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[1.12.2] Replace block by filter in custom dimension [Closed]


Legenes

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Hi all!

 

I made a custom dimension with biomes, and I want to replace the blocks at the different biomes. Is there a way to do it, or I need to modify the generation itself?

Thanks for helping!

Edited by Legenes
procedure WakeMeUp(Integer plusTime);
var
  I: Integer;
begin
  for I := 0 to plusTime do begin
    println('One more minute!');
    Sleep(1000);
  end;
  println('Okay, nothing to worry, I''m alive!');
  println('So... somebody can give me a coffee?');
  println('I know it''s Pascal, and not Java, but I love it :D.');
end;
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22 minutes ago, Legenes said:

and I want to replace the blocks at the different biomes

Which blocks? Also post what you have.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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I don't know what you mean about what I have, because in that case, I have nothing. I want to know the method that can replace blocks in a circular or any kind of selection. My dimension is mostly made from netherrack, that's what I want to replace at some of the biomes. I have a normal, and a test biome in my dimension, and I want to use my test biome to replace the netherrack in it, because now it's only netherrack. The main point is that I know (not exactly) how to set some of the blocks, but if there's a faster way to do it, instead of going block by block, then you can send it? Only if it's a method, you know, I don't want to steal someone else's code. But, if it helps, then there's my ChunkGenerator:

Quote

package com.betternether.mod.world.hell.generation;

import com.betternether.mod.main.BetterNether;
import com.betternether.mod.main.registers.ModBiomes;
import com.betternether.mod.other.TestBiome;
import net.minecraft.block.BlockFalling;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.EnumCreatureType;
import net.minecraft.init.Biomes;
import net.minecraft.init.Blocks;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.ChunkPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.world.World;
import net.minecraft.world.biome.Biome;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.ChunkPrimer;
import net.minecraft.world.gen.IChunkGenerator;
import net.minecraft.world.gen.MapGenBase;
import net.minecraft.world.gen.MapGenCavesHell;
import net.minecraft.world.gen.NoiseGeneratorOctaves;
import net.minecraft.world.gen.feature.WorldGenHellLava;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.event.ForgeEventFactory;
import net.minecraftforge.event.terraingen.*;
import net.minecraftforge.fml.common.eventhandler.Event;

import javax.annotation.Nullable;
import java.util.List;
import java.util.Random;

public class HellChunkGenerator implements IChunkGenerator {
    protected static final IBlockState AIR = Blocks.AIR.getDefaultState();
    protected static final IBlockState BEDROCK = Blocks.BEDROCK.getDefaultState();

    //Block that is usually Netherrack
    protected static final IBlockState MAIN_BLOCK = Blocks.NETHERRACK.getDefaultState();
    //Block that is usally Lava
    protected static final IBlockState YOUR_LIQUID = Blocks.LAVA.getDefaultState();
    //Blocks that are usally gravel and soul sand
    protected static final IBlockState OTHER_BLOCK1 = Blocks.SOUL_SAND.getDefaultState();
    protected static final IBlockState OTHER_BLOCK2 = Blocks.GRAVEL.getDefaultState();

    private final World world;
    private final boolean generateStructures;
    private final Random rand;

    private double[] slowsandNoise = new double[256], gravelNoise = new double[256], depthBuffer = new double[256], buffer;
    private NoiseGeneratorOctaves lperlinNoise1, lperlinNoise2, perlinNoise1, slowsandGravelNoiseGen, netherrackExculsivityNoiseGen, scaleNoise, depthNoise;
    double[] pnr, ar, br, dr, noiseData4;

    /* Any Structures you want - These are all of the Nether Ones
    private final WorldGenFire fireFeature = new WorldGenFire();
    private final WorldGenGlowStone1 lightGemGen = new WorldGenGlowStone1();
    private final WorldGenGlowStone2 hellPortalGen = new WorldGenGlowStone2();
    private final WorldGenerator quartzGen = new WorldGenMinable(Blocks.QUARTZ_ORE.getDefaultState(), 14, BlockMatcher.forBlock(Blocks.COPPER_BLOCK));
    private final WorldGenerator magmaGen = new WorldGenMinable(Blocks.MAGMA.getDefaultState(), 33, BlockMatcher.forBlock(Blocks.COPPER_BLOCK));
    private final WorldGenBush brownMushroomFeature = new WorldGenBush(Blocks.BROWN_MUSHROOM);
    private final WorldGenBush redMushroomFeature = new WorldGenBush(Blocks.RED_MUSHROOM);
    private MapGenNetherBridge genNetherBridge = new MapGenNetherBridge();
    */
    private MapGenBase genNetherCaves = new MapGenCavesHell();
    private final WorldGenHellLava hellSpringGen = new WorldGenHellLava(Blocks.FLOWING_LAVA, false);

