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Posted (edited)

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:
 

  Reveal hidden contents

 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)
  On 5/16/2018 at 2:53 PM, 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.

Expand  

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.

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Posted
  On 5/16/2018 at 3:57 PM, 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.

Expand  

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.

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Posted (edited)
  On 5/16/2018 at 3:57 PM, 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.

Expand  

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

  Reveal hidden contents

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
  On 5/16/2018 at 4:42 PM, 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
}
[...]

 

 

Expand  

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

Posted
  On 5/16/2018 at 4:42 PM, 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
}
[...]

 

 

Expand  

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/ .

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