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Very strange dimension error...


Flenix

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Hey,

 

I've just had my first attempt at making a custom dimension, and clearly something somewhere went very wrong.

 

First, my code:

[spoiler=Portal]

package co.uk.silvania.Remula.dimensions;

import java.util.Random;

import co.uk.silvania.Remula.CommonProxy;
import co.uk.silvania.Remula.Remula;
import net.minecraft.block.Block;
import net.minecraft.block.BlockPortal;
import net.minecraft.block.material.Material;
import net.minecraft.entity.Entity;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.world.World;

public class AkatoePortalBlock extends BlockPortal {

public AkatoePortalBlock(int id, int texture) {
	super(id, texture);
	this.setCreativeTab(Remula.tabRemula);
}

public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random) {

}

//Create the portal
public boolean tryToCreatePortal(World par1World, int par2, int par3, int par4) {
	byte var5 = 0;
	byte var6 = 0;

		if (par1World.getBlockId(par2 - 1, par3, par4) == Block.sandStone.blockID || par1World.getBlockId(par2 + 1, par3, par4) == Block.sandStone.blockID) {
			var5 = 1;
		}

		if (par1World.getBlockId(par2, par3, par4 - 1) == Block.sandStone.blockID || par1World.getBlockId(par2, par3, par4 + 1) == Block.sandStone.blockID) {
			var6 = 1;
		}

		if (var5 == var6) {
			return false;
		} else {
			if (par1World.getBlockId(par2 - var5, par3, par4 - var6) == 0) {
				par2 -= var5;
				par4 -= var6;					
			}

			int var7;
			int var8;

			for (var7 = -1; var7 <= 2; ++var7) {
				for (var8 = -1; var8 <= 3; ++var8) {
					boolean var9 = var7 == -1 || var7 == 2 || var8 == -1 || var8 == 3;

					if (var7 != -1 && var7 != 2 || var8 != -1 && var8 != 3) {
						int var10 = par1World.getBlockId(par2 + var5 * var7, par3 + var8, par4 + var6 * var7);

						if (var9) {
							if (var10 != Block.sandStone.blockID) {
								return false;
							}
						}
						else if (var10 != 0 && var10 != Block.fire.blockID) {
							return false;
						}
					}
				}
			}

			par1World.editingBlocks = true;

			for (var7 = 0; var7 < 2; ++var7) {
				for (var8 = 0; var8 < 3; ++var8) {
					par1World.setBlockWithNotify(par2 + var5 * var7, par3 + var8, par4 + var6 * var7, this.blockID);
				}
			}

			par1World.editingBlocks = false;
			return true;
		}
}

public void randomDisplayTick(World par1World, int par2, int par3, int par4, Random par5Random) {

}

//Check the portal is still valid
public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5) {
	byte var6 = 0;
	byte var7 = 1;

		if (par1World.getBlockId(par2 - 1, par3, par4) == this.blockID || par1World.getBlockId(par2 + 1, par3, par4) == this.blockID) {
			var6 = 1;
			var7 = 0;
			}

		int var8;

			for (var8 = par3; par1World.getBlockId(par2, var8 - 1, par4) == this.blockID; --var8) {
				;
			}

		if (par1World.getBlockId(par2, var8 - 1, par4) != Block.sandStone.blockID) {
			par1World.setBlockWithNotify(par2, par3, par4, 0);
		}
		else
		{
		int var9;

		for (var9 = 1; var9 < 4 && par1World.getBlockId(par2, var8 + var9, par4) == this.blockID; ++var9) {
			;
		}

		if (var9 == 3 && par1World.getBlockId(par2, var8 + var9, par4) == Block.sandStone.blockID) {
			boolean var10 = par1World.getBlockId(par2 - 1, par3, par4) == this.blockID || par1World.getBlockId(par2 + 1, par3, par4) == this.blockID;
			boolean var11 = par1World.getBlockId(par2, par3, par4 - 1) == this.blockID || par1World.getBlockId(par2, par3, par4 + 1) == this.blockID;

			if (var10 && var11) {
				par1World.setBlockWithNotify(par2, par3, par4, 0);
				}
				else
				{
					if ((par1World.getBlockId(par2 + var6, par3, par4 + var7) != Block.sandStone.blockID || par1World.getBlockId(par2 - var6, par3, par4 - var7) != this.blockID) && (par1World.getBlockId(par2 - var6, par3, par4 - var7) != Block.sandStone.blockID || par1World.getBlockId(par2 + var6, par3, par4 + var7) != this.blockID)) {
						par1World.setBlockWithNotify(par2, par3, par4, 0);
					}
				}
			}
			else
			{
				par1World.setBlockWithNotify(par2, par3, par4, 0);
			}
		}
 	}

