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[1.11.2] Can't seem to restrict my ore generation


splatterdodge

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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));
		}
	}

}

 

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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)

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

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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.

 

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

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