Jump to content

Biomes inverted in world gen


creepersgalore

Recommended Posts

For some reason, my biomes (not the actual biomes, the topblock gen) seems to be inverted. My Code:

for (int i = 0; i < 16; i++) {
	
	for (int j = 0; j < 16; j++) {
		
		//Replace top blocks
		
		int i1 = (x * 16 + i) & 15; //Probably unneccesary, same result as before
		int j1 = (z * 16 + j) & 15; //Probably unneccesary, same result as before
		
		int biomeIndex = j + i * 16;
		
		Biome biome = biomesIn[biomeIndex];
		
		int groundY = findGroundY(primer, i1, j1);
		
		if (groundY > 0) {
			
			primer.setBlockState(i1, groundY, j1, biome.topBlock);
			
		}
		
	}
	
}

The calling method:

public Chunk generateChunk(int x, int z) {
	
	this.chunkX = x;
	this.chunkZ = z;
	this.rand.setSeed((long) x * 341873128712L + (long) z * 132897987541L);
	ChunkPrimer chunkprimer = new ChunkPrimer();
	this.setBlocksInChunk(x, z, chunkprimer);
	this.biomesForGeneration = this.worldObj.getBiomeProvider().getBiomes(this.biomesForGeneration, x * 16, z * 16, 16, 16);
	this.replaceBiomeBlocks(x, z, chunkprimer, this.biomesForGeneration);
	
	Chunk chunk = new Chunk(this.worldObj, chunkprimer, x, z);
	byte[] abyte = chunk.getBiomeArray();
	
	for (int i = 0; i < abyte.length; ++i) {
		
		abyte[i] = (byte) Biome.getIdForBiome(this.biomesForGeneration[i]);
		
	}
	
	chunk.generateSkylightMap();
	return chunk;
	
}

Before doing this, I looked at ChunkGeneratorOverworld, and almost-kind-of copied some of the code (the this.worldObj.getBiomeProvider... in generateChunk() and the replaceBiomeBlocks() method). That made it from no top blocks to strange top blocks, my current state.

Link to comment
Share on other sites

I'm not sure exactly what you mean by inverted. But why not just use regular debug methods (either run Eclipse in debugger mode or print out to console) to track what the Y-value and top block value is at the time it is being placed? I'm pretty sure you will be able to track down the problem easily that way.

 

Is the findGroundY() function your own, or is it inherited from a parent class? That is obviously a key function if you feel your Y-values are getting messed up. Otherwise, maybe you just have your top block instance messed up? Where do you assign the top block?

 

 

Edited by jabelar

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Link to comment
Share on other sites

It's not the Y... The X and Z are the problem. The findGroundY() is my own, I know it works from doing this non-biome dependently. The top block is the Biome top block.

 

Some screenshots. The lighter color is the Plains Island top block, darker is Barren top block.

Screenshot 2018-03-03 13.44.01.png

Screenshot 2018-03-03 13.44.09.png

Screenshot 2018-03-03 13.44.13.png

Edited by creepersgalore
To add some screenshots to help clarify the problem. #2: To try to make color differences easier to realize.
Link to comment
Share on other sites

52 minutes ago, creepersgalore said:

Some screenshots. The green is the Plains Island, brown-ish is Barren.

/me looks at the screenshots.

/me sees brown...and a different brown.

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.

Link to comment
Share on other sites

1 minute ago, Draco18s said:

/me looks at the screenshots.

/me sees brown...and a different brown.

 

I see green and brown.

 

Anyway, my point about debugging is the same. Just print out or watch the values and trace back to where the math/logic is going wrong for you. It is usually very obvious once you observe the behavior directly. 

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Link to comment
Share on other sites

33 minutes ago, jabelar said:

I see green and brown.

So, the darker color is #100c01 which is borderline black. But the full-bright color is #ffbf10 which is a golden-brown.

The lighter color is #231c19 which brightens up to #ffccb6, a pale tan.