// Teleportation Code
public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity) {
	if (par5Entity.ridingEntity == null && par5Entity.riddenByEntity == null) {
		if (par5Entity instanceof EntityPlayerMP) {
			EntityPlayerMP thePlayer = (EntityPlayerMP) par5Entity;
			if (par5Entity.dimension != Remula.akatoeDimension) {
				thePlayer.mcServer.getConfigurationManager().transferPlayerToDimension(thePlayer, Remula.akatoeDimension, new TeleporterAkatoe(thePlayer.mcServer.worldServerForDimension(Remula.akatoeDimension)));
			}
			else
			{
				//thePlayer.mcServer.getConfigurationManager().transferPlayerToDimension(thePlayer, Remula.akatoeDimension, new TeleporterAkatoe(thePlayer.mcServer.worldServerForDimension(Remula.akatoeDimension)));
				thePlayer.mcServer.getConfigurationManager().transferPlayerToDimension(thePlayer, 0, new TeleporterAkatoe(thePlayer.mcServer.worldServerForDimension(0)));

			}
		}
	}

}

    @Override
    public String getTextureFile () {
            return CommonProxy.AKATOEBLOCKS_PNG;
    }

}

 

 

[spoiler=WorldProvider]

package co.uk.silvania.Remula.dimensions;

import co.uk.silvania.Remula.Remula;
import net.minecraft.world.WorldProvider;
import net.minecraft.world.biome.BiomeGenBase;
import net.minecraft.world.biome.WorldChunkManagerHell;
import net.minecraft.world.chunk.IChunkProvider;

public class AkatoeWorldProvider extends WorldProvider {

public String getDimensionName() {
	return "Akatoe";
}

public boolean canRespawnHere() {
	return true;
}

public void registerWorldChunkManager() {
	this.worldChunkMgr = new WorldChunkManagerHell(BiomeGenBase.beach, 0.8F, 0.1F);
	this.dimensionId = Remula.akatoeDimension;
}

@Override
public IChunkProvider createChunkGenerator() {
	return new AkatoeChunkProvider(worldObj, worldObj.getSeed(), true);
}

public String getSaveFolder() {
	return "Akatoe";
}

}

 

 

[spoiler=ChunkProvider]

package co.uk.silvania.Remula.dimensions;

import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.CAVE;
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.MINESHAFT;
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.RAVINE;
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.SCATTERED_FEATURE;
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.STRONGHOLD;
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.VILLAGE;
import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.DUNGEON;
import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.ICE;
import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.LAKE;
import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.LAVA;

import java.util.List;
import java.util.Random;

import co.uk.silvania.Remula.Remula;

import net.minecraft.block.Block;
import net.minecraft.block.BlockSand;
import net.minecraft.entity.EnumCreatureType;
import net.minecraft.util.IProgressUpdate;
import net.minecraft.util.MathHelper;
import net.minecraft.world.ChunkPosition;
import net.minecraft.world.SpawnerAnimals;
import net.minecraft.world.World;
import net.minecraft.world.biome.BiomeGenBase;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.MapGenBase;
import net.minecraft.world.gen.MapGenCaves;
import net.minecraft.world.gen.MapGenRavine;
import net.minecraft.world.gen.NoiseGeneratorOctaves;
import net.minecraft.world.gen.feature.MapGenScatteredFeature;
import net.minecraft.world.gen.feature.WorldGenDungeons;
import net.minecraft.world.gen.feature.WorldGenLakes;
import net.minecraft.world.gen.structure.MapGenMineshaft;
import net.minecraft.world.gen.structure.MapGenStronghold;
import net.minecraft.world.gen.structure.MapGenVillage;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.event.Event.Result;
import net.minecraftforge.event.terraingen.ChunkProviderEvent;
import net.minecraftforge.event.terraingen.PopulateChunkEvent;
import net.minecraftforge.event.terraingen.TerrainGen;

public class AkatoeChunkProvider implements IChunkProvider {
    private Random rand;

