Posted February 21, 20196 yr So I was generating ores in my world by iterating through all the blocks in my mod (there are only 5 for now, I'll make this work more efficiently in the future when there are more blocks), checking to see if they are ores, and then generating them if they are. The idea behind this is that I can add an ore to the blocks of the mod without having to go into my OreGen class and manually set how I want each ore to generate, I just need to make the ore itself. When generating 1 ore in any given dimension it works fine; the dimension loads in a few seconds, but if I generate 2 or more ores in any given dimension, the dimension takes 5+ minutes to generate, and loading new chunks takes much longer than usual once you are in the game. Does anyone with more advanced knowledge of how worldgen works know why this could be happening? Below is the code for my OreGen class: /** * Date: 02-19-2019 * Time: 5:29:29 PM * Author: Yoyoness_ */ package yoyoness_.yoyosaddons.worldgen; import java.util.Random; import com.google.common.base.Predicate; import net.minecraft.block.Block; import net.minecraft.block.state.IBlockState; import net.minecraft.block.state.pattern.BlockMatcher; import net.minecraft.init.Blocks; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import net.minecraft.world.chunk.IChunkProvider; import net.minecraft.world.gen.IChunkGenerator; import net.minecraft.world.gen.feature.WorldGenMinable; import net.minecraftforge.fml.common.IWorldGenerator; import yoyoness_.yoyosaddons.init.ModBlocks; import yoyoness_.yoyosaddons.init.objects.blocks.BlockOre; public class OreGen implements IWorldGenerator { @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider) { BlockOre ore; if (world.provider.getDimension() == -1) { for (Block block : ModBlocks.BLOCKS) { if (block instanceof BlockOre && ((BlockOre)block).getDimension() == -1) { ore = (BlockOre)block; if (ore.getMinYGen() < 0 || ore.getMaxYGen() > 255 || ore.getMinYGen() > ore.getMaxYGen()) { throw new IllegalArgumentException(ore.getUnlocalizedName() + " generates at invalid y-coordinates. Must generate between y-coordinates 0-255 inclusive, with the minimum coordinate lower than the maximum."); } runGenerator(ore.getDefaultState(), BlockMatcher.forBlock(Blocks.NETHERRACK), world, random, chunkX*16, chunkZ*16, ore.getMinYGen(), ore.getMaxYGen(), random.nextInt(ore.getMaxVeinSize())+ore.getMinVeinSize(), ore.getMaxVeins()); } } } if (world.provider.getDimension() == 0) { for (Block block : ModBlocks.BLOCKS) { if (block instanceof BlockOre && ((BlockOre)block).getDimension() == 0) { ore = (BlockOre)block; if (ore.getMinYGen() < 0 || ore.getMaxYGen() > 255 || ore.getMinYGen() > ore.getMaxYGen()) { throw new IllegalArgumentException(ore.getUnlocalizedName() + " generates at invalid y-coordinates. Must generate between y-coordinates 0-255 inclusive, with the minimum coordinate lower than the maximum."); } runGenerator(ore.getDefaultState(), BlockMatcher.forBlock(Blocks.STONE), world, random, chunkX*16, chunkZ*16, ore.getMinYGen(), ore.getMaxYGen(), random.nextInt(ore.getMaxVeinSize())+ore.getMinVeinSize(), ore.getMaxVeins()); } } } if (world.provider.getDimension() == 1) { for (Block block : ModBlocks.BLOCKS) { if (block instanceof BlockOre && ((BlockOre)block).getDimension() == 1) { ore = (BlockOre)block; if (ore.getMinYGen() < 0 || ore.getMaxYGen() > 255 || ore.getMinYGen() > ore.getMaxYGen()) { throw new IllegalArgumentException(ore.getUnlocalizedName() + " generates at invalid y-coordinates. Must generate between y-coordinates 0-255 inclusive, with the minimum coordinate lower than the maximum."); } if (Math.sqrt(Math.pow(chunkX*16, 2) + Math.pow(chunkZ*16, 2)) >= 1000.0) { runGenerator(ore.getDefaultState(), BlockMatcher.forBlock(Blocks.END_STONE), world, random, chunkX*16, chunkZ*16, ore.getMinYGen(), ore.getMaxYGen(), random.nextInt(ore.getMaxVeinSize())+ore.getMinVeinSize(), ore.getMaxVeins()); } } } } } private void runGenerator(IBlockState ore, Predicate<IBlockState> blockToReplace, World world, Random random, int x, int z, int minY, int maxY, int size, int maxBlocks) { WorldGenMinable generator; int deltaY = maxY - minY; for (int i = 0; i < maxBlocks; i++) { BlockPos pos = new BlockPos(x + random.nextInt(16), minY + random.nextInt(deltaY), z + random.nextInt(16)); generator = new WorldGenMinable(ore, size, blockToReplace); generator.generate(world, random, pos); } } } Note: The data for how an ore should generate is stored in each instance of a BlockOre itself, that's why there are many calls to accessor methods from ore. I'm new to modding, so if there's a better place to store this data, please let me know. - Yoyo Edited February 21, 20196 yr by Yoyoness_
February 21, 20196 yr You can use a switch statement, and you could store your list of ores in a list and only calculate it once. That would increase readability and performance About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
February 21, 20196 yr Author 1 minute ago, Cadiboo said: You can use a switch statement, and you could store your list of ores in a list and only calculate it once. That would increase readability and performance I was planning to put them in an ores list, but even so I tried a switch statement already and had the same issue.
February 21, 20196 yr What are your vein sizes? About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
February 21, 20196 yr Author Actually I figured it out. I have an ore that has an animated texture (I copied the lava_still.png.mcmeta, renamed it, and used a different texture), and when I generate that ore, I get massive lag. It's probably because I have it generating from y-coords 0-255 in the world with a maximum of 64 veins in each chunk for testing purposes. All of my other ores generate at the same levels, but they don't have animated textures. Edited February 21, 20196 yr by Yoyoness_
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