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Hello! I have made a dimension and custom biomes. I want to have floating islands only in one biome so I copied code from ChunkGeneratorEnd, pasted it into my ChunkGenerator and code from ChunkGeneratorEnd is done only in FloatingIslands biome. Though I've got some problems on borders of the biome: https://i.imgur.com/vzFE1yl.png . So the goal is to somehow smooth these pieces, or maybe let chunkgenerator complete generation if it's out the biome border but basing on noise the stone should be generated here. Does anyone have any idea or can help me?
Here's my ChunkGenerator:
 

Spoiler

public class ChunkGeneratorMystic implements IChunkGenerator
{
    protected static final IBlockState STONE = KCore.MythicStone.getDefaultState();
    private final Random rand;
    private NoiseGeneratorOctaves minLimitPerlinNoise;
    private NoiseGeneratorOctaves maxLimitPerlinNoise;
    private NoiseGeneratorOctaves mainPerlinNoise;
    private NoiseGeneratorPerlin surfaceNoise;
    public NoiseGeneratorOctaves scaleNoise;
    public NoiseGeneratorOctaves depthNoise;
    public NoiseGeneratorOctaves forestNoise;
    private final World world;
    private final WorldType terrainType;
    private final double[] heightMap;
    private final float[] biomeWeights;
    private ChunkGeneratorSettings settings;
    private IBlockState oceanBlock = Blocks.WATER.getDefaultState();
    private double[] depthBuffer = new double[256];
    private Biome[] biomesForGeneration;
    double[] mainNoiseRegion;
    double[] minLimitRegion;
    double[] maxLimitRegion;
    double[] depthRegion;
    private MapGenBase caveGenerator = new MapGenKetherCaves();
    
    //Islands
    private NoiseGeneratorOctaves lperlinNoise1;
    private NoiseGeneratorOctaves lperlinNoise2;
    private NoiseGeneratorOctaves perlinNoise1;
    public NoiseGeneratorOctaves noiseGen5;
    public NoiseGeneratorOctaves noiseGen6;
    private NoiseGeneratorSimplex islandNoise;
    private double[] buffer;
    double[] pnr;
    double[] ar;
    double[] br;
    private int chunkX = 0;
    private int chunkZ = 0;
    private int upperScale=100;

    public ChunkGeneratorMystic(World worldIn, long seed)
    {
        //caveGenerator = net.minecraftforge.event.terraingen.TerrainGen.getModdedMapGen(caveGenerator, net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.CAVE);
        this.world = worldIn;
        this.terrainType = worldIn.getWorldInfo().getTerrainType();
        this.rand = new Random(seed);
        this.minLimitPerlinNoise = new NoiseGeneratorOctaves(this.rand, 16);
        this.maxLimitPerlinNoise = new NoiseGeneratorOctaves(this.rand, 16);
        this.mainPerlinNoise = new NoiseGeneratorOctaves(this.rand, 8);
        this.surfaceNoise = new NoiseGeneratorPerlin(this.rand, 4);
        this.scaleNoise = new NoiseGeneratorOctaves(this.rand, 10);
        this.depthNoise = new NoiseGeneratorOctaves(this.rand, 16);
        this.forestNoise = new NoiseGeneratorOctaves(this.rand, 8);
        this.heightMap = new double[825];
        this.biomeWeights = new float[25];

        for (int i = -2; i <= 2; ++i)
        {
            for (int j = -2; j <= 2; ++j)
            {
                float f = 10.0F / MathHelper.sqrt((float)(i * i + j * j) + 0.2F);
                this.biomeWeights[i + 2 + (j + 2) * 5] = f;
            }
        }
        
        this.oceanBlock = Blocks.WATER.getDefaultState();
        worldIn.setSeaLevel(63);
        this.settings = ChunkGeneratorSettings.Factory.jsonToFactory("nope").build();


        net.minecraftforge.event.terraingen.InitNoiseGensEvent.ContextOverworld ctx =
                new net.minecraftforge.event.terraingen.InitNoiseGensEvent.ContextOverworld(minLimitPerlinNoise, maxLimitPerlinNoise, mainPerlinNoise, surfaceNoise, scaleNoise, depthNoise, forestNoise);
        ctx = net.minecraftforge.event.terraingen.TerrainGen.getModdedNoiseGenerators(worldIn, this.rand, ctx);
        this.minLimitPerlinNoise = ctx.getLPerlin1();
        this.maxLimitPerlinNoise = ctx.getLPerlin2();
        this.mainPerlinNoise = ctx.getPerlin();
        this.surfaceNoise = ctx.getHeight();
        this.scaleNoise = ctx.getScale();
        this.depthNoise = ctx.getDepth();
        this.forestNoise = ctx.getForest();
        
        //islands
        this.lperlinNoise1 = new NoiseGeneratorOctaves(this.rand, 16);
        this.lperlinNoise2 = new NoiseGeneratorOctaves(this.rand, 16);
        this.perlinNoise1 = new NoiseGeneratorOctaves(this.rand, 8);
        this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10);
        this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16);
        this.islandNoise = new NoiseGeneratorSimplex(this.rand);
        net.minecraftforge.event.terraingen.InitNoiseGensEvent.ContextEnd ctx2 =
                new net.minecraftforge.event.terraingen.InitNoiseGensEvent.ContextEnd(lperlinNoise1, lperlinNoise2, perlinNoise1, noiseGen5, noiseGen6, islandNoise);
        ctx2 = net.minecraftforge.event.terraingen.TerrainGen.getModdedNoiseGenerators(worldIn, this.rand, ctx2);
        this.lperlinNoise1 = ctx2.getLPerlin1();
        this.lperlinNoise2 = ctx2.getLPerlin2();
        this.perlinNoise1 = ctx2.getPerlin();
        this.noiseGen5 = ctx2.getDepth();
        this.noiseGen6 = ctx2.getScale();
        this.islandNoise = ctx2.getIsland();
    }

    public void setBlocksInChunk(int x, int z, ChunkPrimer primer)
    {
        this.biomesForGeneration = this.world.getBiomeProvider().getBiomesForGeneration(this.biomesForGeneration, x * 4 - 2, z * 4 - 2, 10, 10);
        this.generateHeightmap(x * 4, 0, z * 4);

        for (int i = 0; i < 4; ++i)
        {
            int j = i * 5;
            int k = (i + 1) * 5;

            for (int l = 0; l < 4; ++l)
            {
                int i1 = (j + l) * 33;
                int j1 = (j + l + 1) * 33;
                int k1 = (k + l) * 33;
                int l1 = (k + l + 1) * 33;

                for (int i2 = 0; i2 < 32; ++i2)
                {
                    double d0 = 0.125D;
                    double d1 = this.heightMap[i1 + i2];
                    double d2 = this.heightMap[j1 + i2];
                    double d3 = this.heightMap[k1 + i2];
                    double d4 = this.heightMap[l1 + i2];
                    double d5 = (this.heightMap[i1 + i2 + 1] - d1) * 0.125D;
                    double d6 = (this.heightMap[j1 + i2 + 1] - d2) * 0.125D;
                    double d7 = (this.heightMap[k1 + i2 + 1] - d3) * 0.125D;
                    double d8 = (this.heightMap[l1 + i2 + 1] - d4) * 0.125D;

                    for (int j2 = 0; j2 < 8; ++j2)
                    {
                        double d9 = 0.25D;
                        double d10 = d1;
                        double d11 = d2;
                        double d12 = (d3 - d1) * 0.25D;
                        double d13 = (d4 - d2) * 0.25D;

