Posted September 24, 20195 yr 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, 20195 yr by MrNoodles75
September 24, 20195 yr 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); });
September 24, 20195 yr 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, 20195 yr by Yanny7
September 24, 20195 yr Author 16 minutes ago, 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)) ); } } } @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
September 24, 20195 yr Just now, 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 My bad, I copied more than I intended. I already updated my post
September 24, 20195 yr Author @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, 20195 yr by MrNoodles75
September 24, 20195 yr You should use ModBlocks.PLASTICORE.getDefaultState() Edited September 24, 20195 yr by Yanny7
September 24, 20195 yr Author @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.
September 24, 20195 yr just replace that variables with your values, code is copy-pasted from my project
September 24, 20195 yr @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)) ); } } }
September 24, 20195 yr Author @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)) ); } }
September 24, 20195 yr Author @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
September 24, 20195 yr Author @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
September 24, 20195 yr 4 hours ago, MrNoodles75 said: FMLCommonSetupEvent 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); 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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