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Posted

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);
});
Posted (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 by Yanny7
Posted
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

Posted
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 

Posted (edited)

@Yanny7 Thanks, but one more thing,

so my blocks are created in a class

107102568_ScreenShot2019-09-24at2_11_27PM.png.d8193c6c6689f36b030024c002afe652.png

 

and then the item form of the block is made in a ModBlocks class.

1198703469_ScreenShot2019-09-24at2_11_55PM.png.7a31cb666424cbf706f83d88d5c9c478.png

 

so should I use the ModBlocks Version or the regular class version?

987929958_ScreenShot2019-09-24at2_12_16PM.thumb.png.291a5eba89fb0cf43e679aec0d9c137f.png

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 by MrNoodles75
Posted
@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))
                );
        }
    }
}

 

Posted

@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))
        );
    }
}
Posted

 

@diesieben07

okay, so I did this,

I added a System.out.println();

1930940818_ScreenShot2019-09-24at4_16_47PM.thumb.png.1c759000b5582bf9afbcd0a08f95f7a8.png

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.

970745045_ScreenShot2019-09-24at4_30_25PM.png.c5ab60eb1e0208c0885320e53d348ae4.png

 

one more thing the answer could be that the method is within RegistryEvents and not in the ForgeEventSubscriber class

Posted
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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