    public HellChunkGenerator(World world, boolean generate, long seed)
    {
        this.world = world;
        this.generateStructures = generate;
        this.rand = new Random(seed);
        world.setSeaLevel(63);

        this.lperlinNoise1 = new NoiseGeneratorOctaves(this.rand, 16);
        this.lperlinNoise2 = new NoiseGeneratorOctaves(this.rand, 16);
        this.perlinNoise1 = new NoiseGeneratorOctaves(this.rand, 8);
        this.slowsandGravelNoiseGen = new NoiseGeneratorOctaves(this.rand, 4);
        this.netherrackExculsivityNoiseGen = new NoiseGeneratorOctaves(this.rand, 4);
        this.scaleNoise = new NoiseGeneratorOctaves(this.rand, 10);
        this.depthNoise = new NoiseGeneratorOctaves(this.rand, 16);

        InitNoiseGensEvent.ContextHell ctx = new InitNoiseGensEvent.ContextHell(lperlinNoise1, lperlinNoise2, perlinNoise1, slowsandGravelNoiseGen, netherrackExculsivityNoiseGen, scaleNoise, depthNoise);
        ctx = TerrainGen.getModdedNoiseGenerators(world, this.rand, ctx);
        this.lperlinNoise1 = ctx.getLPerlin1();
        this.lperlinNoise2 = ctx.getLPerlin2();
        this.perlinNoise1 = ctx.getPerlin();
        this.slowsandGravelNoiseGen = ctx.getPerlin2();
        this.netherrackExculsivityNoiseGen = ctx.getPerlin3();
        this.scaleNoise = ctx.getScale();
        this.depthNoise = ctx.getDepth();
    }

    public void prepareHeights(int x, int z, ChunkPrimer primer)
    {
        int i = 4;
        int j = this.world.getSeaLevel() / 2 + 1;
        int k = 5;
        int l = 17;
        int i1 = 5;
        this.buffer = this.getHeights(this.buffer, x * 4, 0, z * 4, 5, 17, 5);

        for (int j1 = 0; j1 < 4; ++j1)
        {
            for (int k1 = 0; k1 < 4; ++k1)
            {
                for (int l1 = 0; l1 < 16; ++l1)
                {
                    double d0 = 0.125D;
                    double d1 = this.buffer[((j1) * 5 + k1) * 17 + l1];
                    double d2 = this.buffer[((j1) * 5 + k1 + 1) * 17 + l1];
                    double d3 = this.buffer[((j1 + 1) * 5 + k1) * 17 + l1];
                    double d4 = this.buffer[((j1 + 1) * 5 + k1 + 1) * 17 + l1];
                    double d5 = (this.buffer[((j1) * 5 + k1) * 17 + l1 + 1] - d1) * 0.125D;
                    double d6 = (this.buffer[((j1) * 5 + k1 + 1) * 17 + l1 + 1] - d2) * 0.125D;
                    double d7 = (this.buffer[((j1 + 1) * 5 + k1) * 17 + l1 + 1] - d3) * 0.125D;
                    double d8 = (this.buffer[((j1 + 1) * 5 + k1 + 1) * 17 + l1 + 1] - d4) * 0.125D;

                    for (int i2 = 0; i2 < 8; ++i2)
                    {
                        double d9 = 0.25D;
                        double d10 = d1;
                        double d11 = d2;
                        double d12 = (d3 - d1) * 0.25D;
                        double d13 = (d4 - d2) * 0.25D;

                        for (int j2 = 0; j2 < 4; ++j2)
                        {
                            double d14 = 0.25D;
                            double d15 = d10;
                            double d16 = (d11 - d10) * 0.25D;

                            for (int k2 = 0; k2 < 4; ++k2)
                            {
                                IBlockState iblockstate = null;

                                if (l1 * 8 + i2 < j)
                                {
                                    iblockstate = YOUR_LIQUID;
                                }

                                if (d15 > 0.0D)
                                {
                                    iblockstate = MAIN_BLOCK;
                                }

                                int l2 = j2 + j1 * 4;
                                int i3 = i2 + l1 * 8;
                                int j3 = k2 + k1 * 4;
                                primer.setBlockState(l2, i3, j3, iblockstate);
                                d15 += d16;
                            }