                        for (int k2 = 0; k2 < 4; ++k2)
                        {
                            double d14 = 0.25D;
                            double d16 = (d11 - d10) * 0.25D;
                            double lvt_45_1_ = d10 - d16;

                            for (int l2 = 0; l2 < 4; ++l2)
                            {
                                if ((lvt_45_1_ += d16) > 0.0D)
                                {
                                    primer.setBlockState(i * 4 + k2, i2 * 8 + j2, l * 4 + l2, STONE);
                                }
                                else if (i2 * 8 + j2 < this.settings.seaLevel)
                                {
                                    primer.setBlockState(i * 4 + k2, i2 * 8 + j2, l * 4 + l2, this.oceanBlock);
                                }
                            }

                            d10 += d12;
                            d11 += d13;
                        }

                        d1 += d5;
                        d2 += d6;
                        d3 += d7;
                        d4 += d8;
                    }
                }
            }
        }
    }

    public void replaceBiomeBlocks(int x, int z, ChunkPrimer primer, Biome[] biomesIn)
    {
        if (!net.minecraftforge.event.ForgeEventFactory.onReplaceBiomeBlocks(this, x, z, primer, this.world)) return;
        double d0 = 0.03125D;
        this.depthBuffer = this.surfaceNoise.getRegion(this.depthBuffer, (double)(x * 16), (double)(z * 16), 16, 16, 0.0625D, 0.0625D, 1.0D);

        for (int i = 0; i < 16; ++i)
        {
            for (int j = 0; j < 16; ++j)
            {
                Biome biome = biomesIn[j + i * 16];
                biome.genTerrainBlocks(this.world, this.rand, primer, x * 16 + i, z * 16 + j, this.depthBuffer[j + i * 16]);
            }
        }
    }



    private void generateHeightmap(int p_185978_1_, int p_185978_2_, int p_185978_3_)
    {
        this.depthRegion = this.depthNoise.generateNoiseOctaves(this.depthRegion, p_185978_1_, p_185978_3_, 5, 5, (double)this.settings.depthNoiseScaleX, (double)this.settings.depthNoiseScaleZ, (double)this.settings.depthNoiseScaleExponent);
        float f = this.settings.coordinateScale;
        float f1 = this.settings.heightScale;
        this.mainNoiseRegion = this.mainPerlinNoise.generateNoiseOctaves(this.mainNoiseRegion, p_185978_1_, p_185978_2_, p_185978_3_, 5, 33, 5, (double)(f / this.settings.mainNoiseScaleX), (double)(f1 / this.settings.mainNoiseScaleY), (double)(f / this.settings.mainNoiseScaleZ));
        this.minLimitRegion = this.minLimitPerlinNoise.generateNoiseOctaves(this.minLimitRegion, p_185978_1_, p_185978_2_, p_185978_3_, 5, 33, 5, (double)f, (double)f1, (double)f);
        this.maxLimitRegion = this.maxLimitPerlinNoise.generateNoiseOctaves(this.maxLimitRegion, p_185978_1_, p_185978_2_, p_185978_3_, 5, 33, 5, (double)f, (double)f1, (double)f);
        int i = 0;
        int j = 0;

        for (int k = 0; k < 5; ++k)
        {
            for (int l = 0; l < 5; ++l)
            {
                float f2 = 0.0F;
                float f3 = 0.0F;
                float f4 = 0.0F;
                int i1 = 2;
                Biome biome = this.biomesForGeneration[k + 2 + (l + 2) * 10];

                for (int j1 = -2; j1 <= 2; ++j1)
                {
                    for (int k1 = -2; k1 <= 2; ++k1)
                    {
                        Biome biome1 = this.biomesForGeneration[k + j1 + 2 + (l + k1 + 2) * 10];
                        float f5 = this.settings.biomeDepthOffSet + biome1.getBaseHeight() * this.settings.biomeDepthWeight;
                        float f6 = this.settings.biomeScaleOffset + biome1.getHeightVariation() * this.settings.biomeScaleWeight;

                        if (this.terrainType == WorldType.AMPLIFIED && f5 > 0.0F)
                        {
                            f5 = 1.0F + f5 * 2.0F;
                            f6 = 1.0F + f6 * 4.0F;
                        }

                        float f7 = this.biomeWeights[j1 + 2 + (k1 + 2) * 5] / (f5 + 2.0F);

                        if (biome1.getBaseHeight() > biome.getBaseHeight())
                        {
                            f7 /= 2.0F;
                        }

                        f2 += f6 * f7;
                        f3 += f5 * f7;
                        f4 += f7;
                    }
                }

                f2 = f2 / f4;
                f3 = f3 / f4;
                f2 = f2 * 0.9F + 0.1F;
                f3 = (f3 * 4.0F - 1.0F) / 8.0F;
                double d7 = this.depthRegion[j] / 8000.0D;

                if (d7 < 0.0D)
                {
                    d7 = -d7 * 0.3D;
                }

                d7 = d7 * 3.0D - 2.0D;

                if (d7 < 0.0D)
                {
                    d7 = d7 / 2.0D;

                    if (d7 < -1.0D)
                    {
                        d7 = -1.0D;
                    }

                    d7 = d7 / 1.4D;
                    d7 = d7 / 2.0D;
                }
                else
                {
                    if (d7 > 1.0D)
                    {
                        d7 = 1.0D;
                    }

                    d7 = d7 / 8.0D;
                }

                ++j;
                double d8 = (double)f3;
                double d9 = (double)f2;
                d8 = d8 + d7 * 0.2D;
                d8 = d8 * (double)this.settings.baseSize / 8.0D;
                double d0 = (double)this.settings.baseSize + d8 * 4.0D;

                for (int l1 = 0; l1 < 33; ++l1)
                {
                    double d1 = ((double)l1 - d0) * (double)this.settings.stretchY * 128.0D / 256.0D / d9;

                    if (d1 < 0.0D)
                    {
                        d1 *= 4.0D;
                    }

                    double d2 = this.minLimitRegion[i] / (double)this.settings.lowerLimitScale;
                    double d3 = this.maxLimitRegion[i] / (double)this.settings.upperLimitScale;
                    double d4 = (this.mainNoiseRegion[i] / 10.0D + 1.0D) / 2.0D;
                    double d5 = MathHelper.clampedLerp(d2, d3, d4) - d1;

                    if (l1 > 29)
                    {
                        double d6 = (double)((float)(l1 - 29) / 3.0F);
                        d5 = d5 * (1.0D - d6) + -10.0D * d6;
                    }

                    this.heightMap[i] = d5;
                    ++i;
                }
            }
        }
    }
    
    /**
     * Generates the chunk at the specified position, from scratch
     */
    public Chunk generateChunk(int x, int z)
    {
        this.rand.setSeed((long)x * 341873128712L + (long)z * 132897987541L);
        ChunkPrimer chunkprimer = new ChunkPrimer();
        this.setBlocksInChunk(x, z, chunkprimer);
        this.biomesForGeneration = this.world.getBiomeProvider().getBiomes(this.biomesForGeneration, x * 16, z * 16, 16, 16);
        this.replaceBiomeBlocks(x, z, chunkprimer, this.biomesForGeneration);
        
        int ii = x * 16;
        int j = z * 16;
        BlockPos blockpos = new BlockPos(ii, 0, j);
        Biome biome = this.world.getBiome(blockpos.add(16, 0, 16));
       if(biome == KCore.instance.FloatingIslands) {
        	this.setBlocksInChunkIsland(x,z,chunkprimer);
        	this.buildSurfaces(chunkprimer);
        }
       
