativeTab(CreativeTabs.tabBlock);

}

public String getTextureFile()

{

return "/gfx/thevoid/blocks.png";

}

public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random)

{

}

public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity)

{

if (par5Entity.ridingEntity == null && par5Entity.riddenByEntity == null)

{

if (par5Entity instanceof EntityPlayerMP)

{

EntityPlayerMP thePlayer = (EntityPlayerMP) par5Entity;

if (par5Entity.dimension != TVMain.dimension)

{

thePlayer.mcServer.getConfigurationManager().transferPlayerToDimension(thePlayer, TVMain.dimension, new TeleporterTheVoid(thePlayer.mcServer.worldServerForDimension(TVMain.dimension)));

}

else

{

thePlayer.mcServer.getConfigurationManager().transferPlayerToDimension(thePlayer, 0, new TeleporterTheVoid(thePlayer.mcServer.worldServerForDimension(0)));

}

}

}

}

public boolean tryToCreatePortal(World par1World, int par2, int par3, int par4)

{

int i = 0;

int j = 0;

if (par1World.getBlockId(par2 - 1, par3, par4) == TVMain.ecryb.blockID || par1World.getBlockId(par2 + 1, par3, par4) == TVMain.ecryb.blockID)

{

i = 1;

}

if (par1World.getBlockId(par2, par3, par4 - 1) == TVMain.ecryb.blockID || par1World.getBlockId(par2, par3, par4 + 1) == TVMain.ecryb.blockID)

{

j = 1;

}

if (i == j)

{

return false;

}

if (par1World.getBlockId(par2 - i, par3, par4 - j) == 0)

{

par2 -= i;

par4 -= j;

}

for (int k = -1; k <= 2; k++)

{

for (int i1 = -1; i1 <= 3; i1++)

{

boolean flag = k == -1 || k == 2 || i1 == -1 || i1 == 3;

if ((k == -1 || k == 2) && (i1 == -1 || i1 == 3))

{

continue;

}

int k1 = par1World.getBlockId(par2 + i * k, par3 + i1, par4 + j * k);

if (flag)

{

if (k1 != TVMain.ecryb.blockID)

{

return false;

}

continue;

}

if (k1 != 0 && k1 != TVMain.bdiab.blockID)

{

return false;

}

}

}

par1World.editingBlocks = true;

for (int l = 0; l < 2; l++)

{

for (int j1 = 0; j1 < 3; j1++)

{

par1World.setBlockWithNotify(par2 + i * l, par3 + j1, par4 + j * l, TVMain.bportal.blockID);

}

}

par1World.editingBlocks = false;

return true;

}

public void randomDisplayTick(World par1World, int par2, int par3, int par4, Random par5Random)

{

}

public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)

{

byte var6 = 0;

byte var7 = 1;

if (par1World.getBlockId(par2 - 1, par3, par4) == this.blockID || par1World.getBlockId(par2 + 1, par3, par4) == this.blockID)

{

var6 = 1;

var7 = 0;

}

int var8;

for (var8 = par3; par1World.getBlockId(par2, var8 - 1, par4) == this.blockID; --var8)

{

;

}

if (par1World.getBlockId(par2, var8 - 1, par4) != TVMain.ecryb.blockID)

{

par1World.setBlockWithNotify(par2, par3, par4, 0);

}

else

{

int var9;

for (var9 = 1; var9 < 4 && par1World.getBlockId(par2, var8 + var9, par4) == this.blockID; ++var9)

{

;

}

if (var9 == 3 && par1World.getBlockId(par2, var8 + var9, par4) == TVMain.ecryb.blockID)

{

boolean var10 = par1World.getBlockId(par2 - 1, par3, par4) == this.blockID || par1World.getBlockId(par2 + 1, par3, par4) == this.blockID;

boolean var11 = par1World.getBlockId(par2, par3, par4 - 1) == this.blockID || par1World.getBlockId(par2, par3, par4 + 1) == this.blockID;

if (var10 && var11)

{

par1World.setBlockWithNotify(par2, par3, par4, 0);

}

else

{

if ((par1World.getBlockId(par2 + var6, par3, par4 + var7) != TVMain.ecryb.blockID || par1World.getBlockId(par2 - var6, par3, par4 - var7) != this.blockID) && (par1World.getBlockId(par2 - var6, par3, par4 - var7) != TVMain.ecryb.blockID || par1World.getBlockId(par2 + var6, par3, par4 + var7) != this.blockID))

{

par1World.setBlockWithNotify(par2, par3, par4, 0);

}

}

}

else

{

par1World.setBlockWithNotify(par2, par3, par4, 0);

}

}

}

}

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I'll take a look I just got in after being away all weekend.  Im not sure why signs would be generated, what happens when you change your block your looking to place there with like gold ore just as a test.

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Somehow it does something very weird:

It takes the Id, ignores the first digit, and subtracts 7.

My stone= 575 ----> Sign wall.

Vanilla blocks work fine

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BlockIds that are used for this kind of TerrainGen need to be < 256. Thats because the Minecraft engine uses a byte here and a byte can only hold values < 256.

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That would be the byte limitation that was discussed earlier. The byte type can only store a number as large as 255 (technically -128 to 127, but Minecraft starts at 0 instead). This means that when you cast your int blockID to a byte, it does funny things.

I assume you could alter the code to use ints (or shorts) instead of bytes, but that would not only be hard for you to do if you don't understand the code, it would also make the code less efficient (ints take up 4 times more memory space than bytes, shorts take 2 times more).

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I assume you could alter the code to use ints (or shorts) instead of bytes, but that would not only be hard for you to do if you don't understand the code, it would also make the code less efficient (ints take up 4 times more memory space than bytes, shorts take 2 times more).

This was discussed earlier and I don't think its possible yet as the change needed to do that would break all mods out there. It's no coincidence that the Forge Configuration has a getTerrainBlock method that allows you to get BlockIds < 256.
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Okay first: other people made it too with ids over 265

second: I've solved that with the byte var38 = par3ArrayOfByte[var17];

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