                            d10 += d12;
                            d11 += d13;
                        }

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

    public void buildSurfaces(int x, int z, ChunkPrimer primer)
    {
        if (!ForgeEventFactory.onReplaceBiomeBlocks(this, x, z, primer, this.world)) return;
        int i = this.world.getSeaLevel() + 1;
        double d0 = 0.03125D;
        this.slowsandNoise = this.slowsandGravelNoiseGen.generateNoiseOctaves(this.slowsandNoise, x * 16, z * 16, 0, 16, 16, 1, 0.03125D, 0.03125D, 1.0D);
        this.gravelNoise = this.slowsandGravelNoiseGen.generateNoiseOctaves(this.gravelNoise, x * 16, 109, z * 16, 16, 1, 16, 0.03125D, 1.0D, 0.03125D);
        this.depthBuffer = this.netherrackExculsivityNoiseGen.generateNoiseOctaves(this.depthBuffer, x * 16, z * 16, 0, 16, 16, 1, 0.0625D, 0.0625D, 0.0625D);

        for (int j = 0; j < 16; ++j)
        {
            for (int k = 0; k < 16; ++k)
            {
                boolean flag = this.slowsandNoise[j + k * 16] + this.rand.nextDouble() * 0.2D > 0.0D;
                boolean flag1 = this.gravelNoise[j + k * 16] + this.rand.nextDouble() * 0.2D > 0.0D;
                int l = (int)(this.depthBuffer[j + k * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
                int i1 = -1;
                IBlockState iblockstate = MAIN_BLOCK;
                IBlockState iblockstate1 = MAIN_BLOCK;

                for (int j1 = 127; j1 >= 0; --j1)
                {
                    if (j1 < 127 - this.rand.nextInt(5) && j1 > this.rand.nextInt(5))
                    {
                        IBlockState iblockstate2 = primer.getBlockState(k, j1, j);

                        if (iblockstate2.getBlock() != null && iblockstate2.getMaterial() != Material.AIR)
                        {
                            if (iblockstate2.getBlock() == MAIN_BLOCK.getBlock())
                            {
                                if (i1 == -1)
                                {
                                    if (l <= 0)
                                    {
                                        iblockstate = AIR;
                                        iblockstate1 = MAIN_BLOCK;
                                    }
                                    else if (j1 >= i - 4 && j1 <= i + 1)
                                    {
                                        iblockstate = MAIN_BLOCK;
                                        iblockstate1 = MAIN_BLOCK;

                                        if (flag1)
                                        {
                                            iblockstate = OTHER_BLOCK1;
                                            iblockstate1 = MAIN_BLOCK;
                                        }

                                        if (flag)
                                        {
                                            iblockstate = OTHER_BLOCK2;
                                            iblockstate1 = OTHER_BLOCK2;
                                        }
                                    }

                                    if (j1 < i && (iblockstate == null || iblockstate.getMaterial() == Material.AIR))
                                    {
                                        iblockstate = YOUR_LIQUID;
                                    }

                                    i1 = l;

                                    if (j1 >= i - 1)
                                    {
                                        primer.setBlockState(k, j1, j, iblockstate);
                                    }
                                    else
                                    {
                                        primer.setBlockState(k, j1, j, iblockstate1);
                                    }
                                }
                                else if (i1 > 0)
                                {
                                    --i1;
                                    primer.setBlockState(k, j1, j, iblockstate1);
                                }
                            }
                        }
                        else
                        {
                            i1 = -1;
                        }
                    }
                    else
                    {
                        primer.setBlockState(k, j1, j, BEDROCK);
                    }
                }
            }
        }
    }

    @Override
    public Chunk generateChunk(int x, int z)
    {
        this.rand.setSeed((long)x * 341873128712L + (long)z * 132897987541L);
        ChunkPrimer chunkprimer = new ChunkPrimer();
        this.prepareHeights(x, z, chunkprimer);
        this.buildSurfaces(x, z, chunkprimer);

        //Keep this - This makes all the holes and stuff in the nether - IT IS NEEDED!
        //this.genNetherCaves.generate(this.world, x, z, chunkprimer);

        if (this.generateStructures)
        {
        }

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

        Random random = new Random();
        int b = random.nextInt(2);
        for (int i = 0; i < abyte.length; ++i)
        {
            if (b == 0) {
                abyte[i] = (byte) Biome.getIdForBiome(ModBiomes.TEST);
            } else {
                abyte[i] = (byte) Biome.getIdForBiome(Biomes.DESERT);
            }
        }

        chunk.resetRelightChecks();
        return chunk;
    }

    private double[] getHeights(double[] noiseField, int x, int y, int z, int xSize, int ySize, int zSize)
    {
        if (noiseField == null) noiseField = new double[xSize * ySize * zSize];