       // this.caveGenerator.generate(this.world, x, z, chunkprimer);
        if(rand.nextInt(15)==0) {
        	caveGenerator.generate(world, x, z, chunkprimer);
        }

        Chunk chunk = new Chunk(this.world, 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;
    }

    /**
     * Generate initial structures in this chunk, e.g. mineshafts, temples, lakes, and dungeons
     */
    public void populate(int x, int z)
    {
        BlockFalling.fallInstantly = true;

        int i = x * 16;
        int j = z * 16;
        BlockPos blockpos = new BlockPos(i, 0, j);
        Biome biome = this.world.getBiome(blockpos.add(16, 0, 16));
        this.rand.setSeed(this.world.getSeed());
        long k = this.rand.nextLong() / 2L * 2L + 1L;
        long l = this.rand.nextLong() / 2L * 2L + 1L;
        this.rand.setSeed((long)x * k + (long)z * l ^ this.world.getSeed());
        boolean flag = false;
        ChunkPos chunkpos = new ChunkPos(x, z);

        net.minecraftforge.event.ForgeEventFactory.onChunkPopulate(true, this, this.world, this.rand, x, z, flag);


        if (biome != Biomes.DESERT && biome != Biomes.DESERT_HILLS && this.settings.useWaterLakes && !flag && this.rand.nextInt(this.settings.waterLakeChance) == 0)
        if (net.minecraftforge.event.terraingen.TerrainGen.populate(this, this.world, this.rand, x, z, flag, net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.LAKE))
        {
            int i1 = this.rand.nextInt(16) + 8;
            int j1 = this.rand.nextInt(256);
            int k1 = this.rand.nextInt(16) + 8;
            (new WorldGenMysticLakes(Blocks.WATER)).generate(this.world, this.rand, blockpos.add(i1, j1, k1));
        }

        if (!flag && this.rand.nextInt(this.settings.lavaLakeChance / 10) == 0 && this.settings.useLavaLakes)
        if (net.minecraftforge.event.terraingen.TerrainGen.populate(this, this.world, this.rand, x, z, flag, net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.LAVA))
        {
            int i2 = this.rand.nextInt(16) + 8;
            int l2 = this.rand.nextInt(this.rand.nextInt(248) + 8);
            int k3 = this.rand.nextInt(16) + 8;

            if (l2 < this.world.getSeaLevel() || this.rand.nextInt(this.settings.lavaLakeChance / 8) == 0)
            {
                (new WorldGenMysticLakes(Blocks.LAVA)).generate(this.world, this.rand, blockpos.add(i2, l2, k3));
            }
        }

        biome.decorate(this.world, this.rand, new BlockPos(i, 0, j));
        if (net.minecraftforge.event.terraingen.TerrainGen.populate(this, this.world, this.rand, x, z, flag, net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.ANIMALS))
        WorldEntitySpawner.performWorldGenSpawning(this.world, biome, i + 8, j + 8, 16, 16, this.rand);
        blockpos = blockpos.add(8, 0, 8);
        

        net.minecraftforge.event.ForgeEventFactory.onChunkPopulate(false, this, this.world, this.rand, x, z, flag);

        BlockFalling.fallInstantly = true;

    }
    
    public void buildSurfaces(ChunkPrimer primer)
    {
        for (int i = 0; i < 16; ++i)
        {
            for (int j = 0; j < 16; ++j)
            {
                int k = 1;
                int l = -1;
                IBlockState iblockstate = KCore.MythicStone.getDefaultState();
                IBlockState iblockstate1 = KCore.MythicStone.getDefaultState();

                for (int i1 = 127; i1 >= 0; --i1)
                {
                    IBlockState iblockstate2 = primer.getBlockState(i, i1+upperScale, j);

                    if (iblockstate2.getMaterial() == Material.AIR)
                    {
                        l = -1;
                    }
                    else if (iblockstate2.getBlock() == Blocks.STONE)
                    {
                        if (l == -1)
                        {
                            l = 1;

                            if (i1 >= 0)
                            {
                                primer.setBlockState(i, i1+upperScale, j, iblockstate);
                            }
                            else
                            {
                                primer.setBlockState(i, i1+upperScale, j, iblockstate1);
                            }
                        }
                        else if (l > 0)
                        {
                            --l;
                            primer.setBlockState(i, i1+upperScale, j, iblockstate1);
                        }
                    }
                }
            }
        }
    }
    
	   /**
  * Generates a bare-bones chunk of nothing but stone or ocean blocks, formed, but featureless.
  */
 public void setBlocksInChunkIsland(int x, int z, ChunkPrimer primer)
 {
     int i = 2;
     int j = 3;
     int k = 33;
     int l = 3;
     this.buffer = this.getHeights(this.buffer, x * 2, 0, z * 2, 3, 33, 3);

     for (int i1 = 0; i1 < 2; ++i1)
     {
         for (int j1 = 0; j1 < 2; ++j1)
         {
             for (int k1 = 0; k1 < 32; ++k1)
             {
                 double d0 = 0.25D;
                 double d1 = this.buffer[((i1 + 0) * 3 + j1 + 0) * 33 + k1 + 0];
                 
                 double d2 = this.buffer[((i1 + 0) * 3 + j1 + 1) * 33 + k1 + 0];
                 double d3 = this.buffer[((i1 + 1) * 3 + j1 + 0) * 33 + k1 + 0];
                 double d4 = this.buffer[((i1 + 1) * 3 + j1 + 1) * 33 + k1 + 0];
                 double d5 = (this.buffer[((i1 + 0) * 3 + j1 + 0) * 33 + k1 + 1] - d1) * 0.25D;
                 double d6 = (this.buffer[((i1 + 0) * 3 + j1 + 1) * 33 + k1 + 1] - d2) * 0.25D;
                 double d7 = (this.buffer[((i1 + 1) * 3 + j1 + 0) * 33 + k1 + 1] - d3) * 0.25D;
                 double d8 = (this.buffer[((i1 + 1) * 3 + j1 + 1) * 33 + k1 + 1] - d4) * 0.25D;

                 for (int l1 = 0; l1 < 4; ++l1)
                 {
                     double d9 = 0.125D;
                     double d10 = d1;
                     double d11 = d2;
                     double d12 = (d3 - d1) * 0.125D;
                     double d13 = (d4 - d2) * 0.125D;

                     for (int i2 = 0; i2 < 8; ++i2)
                     {
                         double d14 = 0.125D;
                         double d15 = d10;
                         double d16 = (d11 - d10) * 0.125D;

                         for (int j2 = 0; j2 < 8; ++j2)
                         {
                             IBlockState iblockstate = Blocks.AIR.getDefaultState();

                             if (d15 > 0.0D)
                             {
                                 iblockstate = Blocks.STONE.getDefaultState();
                             }

                             int k2 = i2 + i1 * 8;
                             int l2 = l1 + k1 * 4;
                             int i3 = j2 + j1 * 8;
                             primer.setBlockState(k2, l2+upperScale, i3, iblockstate);
                             
                             d15 += d16;

