MrNoodles75 Posted September 24, 2019 Posted September 24, 2019 (edited) is there a way to make my custom blocks naturally generate. eg. flowers generating in biomes; ores generating in caves and stone Edited September 24, 2019 by MrNoodles75 Quote
matezz Posted September 24, 2019 Posted September 24, 2019 YES! Its possible!! You need to create custom feature and then register it in your biome. Or if you want in mc biome, make Registry.BIOME.forEach(event ->{ this.addStructure(Feature.STRONGHOLD, IFeatureConfig.NO_FEATURE_CONFIG); }); Quote
Yanny7 Posted September 24, 2019 Posted September 24, 2019 (edited) Here is example, just replace YOUR_BLOCK with your registered block and all property.<type> with your values @Mod.EventBusSubscriber(modid = MODID, bus = Mod.EventBusSubscriber.Bus.FORGE) public class ForgeEventSubscriber { @SubscribeEvent public static void onInitBiomesGen(WorldTypeEvent.BiomeSize event) { for (Biome biome : ForgeRegistries.BIOMES) { biome.addFeature( GenerationStage.Decoration.UNDERGROUND_ORES, Biome.createDecoratedFeature( Feature.ORE, new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NATURAL_STONE, YOUR_BLOCK.getDefaultState(), property.veinSize), Placement.COUNT_RANGE, new CountRangeConfig(property.veinCount, property.heightMin, property.heightBase, property.heightMax)) ); } } } Edited September 24, 2019 by Yanny7 Quote
MrNoodles75 Posted September 24, 2019 Author Posted September 24, 2019 On 9/24/2019 at 5:48 PM, Yanny7 said: Here is example, just replace YOUR_BLOCK with your registered block and all property.<type> with your values @Mod.EventBusSubscriber(modid = MODID, bus = Mod.EventBusSubscriber.Bus.FORGE) public class ForgeEventSubscriber { @SubscribeEvent public static void onInitBiomesGen(WorldTypeEvent.BiomeSize event) { for (Biome biome : ForgeRegistries.BIOMES) { for (OresEnum oresEnum : OresEnum.values()) { biome.addFeature( GenerationStage.Decoration.UNDERGROUND_ORES, Biome.createDecoratedFeature( Feature.ORE, new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NATURAL_STONE, YOUR_BLOCK.getDefaultState(), property.veinSize), Placement.COUNT_RANGE, new CountRangeConfig(property.veinCount, property.heightMin, property.heightBase, property.heightMax)) ); } } } Expand @Yanny7 when I do this I get an error because it does not know what OresEnum is. for (OresEnum oresEnum : OresEnum.values()) { ^ symbol: variable OresEnum Quote
Yanny7 Posted September 24, 2019 Posted September 24, 2019 On 9/24/2019 at 6:07 PM, MrNoodles75 said: @Yanny7 when I do this I get an error because it does not know what OresEnum is. for (OresEnum oresEnum : OresEnum.values()) { ^ symbol: variable OresEnum Expand My bad, I copied more than I intended. I already updated my post Quote
MrNoodles75 Posted September 24, 2019 Author Posted September 24, 2019 (edited) @Yanny7 Thanks, but one more thing, so my blocks are created in a class and then the item form of the block is made in a ModBlocks class. so should I use the ModBlocks Version or the regular class version? when I use the class it says Non-static method getDefaultState() cannot be referenced from a static context. so I should use ModBlocks.PLASTICORE right? Edited September 24, 2019 by MrNoodles75 Quote
Yanny7 Posted September 24, 2019 Posted September 24, 2019 (edited) You should use ModBlocks.PLASTICORE.getDefaultState() Edited September 24, 2019 by Yanny7 Quote
MrNoodles75 Posted September 24, 2019 Author Posted September 24, 2019 @Yanny7 thanks but what do the variables do? eg. veinSize, veinCount, heightMin. because I tried looking around for Minecraft classes that use them but couldn't find anything. Quote
Yanny7 Posted September 24, 2019 Posted September 24, 2019 just replace that variables with your values, code is copy-pasted from my project Quote
MrNoodles75 Posted September 24, 2019 Author Posted September 24, 2019 @Yanny7 but can you give me a suggestion of what values to put there? Quote
Yanny7 Posted September 24, 2019 Posted September 24, 2019 @Mod.EventBusSubscriber(modid = "YOUR_MODID", bus = Mod.EventBusSubscriber.Bus.FORGE) public class ForgeEventSubscriber { @SubscribeEvent public static void onInitBiomesGen(WorldTypeEvent.BiomeSize event) { for (Biome biome : ForgeRegistries.BIOMES) { biome.addFeature( GenerationStage.Decoration.UNDERGROUND_ORES, Biome.createDecoratedFeature( Feature.ORE, new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NATURAL_STONE, YOUR_BLOCK.getDefaultState(), 8), Placement.COUNT_RANGE, new CountRangeConfig(10, 0, 40, 120)) ); } } } Quote
MrNoodles75 Posted September 24, 2019 Author Posted September 24, 2019 @diesieben07 what's wrong with BiomeSize? Quote
MrNoodles75 Posted September 24, 2019 Author Posted September 24, 2019 @diesieben07 so what is the correct way of doing it Quote
MrNoodles75 Posted September 24, 2019 Author Posted September 24, 2019 @diesieben07 so, @SubscribeEvent public static void onInitBiomesGen(FMLCommonSetupEvent event) { for (Biome biome : ForgeRegistries.BIOMES) { biome.addFeature( GenerationStage.Decoration.UNDERGROUND_ORES, Biome.createDecoratedFeature( Feature.ORE, new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NATURAL_STONE, ModBlocks.PLASTICORE.getDefaultState(), PlasticOre.veinSize), Placement.COUNT_RANGE, new CountRangeConfig(PlasticOre.veinCount, PlasticOre.heightMin, PlasticOre.heightBase, PlasticOre.heightMax)) ); } } Quote
MrNoodles75 Posted September 24, 2019 Author Posted September 24, 2019 @diesieben07 I looked through like 30 cave systems already and made it as common as coal but couldn't find it so I will just trust you that it is there Quote
MrNoodles75 Posted September 24, 2019 Author Posted September 24, 2019 @diesieben07 okay, so I did this, I added a System.out.println(); and it didn't ever generate. I moved around the world so I would be generating new blocks but I never saw the message, meaning that it never got called. also if you look at the image above you can see that the method is unused but as you can see below the block registry and the item registry(also in RegistryEvents along with onInitBiomesGen()) are also unused but they still work. one more thing the answer could be that the method is within RegistryEvents and not in the ForgeEventSubscriber class Quote
Animefan8888 Posted September 24, 2019 Posted September 24, 2019 On 9/24/2019 at 6:58 PM, MrNoodles75 said: FMLCommonSetupEvent Expand This is a Mod LifeCycle event. You'd typically have this in your @Mod class and have it registered in that classes constructor with FMLJavaModLoadingContext.get().getModEventBus().addListener(this::commonSetup); Quote 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.
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.