splatterdodge Posted May 10, 2017 Share Posted May 10, 2017 I have successfully turned off Minecraft's vanilla generation and successfully implemented my own. The problem is I say I only want one very large vein of each ore in about 1/100 chunks, but fail. It appears to successfully generate the very large veins of ore, but I don't get them far apart. I tried using code similar to Minecraft's slime chunk code to keep it seed specific and not have it happen in every chunk, but it happens many more times then the 1/100 chances I give it. Most of the time I will get these rich ore chunks on the spawn chunk, and despite me trying to restrict it so it only gets one ore a chunk, I still get several ores in the same chunk. What am I doing wrong? package realisticOreGeneration.world; import java.util.Random; import net.minecraft.init.Blocks; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import net.minecraft.world.chunk.IChunkGenerator; import net.minecraft.world.chunk.IChunkProvider; import net.minecraft.world.gen.feature.WorldGenMinable; import net.minecraft.world.gen.feature.WorldGenerator; import net.minecraftforge.fml.common.IWorldGenerator; public class oreWorldGen implements IWorldGenerator { private WorldGenerator gen_iron; private WorldGenerator gen_coal; private WorldGenerator gen_gold; private WorldGenerator gen_diamond; private WorldGenerator gen_redstone; private WorldGenerator gen_lapis; private static final int perOreGen = 99; @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkprovider){ long seed = world.getSeed(); Random randForOres = new Random(seed + (long) (chunkX * chunkX * 0x4c1906) + (long) (chunkX * 0x5ac0db) + (long) (chunkZ * chunkZ) * 0x4307a7L + (long) (chunkZ * 0x5f24f) ^ 0x3ad8025f); switch (world.provider.getDimension()){ case 0: //Overworld int numForOres = randForOres.nextInt(perOreGen); if (numForOres == 0){ this.runGenerator(this.gen_iron, world, random, chunkX, chunkZ, 1, 1, 50); } if (numForOres == 1){ this.runGenerator(this.gen_coal, world, random, chunkX, chunkZ, 1, 1, 64); } if (numForOres == 2){ this.runGenerator(this.gen_gold, world, random, chunkX, chunkZ, 1, 1, 34); } if (numForOres == 3){ this.runGenerator(this.gen_diamond, world, random, chunkX, chunkZ, 1, 1, 16); } if (numForOres == 4){ this.runGenerator(this.gen_redstone, world, random, chunkX, chunkZ, 1, 1, 16); } if (numForOres == 5){ this.runGenerator(this.gen_lapis, world, random, chunkX, chunkZ, 1, 1, 34); } break; case -1: //nether break; case 1: //end break; } } public oreWorldGen(){ this.gen_iron = new WorldGenMinable(Blocks.IRON_ORE.getDefaultState(), 400); this.gen_coal = new WorldGenMinable(Blocks.COAL_ORE.getDefaultState(), 450); this.gen_gold = new WorldGenMinable(Blocks.GOLD_ORE.getDefaultState(), 350); this.gen_diamond = new WorldGenMinable(Blocks.DIAMOND_ORE.getDefaultState(), 200); this.gen_redstone = new WorldGenMinable(Blocks.REDSTONE_ORE.getDefaultState(), 300); this.gen_lapis = new WorldGenMinable(Blocks.LAPIS_ORE.getDefaultState(), 300); } private void runGenerator(WorldGenerator generator, World world, Random rand, int chunk_X, int chunk_Z, int chancesToSpawn, int minHeight, int maxHeight){ if (minHeight < 0 || maxHeight > 256 || minHeight > maxHeight) throw new IllegalArgumentException("Illegal Height Arguments for WorldGenerator"); int heightdiff = maxHeight - minHeight +1; for (int i=0; i<chancesToSpawn; i++){ int x =chunk_X * 16 +rand.nextInt(16); int y = minHeight + rand.nextInt(heightdiff); int z = chunk_Z * 16 + rand.nextInt(16); generator.generate(world, rand, new BlockPos(x, y, z)); } } } Quote Link to comment Share on other sites More sharing options...
Abastro Posted May 11, 2017 Share Posted May 11, 2017 You're calling runGenerator on every chunk, which will generate at least one vein on the chunk. So just don't call it on 99/100 of the chunk. (Or only call it in 1% chance) Quote I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium. Link to comment Share on other sites More sharing options...
splatterdodge Posted May 11, 2017 Author Share Posted May 11, 2017 I tried to do that with numForOres by checking for a random number between 0-99, and if it is 0, 1, 2, 3, 4, or 5 generate ores in that chunk. Is that bad? Is there a better way? Quote Link to comment Share on other sites More sharing options...
Abastro Posted May 11, 2017 Share Posted May 11, 2017 31 minutes ago, splatterdodge said: I tried to do that with numForOres by checking for a random number between 0-99, and if it is 0, 1, 2, 3, 4, or 5 generate ores in that chunk. Is that bad? Is there a better way? I didn't notice that =P Then you'll find an ore vain in a chunk with probability of 6/100, since each ore has generation probability of 1/100 in a chunk, and they are mutually exclusive. Do you get more than that? Also there is a minor issue: you need to use 100 instead of 99, as Random::nextInt(x) gives 0~x-1. Quote I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium. Link to comment Share on other sites More sharing options...
olrustyeye Posted May 31, 2017 Share Posted May 31, 2017 I have been trying to remove the ore generation from minecraft so I can minipulate the ores themselves. IE: let there be a small change of Iron dropping topaz or something. Any chance you could clue me in on how you turned off ore generation? Quote Link to comment Share on other sites More sharing options...
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