                         }

                         d10 += d12;
                         d11 += d13;
                     }

                     d1 += d5;
                     d2 += d6;
                     d3 += d7;
                     d4 += d8;
                 }
             }
         }
     }
 }
 

 
 private double[] getHeights(double[] p_185963_1_, int p_185963_2_, int p_185963_3_, int p_185963_4_, int p_185963_5_, int p_185963_6_, int p_185963_7_)
 {
     if (p_185963_1_ == null)
     {
         p_185963_1_ = new double[p_185963_5_ * p_185963_6_ * p_185963_7_];
     }

     double d0 = 684.412D;
     double d1 = 684.412D;
     d0 = d0 * 2.0D;
     this.pnr = this.perlinNoise1.generateNoiseOctaves(this.pnr, p_185963_2_, p_185963_3_, p_185963_4_, p_185963_5_, p_185963_6_, p_185963_7_, d0 / 80.0D, 4.277575000000001D, d0 / 80.0D);
     this.ar = this.lperlinNoise1.generateNoiseOctaves(this.ar, p_185963_2_, p_185963_3_, p_185963_4_, p_185963_5_, p_185963_6_, p_185963_7_, d0, 684.412D, d0);
     this.br = this.lperlinNoise2.generateNoiseOctaves(this.br, p_185963_2_, p_185963_3_, p_185963_4_, p_185963_5_, p_185963_6_, p_185963_7_, d0, 684.412D, d0);
     int i = p_185963_2_ / 2;
     int j = p_185963_4_ / 2;
     int k = 0;

     for (int l = 0; l < p_185963_5_; ++l)
     {
         for (int i1 = 0; i1 < p_185963_7_; ++i1)
         {
             float f = this.getIslandHeightValue(i, j, l, i1);

             for (int j1 = 0; j1 < p_185963_6_; ++j1)
             {
                 double d2 = this.ar[k] / 2048.0D;
                 double d3 = this.br[k] / 2048.0D;
                 double d5 = (this.pnr[k] / 10.0D + 1.0D) / 8.0D;
                 double d4;

                 if (d5 < 0.0D)
                 {
                     d4 = d2;
                 }
                 else if (d5 > 1.0D)
                 {
                     d4 = d3;
                 }
                 else
                 {
                     d4 = d2 + (d3 - d2) * d5;
                 }

                 d4 = d4 - 8.0D;
                 d4 = d4 + (double)f;
                 int k1 = 2;

                 if (j1 > p_185963_6_ / 2 - k1)
                 {
                     double d6 = (double)((float)(j1 - (p_185963_6_ / 2 - k1)) / 64.0F);
                     d6 = MathHelper.clamp(d6, 0.0D, 1.0D);
                     d4 = d4 * (1.0D - d6) + -3000.0D * d6;
                 }

                 k1 = 8;

                 if (j1 < k1)
                 {
                     double d7 = (double)((float)(k1 - j1) / ((float)k1 - 1.0F));
                     d4 = d4 * (1.0D - d7) + -30.0D * d7;
                 }

                 p_185963_1_[k] = d4;
                 ++k;
             }
         }
     }

     return p_185963_1_;
 }
 
 private float getIslandHeightValue(int p_185960_1_, int p_185960_2_, int p_185960_3_, int p_185960_4_)
 {
     float f = (float)(p_185960_1_ * 2 + p_185960_3_);
     float f1 = (float)(p_185960_2_ * 2 + p_185960_4_);
     float f2 = 100.0F - MathHelper.sqrt(f * f + f1 * f1) * 8.0F;

     if (f2 > 80.0F)
     {
         f2 = 80.0F;
     }

     if (f2 < -100.0F)
     {
         f2 = -100.0F;
     }

     for (int i = -12; i <= 12; ++i)
     {
         for (int j = -12; j <= 12; ++j)
         {
             long k = (long)(p_185960_1_ + i);
             long l = (long)(p_185960_2_ + j);

             if (this.islandNoise.getValue((double)k, (double)l) < -0.8999999761581421D)
             {
                 float f3 = (MathHelper.abs((float)k) * 3439.0F + MathHelper.abs((float)l) * 147.0F) % 13.0F + 9.0F;
                 f = (float)(p_185960_3_ - i * 2);
                 f1 = (float)(p_185960_4_ - j * 2);
                 float f4 = 100.0F - MathHelper.sqrt(f * f + f1 * f1) * f3;

                 if (f4 > 80.0F)
                 {
                     f4 = 80.0F;
                 }

                 if (f4 < -100.0F)
                 {
                     f4 = -100.0F;
                 }

                 if (f4 > f2)
                 {
                     f2 = f4;
                 }
             }
         }
     }

     return f2;
 }

    public List<Biome.SpawnListEntry> getPossibleCreatures(EnumCreatureType creatureType, BlockPos pos)
    {
        Biome biome = this.world.getBiome(pos);

        return biome.getSpawnableList(creatureType);
    }

	@Override
	public boolean generateStructures(Chunk chunkIn, int x, int z) {
		return false;
	}

	@Override
	public BlockPos getNearestStructurePos(World worldIn, String structureName, BlockPos position,
			boolean findUnexplored) {
		return null;
	}

	@Override
	public void recreateStructures(Chunk chunkIn, int x, int z) {
		
	}

	@Override
	public boolean isInsideStructure(World worldIn, String structureName, BlockPos pos) {
		return false;
	}
}

 

 I thought of checking neighbour heightMap if the method is generating blocks on a border of chunk and if it is positive than generate neighbour chunk,but operating on this heightMap seems quite difficult.

Edited by Krevik
Posted

I am no expert on this, but i would propose to get rid of the if(biome == KCore.instance.FloatingIslands) line. Floating islands will be created everywhere but there shouldn't be any chunk problems with chunk borders. If you really need to have a floating island biome at these positions then let the setBlocksInChunkIsland method return something telling you if there was at least one non-air block set, so you can fix the biome.

  • Like 1
Posted (edited)
47 minutes ago, null said:

I am no expert on this, but i would propose to get rid of the if(biome == KCore.instance.FloatingIslands) line. Floating islands will be created everywhere but there shouldn't be any chunk problems with chunk borders. If you really need to have a floating island biome at these positions then let the setBlocksInChunkIsland method return something telling you if there was at least one non-air block set, so you can fix the biome.

Hmm I think I understand what you've got on your mind, thanks, will try! Anyway I am not sure if it will work cause these non air block are generated exactly at the chunk border so the new chunk is just empty and has no floating stones to detect

Edited by Krevik
Posted

Biomes are not chunk-based. They are block-based, ignoring the y (meaning a single chunk can have 256 different biomes inside of it, each on a different x&z coord)
You need to use the biome-check on each block-position when placing the actual block, not just check it once per chunk.

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

Posted
2 minutes ago, Matryoshika said:

Biomes are not chunk-based. They are block-based, ignoring the y (meaning a single chunk can have 256 different biomes inside of it, each on a different x&z coord)
You need to use the biome-check on each block-position when placing the actual block, not just check it once per chunk.

Typically a chunk never has more than 2, and rarely 3, but yes.

I've played a custom map where every achievement expanded the world border by 1 block (starting with it being 1 block in size). Yes, there was a way to visit every biome.

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.

Posted (edited)
47 minutes ago, Matryoshika said:

Biomes are not chunk-based. They are block-based, ignoring the y (meaning a single chunk can have 256 different biomes inside of it, each on a different x&z coord)
You need to use the biome-check on each block-position when placing the actual block, not just check it once per chunk.

