Posted February 6, 201312 yr As the title states, I am making my own dimension and having some serious problems getting some simple generation to work. I do mean simple - there's no complicated math, there is a fair bit of blocks, but it's sending FAR too many chunk update packets than makes sense: I can get upwards of 30,000 packets sent if i'm flying in creative! Here is the code: Method that places blocks into the chunk: public void generateBasicTerrain(Chunk chunk, int par1, int par2) { ExtendedBlockStorage[] storageArrays = chunk.getBlockStorageArray(); for(int x = 0; x < 16; x++) { for(int z = 0; z < 16; z++) { for(int y = 0; y < SEALEVEL; y++) { if (y >> 4 >= storageArrays.length || y >> 4 < 0) { continue; } else { int i = x + par1; int k = z + par2; ExtendedBlockStorage var4 = storageArrays[y >> 4]; if(var4 == null) { storageArrays[y >> 4] = new ExtendedBlockStorage(y >> 4 << 4, !theProvider.hasNoSky); } if(var4 != null) { if(y < SEALEVEL && y >= SEAGROUNDLEVEL) //ocean { var4.setExtBlockID(x, y & 15, z, BLOCK_WATER); }else if(y < SEAGROUNDLEVEL && y >= SEAGROUNDLEVEL - 4) //ocean dirt/stone layer { if(y == SEAGROUNDLEVEL - 1 || y == SEAGROUNDLEVEL - 2) { var4.setExtBlockID(x, y & 15, z, BLOCK_DIRT); }else { if(seedRandom.nextInt(Math.min(5, y) - 3) == 0) { var4.setExtBlockID(x, y & 15, z, BLOCK_DIRT); }else { var4.setExtBlockID(x, y & 15, z, BLOCK_STONE); } } }else if(y < SEAGROUNDLEVEL - 4 && y >= 3) //ocean stone layer { var4.setExtBlockID(x, y & 15, z, BLOCK_STONE); }else if(y < 3) //bedrock layer { if(y == 0) { var4.setExtBlockID(x, y & 15, z, Block.bedrock.blockID); }else { if(seedRandom.nextInt(y + 3) == 0){ var4.setExtBlockID(x, y & 15, z, Block.bedrock.blockID); }else { var4.setExtBlockID(x, y & 15, z, BLOCK_STONE); } } } } } //relightBlock and propagateSkylightOcclusion are reflection hacks to force update block lighting. //If I remove these, packet send count is cut down to about 20,000 but then all the blocks are fully lit and do not update when I place blocks unless said block produces light itself. try{ this.relightBlock.invoke(chunk, x, y, z); }catch(Exception e){ e.printStackTrace(); } if(y == SEALEVEL - 1) { try{ this.propagateSkylightOcclusion.invoke(chunk, x, z); }catch(Exception e){ e.printStackTrace(); } } } } } chunk.setStorageArrays(storageArrays); } ProvideChunk in my ChunkProvider: public Chunk provideChunk(int par1, int par2) { try { seedRandom.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L); Chunk chunk = new Chunk(worldObj, par1, par2); this.generateBasicTerrain(chunk, par1, par2); BiomeGenBase[] var5 = new BiomeGenBase[16 * 16]; Arrays.fill(var5, MyMod.myBiome); //hack for all-one-biome dimension byte[] var6 = chunk.getBiomeArray(); for (int var7 = 0; var7 < var6.length; ++var7) { var6[var7] = (byte)var5[var7].biomeID; } //chunk.generateSkylightMap(); //didn't seem to do anything on or off return chunk; }catch(Exception e) { e.printStackTrace(); return new Chunk(worldObj, par1, par2); } } I would really like help with this, because from what I understand straightforward chunk block editing is supposed to be *FASTER* than going through world, not slower. If nothing else, can someone tell me what of this is sending so many packets?
February 7, 201312 yr Author Normally I don't like to bump, but this problem still exists. Do you need more information?
February 7, 201312 yr I don't think it is your code i think it is just your computer is laggy so packets start building up. Creator of Jobo's ModLoader If I helped you could you please click the thank you button and applaud my karma.
February 7, 201312 yr Author I found the problem: I was using the flowing water blockID instead of the stationary blockID, resulting in thousands of update packets sent for each one as it converted to stationary. Using the stationary ID instead completely wiped the lag out. Thanks for the help!
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