        ChunkGeneratorEvent.InitNoiseField event = new ChunkGeneratorEvent.InitNoiseField(this, noiseField, x, y, z, xSize, ySize, zSize);
        MinecraftForge.EVENT_BUS.post(event);
        if (event.getResult() == Event.Result.DENY) return event.getNoisefield();

        double d0 = 684.412D;
        double d1 = 2053.236D;
        this.noiseData4 = this.scaleNoise.generateNoiseOctaves(this.noiseData4, x, y, z, xSize, 1, zSize, 1.0D, 0.0D, 1.0D);
        this.dr = this.depthNoise.generateNoiseOctaves(this.dr, x, y, z, xSize, 1, zSize, 100.0D, 0.0D, 100.0D);
        this.pnr = this.perlinNoise1.generateNoiseOctaves(this.pnr, x, y, z, xSize, ySize, zSize, 8.555150000000001D, 34.2206D, 8.555150000000001D);
        this.ar = this.lperlinNoise1.generateNoiseOctaves(this.ar, x, y, z, xSize, ySize, zSize, 684.412D, 2053.236D, 684.412D);
        this.br = this.lperlinNoise2.generateNoiseOctaves(this.br, x, y, z, xSize, ySize, zSize, 684.412D, 2053.236D, 684.412D);
        int i = 0;
        double[] adouble = new double[ySize];

        for (int j = 0; j < ySize; ++j)
        {
            adouble[j] = Math.cos((double)j * Math.PI * 6.0D / (double)ySize) * 2.0D;
            double d2 = (double)j;

            if (j > ySize / 2)
            {
                d2 = (double)(ySize - 1 - j);
            }

            if (d2 < 4.0D)
            {
                d2 = 4.0D - d2;
                adouble[j] -= d2 * d2 * d2 * 10.0D;
            }
        }

        for (int l = 0; l < xSize; ++l)
        {
            for (int i1 = 0; i1 < zSize; ++i1)
            {
                double d3 = 0.0D;

                for (int k = 0; k < ySize; ++k)
                {
                    double d4 = adouble[k];
                    double d5 = this.ar[i] / 512.0D;
                    double d6 = this.br[i] / 512.0D;
                    double d7 = (this.pnr[i] / 10.0D + 1.0D) / 2.0D;
                    double d8;

                    if (d7 < 0.0D)
                    {
                        d8 = d5;
                    }
                    else if (d7 > 1.0D)
                    {
                        d8 = d6;
                    }
                    else
                    {
                        d8 = d5 + (d6 - d5) * d7;
                    }

                    d8 = d8 - d4;

                    if (k > ySize - 4)
                    {
                        double d9 = (double)((float)(k - (ySize - 4)) / 3.0F);
                        d8 = d8 * (1.0D - d9) + -10.0D * d9;
                    }

                    if ((double)k < 0.0D)
                    {
                        double d10 = (0.0D - (double)k) / 4.0D;
                        d10 = MathHelper.clamp(d10, 0.0D, 1.0D);
                        d8 = d8 * (1.0D - d10) + -10.0D * d10;
                    }

                    noiseField[i] = d8;
                    ++i;
                }
            }
        }

        return noiseField;
    }

    @Override
    public void populate(int x, int z)
    {
        BlockFalling.fallInstantly = true;
        ForgeEventFactory.onChunkPopulate(true, this, this.world, this.rand, x, z, false);
        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));
        ChunkPos chunkpos = new ChunkPos(x, z);

        //This and any other things you may wish to add
        if (TerrainGen.populate(this, this.world, this.rand, x, z, false, PopulateChunkEvent.Populate.EventType.NETHER_LAVA))
        {
            for (int k = 0; k < 8; ++k) { this.hellSpringGen.generate(this.world, this.rand, blockpos.add(this.rand.nextInt(16) + 8, this.rand.nextInt(120) + 4, this.rand.nextInt(16) + 8)); }
        }

        if(generateStructures)
        {
        }

        ForgeEventFactory.onChunkPopulate(false, this, this.world, this.rand, x, z, false);
        MinecraftForge.EVENT_BUS.post(new DecorateBiomeEvent.Pre(this.world, this.rand, blockpos));
        biome.decorate(this.world, this.rand, new BlockPos(i, 0, j));
        MinecraftForge.EVENT_BUS.post(new DecorateBiomeEvent.Post(this.world, this.rand, blockpos));
        BlockFalling.fallInstantly = false;
    }

    public boolean generateStructures(Chunk chunkIn, int x, int z)
    {
        return true;
    }

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

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

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

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

 

 

procedure WakeMeUp(Integer plusTime);
var
  I: Integer;
begin
  for I := 0 to plusTime do begin
    println('One more minute!');
    Sleep(1000);
  end;
  println('Okay, nothing to worry, I''m alive!');
  println('So... somebody can give me a coffee?');
  println('I know it''s Pascal, and not Java, but I love it :D.');
end;
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That sounds more like a populator or a decorator, the way vanilla does clay deposits in water or dirt and gravel underground.

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.

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Yeah, that's what I want at certain points.

Thanks @Draco18s

procedure WakeMeUp(Integer plusTime);
var
  I: Integer;
begin
  for I := 0 to plusTime do begin
    println('One more minute!');
    Sleep(1000);
  end;
  println('Okay, nothing to worry, I''m alive!');
  println('So... somebody can give me a coffee?');
  println('I know it''s Pascal, and not Java, but I love it :D.');
end;
Link to comment
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