I get something like that: https://i.imgur.com/OkOPOqJ.png . NOTHING :/
Here's updated code:
 

Spoiler

public class ChunkGeneratorMystic implements IChunkGenerator
{
    protected static final IBlockState STONE = KCore.MythicStone.getDefaultState();
    private final Random rand;
    private NoiseGeneratorOctaves minLimitPerlinNoise;
    private NoiseGeneratorOctaves maxLimitPerlinNoise;
    private NoiseGeneratorOctaves mainPerlinNoise;
    private NoiseGeneratorPerlin surfaceNoise;
    public NoiseGeneratorOctaves scaleNoise;
    public NoiseGeneratorOctaves depthNoise;
    public NoiseGeneratorOctaves forestNoise;
    private final World world;
    private final WorldType terrainType;
    private final double[] heightMap;
    private final float[] biomeWeights;
    private ChunkGeneratorSettings settings;
    private IBlockState oceanBlock = Blocks.WATER.getDefaultState();
    private double[] depthBuffer = new double[256];
    private Biome[] biomesForGeneration;
    double[] mainNoiseRegion;
    double[] minLimitRegion;
    double[] maxLimitRegion;
    double[] depthRegion;
    private MapGenBase caveGenerator = new MapGenKetherCaves();
    
    //Islands
    private NoiseGeneratorOctaves lperlinNoise1;
    private NoiseGeneratorOctaves lperlinNoise2;
    private NoiseGeneratorOctaves perlinNoise1;
    public NoiseGeneratorOctaves noiseGen5;
    public NoiseGeneratorOctaves noiseGen6;
    private NoiseGeneratorSimplex islandNoise;
    private double[] buffer;
    double[] pnr;
    double[] ar;
    double[] br;
    private int chunkX = 0;
    private int chunkZ = 0;
    private int upperScale=100;

    public ChunkGeneratorMystic(World worldIn, long seed)
    {
        //caveGenerator = net.minecraftforge.event.terraingen.TerrainGen.getModdedMapGen(caveGenerator, net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.CAVE);
        this.world = worldIn;
        this.terrainType = worldIn.getWorldInfo().getTerrainType();
        this.rand = new Random(seed);
        this.minLimitPerlinNoise = new NoiseGeneratorOctaves(this.rand, 16);
        this.maxLimitPerlinNoise = new NoiseGeneratorOctaves(this.rand, 16);
        this.mainPerlinNoise = new NoiseGeneratorOctaves(this.rand, 8);
        this.surfaceNoise = new NoiseGeneratorPerlin(this.rand, 4);
        this.scaleNoise = new NoiseGeneratorOctaves(this.rand, 10);
        this.depthNoise = new NoiseGeneratorOctaves(this.rand, 16);
        this.forestNoise = new NoiseGeneratorOctaves(this.rand, 8);
        this.heightMap = new double[825];
        this.biomeWeights = new float[25];

        for (int i = -2; i <= 2; ++i)
        {
            for (int j = -2; j <= 2; ++j)
            {
                float f = 10.0F / MathHelper.sqrt((float)(i * i + j * j) + 0.2F);
                this.biomeWeights[i + 2 + (j + 2) * 5] = f;
            }
        }
        
        this.oceanBlock = Blocks.WATER.getDefaultState();
        worldIn.setSeaLevel(63);
        this.settings = ChunkGeneratorSettings.Factory.jsonToFactory("nope").build();


        net.minecraftforge.event.terraingen.InitNoiseGensEvent.ContextOverworld ctx =
                new net.minecraftforge.event.terraingen.InitNoiseGensEvent.ContextOverworld(minLimitPerlinNoise, maxLimitPerlinNoise, mainPerlinNoise, surfaceNoise, scaleNoise, depthNoise, forestNoise);
        ctx = net.minecraftforge.event.terraingen.TerrainGen.getModdedNoiseGenerators(worldIn, this.rand, ctx);
        this.minLimitPerlinNoise = ctx.getLPerlin1();
        this.maxLimitPerlinNoise = ctx.getLPerlin2();
        this.mainPerlinNoise = ctx.getPerlin();
        this.surfaceNoise = ctx.getHeight();
        this.scaleNoise = ctx.getScale();
        this.depthNoise = ctx.getDepth();
        this.forestNoise = ctx.getForest();
        
        //islands
        this.lperlinNoise1 = new NoiseGeneratorOctaves(this.rand, 16);
        this.lperlinNoise2 = new NoiseGeneratorOctaves(this.rand, 16);
        this.perlinNoise1 = new NoiseGeneratorOctaves(this.rand, 8);
        this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10);
        this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16);
        this.islandNoise = new NoiseGeneratorSimplex(this.rand);
        net.minecraftforge.event.terraingen.InitNoiseGensEvent.ContextEnd ctx2 =
                new net.minecraftforge.event.terraingen.InitNoiseGensEvent.ContextEnd(lperlinNoise1, lperlinNoise2, perlinNoise1, noiseGen5, noiseGen6, islandNoise);
        ctx2 = net.minecraftforge.event.terraingen.TerrainGen.getModdedNoiseGenerators(worldIn, this.rand, ctx2);
        this.lperlinNoise1 = ctx2.getLPerlin1();
        this.lperlinNoise2 = ctx2.getLPerlin2();
        this.perlinNoise1 = ctx2.getPerlin();
        this.noiseGen5 = ctx2.getDepth();
        this.noiseGen6 = ctx2.getScale();
        this.islandNoise = ctx2.getIsland();
    }

    public void setBlocksInChunk(int x, int z, ChunkPrimer primer)
    {
        this.biomesForGeneration = this.world.getBiomeProvider().getBiomesForGeneration(this.biomesForGeneration, x * 4 - 2, z * 4 - 2, 10, 10);
        this.generateHeightmap(x * 4, 0, z * 4);

        for (int i = 0; i < 4; ++i)
        {
            int j = i * 5;
            int k = (i + 1) * 5;

            for (int l = 0; l < 4; ++l)
            {
                int i1 = (j + l) * 33;
                int j1 = (j + l + 1) * 33;
                int k1 = (k + l) * 33;
                int l1 = (k + l + 1) * 33;

                for (int i2 = 0; i2 < 32; ++i2)
                {
                    double d0 = 0.125D;
                    double d1 = this.heightMap[i1 + i2];
                    double d2 = this.heightMap[j1 + i2];
                    double d3 = this.heightMap[k1 + i2];
                    double d4 = this.heightMap[l1 + i2];
                    double d5 = (this.heightMap[i1 + i2 + 1] - d1) * 0.125D;
                    double d6 = (this.heightMap[j1 + i2 + 1] - d2) * 0.125D;
                    double d7 = (this.heightMap[k1 + i2 + 1] - d3) * 0.125D;
                    double d8 = (this.heightMap[l1 + i2 + 1] - d4) * 0.125D;

                    for (int j2 = 0; j2 < 8; ++j2)
                    {
                        double d9 = 0.25D;
                        double d10 = d1;
                        double d11 = d2;
                        double d12 = (d3 - d1) * 0.25D;
                        double d13 = (d4 - d2) * 0.25D;

                        for (int k2 = 0; k2 < 4; ++k2)
                        {
                            double d14 = 0.25D;
                            double d16 = (d11 - d10) * 0.25D;
                            double lvt_45_1_ = d10 - d16;

                            for (int l2 = 0; l2 < 4; ++l2)
                            {
                                if ((lvt_45_1_ += d16) > 0.0D)
                                {
                                    primer.setBlockState(i * 4 + k2, i2 * 8 + j2, l * 4 + l2, STONE);
                                }
                                else if (i2 * 8 + j2 < this.settings.seaLevel)
                                {
                                    primer.setBlockState(i * 4 + k2, i2 * 8 + j2, l * 4 + l2, this.oceanBlock);
                                }
                            }