The only green in the images is from the fog, on the right half of the screen. Which is not what's under query in the other two screenshots.

CVeIf.png

 

Edited by Draco18s

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.

Link to comment
Share on other sites

I'm seeing #31813F in the area where your green arrow points to. Nice green.

 

EDIT: Oh, you're saying the green isn't what he's talking about. You see the green, but that's not the issue. Got it.

 

EDIT 2: Looks like he's changed his post. Now he references lighter and darker.

Edited by jabelar

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Link to comment
Share on other sites

25 minutes ago, jabelar said:

EDIT: Oh, you're saying the green isn't what he's talking about. You see the green, but that's not the issue. Got it.

Correct.

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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I made a block entity in forge 1.20.1, I want to prevent hopper from taking input slot item, i tried to override the extractItem method, it prevented hopper from taking input slot item, but the player also unable to take/change the item in input slot unless the slot is empty. public class FluidSeparatorBlockEntity extends BlockEntity implements MenuProvider { private static final int INPUT_SLOT = 0; private final CustomItemHandler itemHandler = new CustomItemHandler(3){ @Override protected void onContentsChanged(int slot) { setChanged(); } @Override public boolean isItemValid(int slot, @NotNull ItemStack stack) { return slot == INPUT_SLOT; } @Override public @NotNull ItemStack extractItem(int slot, int amount, boolean simulate) { if (slot == INPUT_SLOT) { return ItemStack.EMPTY; } return super.extractItem(slot, amount, simulate); } }; private LazyOptional<IItemHandler> lazyItemHandler = LazyOptional.empty(); protected final ContainerData data; private int progress = 0; private int maxProgress = 78; public FluidSeparatorBlockEntity(BlockPos pPos, BlockState pBlockState) { super(ModBlockEntities.FLUID_SEPARATOR_BE.get(), pPos, pBlockState); this.data = new ContainerData() { @Override public int get(int pIndex) { return switch (pIndex) { case 0 -> FluidSeparatorBlockEntity.this.progress; case 1, 2 -> FluidSeparatorBlockEntity.this.maxProgress; default -> 0; }; } @Override public void set(int pIndex, int pValue) { switch (pIndex) { case 0 -> FluidSeparatorBlockEntity.this.progress = pValue; case 1, 2 -> FluidSeparatorBlockEntity.this.maxProgress = pValue; } } @Override public int getCount() { return 3; } }; } @Override public @NotNull <T> LazyOptional<T> getCapability(@NotNull Capability<T> cap, @Nullable Direction side) { if(cap == ForgeCapabilities.ITEM_HANDLER) { return lazyItemHandler.cast(); } return super.getCapability(cap, side); } @Override public void onLoad() { super.onLoad(); lazyItemHandler = LazyOptional.of(() -> itemHandler); } @Override public void invalidateCaps() { super.invalidateCaps(); lazyItemHandler.invalidate(); } public void drops() { SimpleContainer inventory = new SimpleContainer(itemHandler.getSlots()); for(int i = 0; i < itemHandler.getSlots(); i++) { inventory.setItem(i, itemHandler.getStackInSlot(i)); } Containers.dropContents(this.level, this.worldPosition, inventory); } @Override public Component getDisplayName() { return Component.translatable("block.chemmaster.fluid_separator"); } @Nullable @Override public AbstractContainerMenu createMenu(int pContainerId, Inventory pPlayerInventory, Player pPlayer) { return new FluidSeparatorMenu(pContainerId, pPlayerInventory, this, this.data); } @Override protected void saveAdditional(CompoundTag pTag) { pTag.put("inventory", itemHandler.serializeNBT()); pTag.putInt("fluid_separator.progress", progress); super.saveAdditional(pTag); } @Override public void load(CompoundTag pTag) { super.load(pTag); itemHandler.deserializeNBT(pTag.getCompound("inventory")); progress = pTag.getInt("fluid_separator.progress"); } public void tick(Level pLevel, BlockPos pPos, BlockState pState) { ItemStack inputStack = this.itemHandler.getStackInSlot(INPUT_SLOT); if (inputStack.getCount() < 2) { resetProgress(); return; } if(hasRecipe()) { increaseCraftingProgress(); setChanged(pLevel, pPos, pState); if(hasProgressFinished()) { craftItem(); resetProgress(); } } else { resetProgress(); } } private void resetProgress() { progress = 0; } private void craftItem() { Optional<FluidSeparatingRecipe> recipe = getCurrentRecipe(); if (recipe.isPresent()) { List<ItemStack> results = recipe.get().getOutputs(); ItemStack inputStack = this.itemHandler.getStackInSlot(INPUT_SLOT); if (inputStack.getCount() < 2) { // If there are not enough items, do not proceed with crafting return; } // Extract the input item from the input slot this.itemHandler.internalExtractItem(INPUT_SLOT, 2, false); // Loop through each result item and find suitable output slots for (ItemStack result : results) { int outputSlot = findSuitableOutputSlot(result); if (outputSlot != -1) { this.itemHandler.setStackInSlot(outputSlot, new ItemStack(result.getItem(), this.itemHandler.getStackInSlot(outputSlot).getCount() + result.getCount())); } else { // Handle the case where no suitable output slot is found // This can be logging an error, throwing an exception, or any other handling logic System.err.println("No suitable output slot found for item: " + result); } } } } private int findSuitableOutputSlot(ItemStack result) { // Implement logic to find a suitable output slot for the given result // Return the slot index or -1 if no suitable slot is found for (int i = 0; i < this.itemHandler.getSlots(); i++) { // Ensure we do not place the output item in the input slot if (i == INPUT_SLOT) { continue; } ItemStack stackInSlot = this.itemHandler.getStackInSlot(i); if (stackInSlot.isEmpty() || (stackInSlot.getItem() == result.getItem() && stackInSlot.getCount() + result.getCount() <= stackInSlot.getMaxStackSize())) { return i; } } return -1; } private boolean hasRecipe() { Optional<FluidSeparatingRecipe> recipe = getCurrentRecipe(); if (recipe.isEmpty()) { return false; } List<ItemStack> results = recipe.get().getOutputs(); for (ItemStack result : results) { if (!canInsertAmountIntoOutputSlot(result) || !canInsertItemIntoOutputSlot(result.getItem())) { return false; } } return true; } private Optional<FluidSeparatingRecipe> getCurrentRecipe(){ SimpleContainer inventory = new SimpleContainer(this.itemHandler.getSlots()); for (int i = 0; i < itemHandler.getSlots(); i++) { inventory.setItem(i, this.itemHandler.getStackInSlot(i)); } return this.level.getRecipeManager().getRecipeFor(FluidSeparatingRecipe.Type.INSTANCE, inventory, level); } private boolean canInsertAmountIntoOutputSlot(ItemStack result) { for (int i = 1; i < this.itemHandler.getSlots(); i++) { ItemStack stackInSlot = this.itemHandler.getStackInSlot(i); if (stackInSlot.isEmpty() || (stackInSlot.getItem() == result.getItem() && stackInSlot.getCount() + result.getCount() <= stackInSlot.getMaxStackSize())) { return true; } } return false; } private boolean canInsertItemIntoOutputSlot(Item item) { for (int i = 1; i < this.itemHandler.getSlots(); i++) { ItemStack stackInSlot = this.itemHandler.getStackInSlot(i); if (stackInSlot.isEmpty() || stackInSlot.getItem() == item) { return true; } } return false; } private boolean hasProgressFinished() { return progress >= maxProgress; } private void increaseCraftingProgress() { progress++; } }  
    • No dice. Unfortunately this fix didn't work, thank you though.
    • Maybe you need a rayon mod. https://www.curseforge.com/minecraft/mc-mods/rayon
    • Not sure what's going on the logs are making even less sense than usual to me. Any help would be much appreciated.   https://paste.ee/p/KBHyP#s=0
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.