                            d10 += d12;
                            d11 += d13;
                        }

                        d1 += d5;
                        d2 += d6;
                        d3 += d7;
                        d4 += d8;
                    }
                }
            }
        }
    }

    public void replaceBiomeBlocks(int x, int z, ChunkPrimer primer, Biome[] biomesIn)
    {
        if (!net.minecraftforge.event.ForgeEventFactory.onReplaceBiomeBlocks(this, x, z, primer, this.world)) return;
        double d0 = 0.03125D;
        this.depthBuffer = this.surfaceNoise.getRegion(this.depthBuffer, (double)(x * 16), (double)(z * 16), 16, 16, 0.0625D, 0.0625D, 1.0D);

        for (int i = 0; i < 16; ++i)
        {
            for (int j = 0; j < 16; ++j)
            {
                Biome biome = biomesIn[j + i * 16];
                biome.genTerrainBlocks(this.world, this.rand, primer, x * 16 + i, z * 16 + j, this.depthBuffer[j + i * 16]);
            }
        }
    }



    private void generateHeightmap(int p_185978_1_, int p_185978_2_, int p_185978_3_)
    {
        this.depthRegion = this.depthNoise.generateNoiseOctaves(this.depthRegion, p_185978_1_, p_185978_3_, 5, 5, (double)this.settings.depthNoiseScaleX, (double)this.settings.depthNoiseScaleZ, (double)this.settings.depthNoiseScaleExponent);
        float f = this.settings.coordinateScale;
        float f1 = this.settings.heightScale;
        this.mainNoiseRegion = this.mainPerlinNoise.generateNoiseOctaves(this.mainNoiseRegion, p_185978_1_, p_185978_2_, p_185978_3_, 5, 33, 5, (double)(f / this.settings.mainNoiseScaleX), (double)(f1 / this.settings.mainNoiseScaleY), (double)(f / this.settings.mainNoiseScaleZ));
        this.minLimitRegion = this.minLimitPerlinNoise.generateNoiseOctaves(this.minLimitRegion, p_185978_1_, p_185978_2_, p_185978_3_, 5, 33, 5, (double)f, (double)f1, (double)f);
        this.maxLimitRegion = this.maxLimitPerlinNoise.generateNoiseOctaves(this.maxLimitRegion, p_185978_1_, p_185978_2_, p_185978_3_, 5, 33, 5, (double)f, (double)f1, (double)f);
        int i = 0;
        int j = 0;

        for (int k = 0; k < 5; ++k)
        {
            for (int l = 0; l < 5; ++l)
            {
                float f2 = 0.0F;
                float f3 = 0.0F;
                float f4 = 0.0F;
                int i1 = 2;
                Biome biome = this.biomesForGeneration[k + 2 + (l + 2) * 10];

                for (int j1 = -2; j1 <= 2; ++j1)
                {
                    for (int k1 = -2; k1 <= 2; ++k1)
                    {
                        Biome biome1 = this.biomesForGeneration[k + j1 + 2 + (l + k1 + 2) * 10];
                        float f5 = this.settings.biomeDepthOffSet + biome1.getBaseHeight() * this.settings.biomeDepthWeight;
                        float f6 = this.settings.biomeScaleOffset + biome1.getHeightVariation() * this.settings.biomeScaleWeight;

                        if (this.terrainType == WorldType.AMPLIFIED && f5 > 0.0F)
                        {
                            f5 = 1.0F + f5 * 2.0F;
                            f6 = 1.0F + f6 * 4.0F;
                        }

                        float f7 = this.biomeWeights[j1 + 2 + (k1 + 2) * 5] / (f5 + 2.0F);

                        if (biome1.getBaseHeight() > biome.getBaseHeight())
                        {
                            f7 /= 2.0F;
                        }

                        f2 += f6 * f7;
                        f3 += f5 * f7;
                        f4 += f7;
                    }
                }

                f2 = f2 / f4;
                f3 = f3 / f4;
                f2 = f2 * 0.9F + 0.1F;
                f3 = (f3 * 4.0F - 1.0F) / 8.0F;
                double d7 = this.depthRegion[j] / 8000.0D;

                if (d7 < 0.0D)
                {
                    d7 = -d7 * 0.3D;
                }

                d7 = d7 * 3.0D - 2.0D;

                if (d7 < 0.0D)
                {
                    d7 = d7 / 2.0D;

                    if (d7 < -1.0D)
                    {
                        d7 = -1.0D;
                    }

                    d7 = d7 / 1.4D;
                    d7 = d7 / 2.0D;
                }
                else
                {
                    if (d7 > 1.0D)
                    {
                        d7 = 1.0D;
                    }

                    d7 = d7 / 8.0D;
                }

                ++j;
                double d8 = (double)f3;
                double d9 = (double)f2;
                d8 = d8 + d7 * 0.2D;
                d8 = d8 * (double)this.settings.baseSize / 8.0D;
                double d0 = (double)this.settings.baseSize + d8 * 4.0D;

                for (int l1 = 0; l1 < 33; ++l1)
                {
                    double d1 = ((double)l1 - d0) * (double)this.settings.stretchY * 128.0D / 256.0D / d9;

                    if (d1 < 0.0D)
                    {
                        d1 *= 4.0D;
                    }

                    double d2 = this.minLimitRegion[i] / (double)this.settings.lowerLimitScale;
                    double d3 = this.maxLimitRegion[i] / (double)this.settings.upperLimitScale;
                    double d4 = (this.mainNoiseRegion[i] / 10.0D + 1.0D) / 2.0D;
                    double d5 = MathHelper.clampedLerp(d2, d3, d4) - d1;

                    if (l1 > 29)
                    {
                        double d6 = (double)((float)(l1 - 29) / 3.0F);
                        d5 = d5 * (1.0D - d6) + -10.0D * d6;
                    }

                    this.heightMap[i] = d5;
                    ++i;
                }
            }
        }
    }
    
    /**
     * Generates the chunk at the specified position, from scratch
     */
    public Chunk generateChunk(int x, int z)
    {
        this.rand.setSeed((long)x * 341873128712L + (long)z * 132897987541L);
        ChunkPrimer chunkprimer = new ChunkPrimer();
        this.setBlocksInChunk(x, z, chunkprimer);
        this.biomesForGeneration = this.world.getBiomeProvider().getBiomes(this.biomesForGeneration, x * 16, z * 16, 16, 16);
        this.replaceBiomeBlocks(x, z, chunkprimer, this.biomesForGeneration);
        
        int ii = x * 16;
        int j = z * 16;
        BlockPos blockpos = new BlockPos(ii, 0, j);


       // this.caveGenerator.generate(this.world, x, z, chunkprimer);
        if(rand.nextInt(15)==0) {
        	caveGenerator.generate(world, x, z, chunkprimer);
        }

        Chunk chunk = new Chunk(this.world, chunkprimer, x, z);
        byte[] abyte = chunk.getBiomeArray();

        for (int i = 0; i < abyte.length; ++i)
        {
            abyte[i] = (byte)Biome.getIdForBiome(this.biomesForGeneration[i]);
        }


    	this.setBlocksInChunkIsland(world,x,z,chunkprimer);

        chunk.generateSkylightMap();
        return chunk;
    }

    /**
     * Generate initial structures in this chunk, e.g. mineshafts, temples, lakes, and dungeons
     */
    public void populate(int x, int z)
    {
        BlockFalling.fallInstantly = true;

        int i = x * 16;
        int j = z * 16;
        BlockPos blockpos = new BlockPos(i, 0, j);
        Biome biome = this.world.getBiome(blockpos.add(16, 0, 16));
        this.rand.setSeed(this.world.getSeed());
        long k = this.rand.nextLong() / 2L * 2L + 1L;
        long l = this.rand.nextLong() / 2L * 2L + 1L;
        this.rand.setSeed((long)x * k + (long)z * l ^ this.world.getSeed());
        boolean flag = false;
        ChunkPos chunkpos = new ChunkPos(x, z);

        net.minecraftforge.event.ForgeEventFactory.onChunkPopulate(true, this, this.world, this.rand, x, z, flag);


        if (biome != Biomes.DESERT && biome != Biomes.DESERT_HILLS && this.settings.useWaterLakes && !flag && this.rand.nextInt(this.settings.waterLakeChance) == 0)
        if (net.minecraftforge.event.terraingen.TerrainGen.populate(this, this.world, this.rand, x, z, flag, net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.LAKE))
        {
            int i1 = this.rand.nextInt(16) + 8;
            int j1 = this.rand.nextInt(256);
            int k1 = this.rand.nextInt(16) + 8;
            (new WorldGenMysticLakes(Blocks.WATER)).generate(this.world, this.rand, blockpos.add(i1, j1, k1));
        }

        if (!flag && this.rand.nextInt(this.settings.lavaLakeChance / 10) == 0 && this.settings.useLavaLakes)
        if (net.minecraftforge.event.terraingen.TerrainGen.populate(this, this.world, this.rand, x, z, flag, net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.LAVA))
        {
            int i2 = this.rand.nextInt(16) + 8;
            int l2 = this.rand.nextInt(this.rand.nextInt(248) + 8);
            int k3 = this.rand.nextInt(16) + 8;

            if (l2 < this.world.getSeaLevel() || this.rand.nextInt(this.settings.lavaLakeChance / 8) == 0)
            {
                (new WorldGenMysticLakes(Blocks.LAVA)).generate(this.world, this.rand, blockpos.add(i2, l2, k3));
            }
        }

        biome.decorate(this.world, this.rand, new BlockPos(i, 0, j));
        if (net.minecraftforge.event.terraingen.TerrainGen.populate(this, this.world, this.rand, x, z, flag, net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.ANIMALS))
        WorldEntitySpawner.performWorldGenSpawning(this.world, biome, i + 8, j + 8, 16, 16, this.rand);
        blockpos = blockpos.add(8, 0, 8);
        

        net.minecraftforge.event.ForgeEventFactory.onChunkPopulate(false, this, this.world, this.rand, x, z, flag);

        BlockFalling.fallInstantly = true;

    }
    

    
	   /**
  * Generates a bare-bones chunk of nothing but stone or ocean blocks, formed, but featureless.
  */
 public void setBlocksInChunkIsland(World world,int x, int z, ChunkPrimer primer)
 {
     int i = 2;
     int j = 3;
     int k = 33;
     int l = 3;
     this.buffer = this.getHeights(this.buffer, x * 2, 0, z * 2, 3, 33, 3);

     for (int i1 = 0; i1 < 2; ++i1)
     {
         for (int j1 = 0; j1 < 2; ++j1)
         {
             for (int k1 = 0; k1 < 32; ++k1)
             {
                 double d0 = 0.25D;
                 double d1 = this.buffer[((i1 + 0) * 3 + j1 + 0) * 33 + k1 + 0];
                 
                 double d2 = this.buffer[((i1 + 0) * 3 + j1 + 1) * 33 + k1 + 0];
                 double d3 = this.buffer[((i1 + 1) * 3 + j1 + 0) * 33 + k1 + 0];
                 double d4 = this.buffer[((i1 + 1) * 3 + j1 + 1) * 33 + k1 + 0];
                 double d5 = (this.buffer[((i1 + 0) * 3 + j1 + 0) * 33 + k1 + 1] - d1) * 0.25D;
                 double d6 = (this.buffer[((i1 + 0) * 3 + j1 + 1) * 33 + k1 + 1] - d2) * 0.25D;
                 double d7 = (this.buffer[((i1 + 1) * 3 + j1 + 0) * 33 + k1 + 1] - d3) * 0.25D;
                 double d8 = (this.buffer[((i1 + 1) * 3 + j1 + 1) * 33 + k1 + 1] - d4) * 0.25D;

                 for (int l1 = 0; l1 < 4; ++l1)
                 {
                     double d9 = 0.125D;
                     double d10 = d1;
                     double d11 = d2;
                     double d12 = (d3 - d1) * 0.125D;
                     double d13 = (d4 - d2) * 0.125D;

                     for (int i2 = 0; i2 < 8; ++i2)
                     {
                         double d14 = 0.125D;
                         double d15 = d10;
                         double d16 = (d11 - d10) * 0.125D;

                         for (int j2 = 0; j2 < 8; ++j2)
                         {
                             IBlockState iblockstate = Blocks.AIR.getDefaultState();

                             if (d15 > 0.0D)
                             {
                                 iblockstate = Blocks.STONE.getDefaultState();
                             }

                             int k2 = i2 + i1 * 8;
                             int l2 = l1 + k1 * 4;
                             int i3 = j2 + j1 * 8;
                        	 Biome biome = world.getBiome(new BlockPos(k2,l2+upperScale,i3));
                        	 if(biome==KCore.instance.FloatingIslands) {
                        		 primer.setBlockState(k2, l2+upperScale, i3, iblockstate);
                        	 }
                             
                             d15 += d16;

                         }

                         d10 += d12;
                         d11 += d13;
                     }

                     d1 += d5;
                     d2 += d6;
                     d3 += d7;
                     d4 += d8;
                 }
             }
         }
     }
 }
 

 
 private double[] getHeights(double[] p_185963_1_, int p_185963_2_, int p_185963_3_, int p_185963_4_, int p_185963_5_, int p_185963_6_, int p_185963_7_)
 {
     if (p_185963_1_ == null)
     {
         p_185963_1_ = new double[p_185963_5_ * p_185963_6_ * p_185963_7_];
     }

     double d0 = 684.412D;
     double d1 = 684.412D;
     d0 = d0 * 2.0D;
     this.pnr = this.perlinNoise1.generateNoiseOctaves(this.pnr, p_185963_2_, p_185963_3_, p_185963_4_, p_185963_5_, p_185963_6_, p_185963_7_, d0 / 80.0D, 4.277575000000001D, d0 / 80.0D);
     this.ar = this.lperlinNoise1.generateNoiseOctaves(this.ar, p_185963_2_, p_185963_3_, p_185963_4_, p_185963_5_, p_185963_6_, p_185963_7_, d0, 684.412D, d0);
     this.br = this.lperlinNoise2.generateNoiseOctaves(this.br, p_185963_2_, p_185963_3_, p_185963_4_, p_185963_5_, p_185963_6_, p_185963_7_, d0, 684.412D, d0);
     int i = p_185963_2_ / 2;
     int j = p_185963_4_ / 2;
     int k = 0;

     for (int l = 0; l < p_185963_5_; ++l)
     {
         for (int i1 = 0; i1 < p_185963_7_; ++i1)
         {
             float f = this.getIslandHeightValue(i, j, l, i1);

             for (int j1 = 0; j1 < p_185963_6_; ++j1)
             {
                 double d2 = this.ar[k] / 2048.0D;
                 double d3 = this.br[k] / 2048.0D;
                 double d5 = (this.pnr[k] / 10.0D + 1.0D) / 8.0D;
                 double d4;

                 if (d5 < 0.0D)
                 {
                     d4 = d2;
                 }
                 else if (d5 > 1.0D)
                 {
                     d4 = d3;
                 }
                 else
                 {
                     d4 = d2 + (d3 - d2) * d5;
                 }

                 d4 = d4 - 8.0D;
                 d4 = d4 + (double)f;
                 int k1 = 2;

                 if (j1 > p_185963_6_ / 2 - k1)
                 {
                     double d6 = (double)((float)(j1 - (p_185963_6_ / 2 - k1)) / 64.0F);
                     d6 = MathHelper.clamp(d6, 0.0D, 1.0D);
                     d4 = d4 * (1.0D - d6) + -3000.0D * d6;
                 }

                 k1 = 8;

                 if (j1 < k1)
                 {
                     double d7 = (double)((float)(k1 - j1) / ((float)k1 - 1.0F));
                     d4 = d4 * (1.0D - d7) + -30.0D * d7;
                 }

                 p_185963_1_[k] = d4;
                 ++k;
             }
         }
     }

     return p_185963_1_;
 }
 
 private float getIslandHeightValue(int p_185960_1_, int p_185960_2_, int p_185960_3_, int p_185960_4_)
 {
     float f = (float)(p_185960_1_ * 2 + p_185960_3_);
     float f1 = (float)(p_185960_2_ * 2 + p_185960_4_);
     float f2 = 100.0F - MathHelper.sqrt(f * f + f1 * f1) * 8.0F;

     if (f2 > 80.0F)
     {
         f2 = 80.0F;
     }

     if (f2 < -100.0F)
     {
         f2 = -100.0F;
     }

     for (int i = -12; i <= 12; ++i)
     {
         for (int j = -12; j <= 12; ++j)
         {
             long k = (long)(p_185960_1_ + i);
             long l = (long)(p_185960_2_ + j);

             if (this.islandNoise.getValue((double)k, (double)l) < -0.8999999761581421D)
             {
                 float f3 = (MathHelper.abs((float)k) * 3439.0F + MathHelper.abs((float)l) * 147.0F) % 13.0F + 9.0F;
                 f = (float)(p_185960_3_ - i * 2);
                 f1 = (float)(p_185960_4_ - j * 2);
                 float f4 = 100.0F - MathHelper.sqrt(f * f + f1 * f1) * f3;

                 if (f4 > 80.0F)
                 {
                     f4 = 80.0F;
                 }

                 if (f4 < -100.0F)
                 {
                     f4 = -100.0F;
                 }

                 if (f4 > f2)
                 {
                     f2 = f4;
                 }
             }
         }
     }

     return f2;
 }

    public List<Biome.SpawnListEntry> getPossibleCreatures(EnumCreatureType creatureType, BlockPos pos)
    {
        Biome biome = this.world.getBiome(pos);

        return biome.getSpawnableList(creatureType);
    }

	@Override
	public boolean generateStructures(Chunk chunkIn, int x, int z) {
		return false;
	}

	@Override
	public BlockPos getNearestStructurePos(World worldIn, String structureName, BlockPos position,
			boolean findUnexplored) {
		return null;
	}

	@Override
	public void recreateStructures(Chunk chunkIn, int x, int z) {
		
	}

	@Override
	public boolean isInsideStructure(World worldIn, String structureName, BlockPos pos) {
		return false;
	}
}

 

Basically as you said I removed checking biome method from generateChunk method to setBlocksInChunkIsland method to make it check biome for every single biome. I think that even if it would work I would still be getting cut-outs like on the first image. 

EDIT:
With biome checking changed to 

                        	 Biome biome = world.getBiome(new BlockPos(x+k2,l2+upperScale,z+i3));

It still doesn't work

Edited by Krevik
Posted (edited)

you write your blocks into the chunkprimer after you have copied it to the chunk, you call setBlocksInChunkIsland to late.

Put it directly after "this.setBlocksInChunk ..." or after "this.biomesForGeneration = ..." if you want to manipulate the biomes. 

 

Edit:

I am not shure if the world object has the biome information you need at this point, use biomesForGeneration instead, you have to calculate the coordinates manually since biomesForGeneration is an one dimensional array. 

 

Edit 2:

Also you should not check for the right biome and instead just update the biome information when a block is set.

 

[...]
primer.setBlockState(k2, l2+upperScale, i3, iblockstate);
if(iblockstate != Blocks.AIR.getDefaultState()) {
  this.biomesForGeneration[k2 + i3 * 16] = KCore.instance.FloatingIslands; //i am not shure about the coordinates it could be i3 + k2*16 instead
}
[...]

 

 

Edited by null
  • Like 1
Posted
14 minutes ago, null said:

you write your blocks into the chunkprimer after you have copied it to the chunk, you call setBlocksInChunkIsland to late.

Put it directly after "this.setBlocksInChunk ..." or after "this.biomesForGeneration = ..." if you want to manipulate the biomes. 

 

Edit:

I am not shure if the world object has the biome information you need at this point, use biomesForGeneration instead, you have to calculate the coordinates manually since biomesForGeneration is an one dimensional array. 

 

Edit 2:

Also you should not check for the right biome and instead just update the biome information when a block is set.

 


[...]
primer.setBlockState(k2, l2+upperScale, i3, iblockstate);
if(iblockstate != Blocks.AIR.getDefaultState()) {
  this.biomesForGeneration[k2 + i3 * 16] = KCore.instance.FloatingIslands; //i am not shure about the coordinates it could be i3 + k2*16 instead
}
[...]

 

 

Ahh you mean just change biome in this place? Great! Thanks will test it soon and tell you if it will be working!

Posted
24 minutes ago, null said:

you write your blocks into the chunkprimer after you have copied it to the chunk, you call setBlocksInChunkIsland to late.

Put it directly after "this.setBlocksInChunk ..." or after "this.biomesForGeneration = ..." if you want to manipulate the biomes. 

 

Edit:

I am not shure if the world object has the biome information you need at this point, use biomesForGeneration instead, you have to calculate the coordinates manually since biomesForGeneration is an one dimensional array. 

 

Edit 2:

Also you should not check for the right biome and instead just update the biome information when a block is set.

 


[...]
primer.setBlockState(k2, l2+upperScale, i3, iblockstate);
if(iblockstate != Blocks.AIR.getDefaultState()) {
  this.biomesForGeneration[k2 + i3 * 16] = KCore.instance.FloatingIslands; //i am not shure about the coordinates it could be i3 + k2*16 instead
}
[...]

 

 

https://i.imgur.com/ZpuIBSo.png It works perfect! Thank you so much null! Seems that you know something about noises. Could you give me some tips? E.g. how to operate density of these islands maybe?

Posted

i don't understand much of minecrafts chunk generation code, i implemented my own version.

If you want to learn about manipulating noise in general you could dive into the subject of computer graphics, try the chapter about generative design from https://thebookofshaders.com/ .

  • Like 1
Posted
23 minutes ago, null said:

i don't understand much of minecrafts chunk generation code, i implemented my own version.

If you want to learn about manipulating noise in general you could dive into the subject of computer graphics, try the chapter about generative design from https://thebookofshaders.com/ .

Thanks!

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