    private NoiseGeneratorOctaves noiseGen1;
    private NoiseGeneratorOctaves noiseGen2;
    private NoiseGeneratorOctaves noiseGen3;
    private NoiseGeneratorOctaves noiseGen4;
    public NoiseGeneratorOctaves noiseGen5;
    public NoiseGeneratorOctaves noiseGen6;
    public NoiseGeneratorOctaves mobSpawnerNoise;

    private World worldObj;

    private final boolean mapFeaturesEnabled;

    private double[] noiseArray;
    private double[] stoneNoise = new double[256];
    private MapGenBase caveGenerator = new MapGenCaves();

    private MapGenStronghold strongholdGenerator = new MapGenStronghold();

    private MapGenVillage villageGenerator = new MapGenVillage();

    private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft();
    private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature();

    private MapGenBase ravineGenerator = new MapGenRavine();

    private BiomeGenBase[] biomesForGeneration;

    double[] noise3;

    double[] noise1;

    double[] noise2;

    double[] noise5;

    double[] noise6;

    float[] parabolicField;
    int[][] field_73219_j = new int[32][32];

    {
        caveGenerator = TerrainGen.getModdedMapGen(caveGenerator, CAVE);
        strongholdGenerator = (MapGenStronghold) TerrainGen.getModdedMapGen(strongholdGenerator, STRONGHOLD);
        villageGenerator = (MapGenVillage) TerrainGen.getModdedMapGen(villageGenerator, VILLAGE);
        mineshaftGenerator = (MapGenMineshaft) TerrainGen.getModdedMapGen(mineshaftGenerator, MINESHAFT);
        scatteredFeatureGenerator = (MapGenScatteredFeature) TerrainGen.getModdedMapGen(scatteredFeatureGenerator, SCATTERED_FEATURE);
        ravineGenerator = TerrainGen.getModdedMapGen(ravineGenerator, RAVINE);
    }

    public AkatoeChunkProvider(World par1World, long par2, boolean par4)
    {
        this.worldObj = par1World;
        this.mapFeaturesEnabled = par4;
        this.rand = new Random(par2);
        this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16);
        this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16);
        this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, ;
        this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 4);
        this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10);
        this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16);
        this.mobSpawnerNoise = new NoiseGeneratorOctaves(this.rand, ;

        NoiseGeneratorOctaves[] noiseGens = {noiseGen1, noiseGen2, noiseGen3, noiseGen4, noiseGen5, noiseGen6, mobSpawnerNoise};
        noiseGens = TerrainGen.getModdedNoiseGenerators(par1World, this.rand, noiseGens);
        this.noiseGen1 = noiseGens[0];
        this.noiseGen2 = noiseGens[1];
        this.noiseGen3 = noiseGens[2];
        this.noiseGen4 = noiseGens[3];
        this.noiseGen5 = noiseGens[4];
        this.noiseGen6 = noiseGens[5];
        this.mobSpawnerNoise = noiseGens[6];
    }

    public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte)
    {
        byte var4 = 4;
        byte var5 = 16;
        byte var6 = 63;
        int var7 = var4 + 1;
        byte var8 = 17;
        int var9 = var4 + 1;
        this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, var7 + 5, var9 + 5);
        this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * var4, 0, par2 * var4, var7, var8, var9);

        for (int var10 = 0; var10 < var4; ++var10)
        {
            for (int var11 = 0; var11 < var4; ++var11)
            {
                for (int var12 = 0; var12 < var5; ++var12)
                {
                    double var13 = 0.125D;
                    double var15 = this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0];
                    double var17 = this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0];
                    double var19 = this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0];
                    double var21 = this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0];
                    double var23 = (this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1] - var15) * var13;
                    double var25 = (this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1] - var17) * var13;
                    double var27 = (this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1] - var19) * var13;
                    double var29 = (this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1] - var21) * var13;

                    for (int var31 = 0; var31 < 8; ++var31)
                    {
                        double var32 = 0.25D;
                        double var34 = var15;
                        double var36 = var17;
                        double var38 = (var19 - var15) * var32;
                        double var40 = (var21 - var17) * var32;

                        for (int var42 = 0; var42 < 4; ++var42)
                        {
                            int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31;
                            short var44 = 128;
                            var43 -= var44;
                            double var45 = 0.25D;
                            double var49 = (var36 - var34) * var45;
                            double var47 = var34 - var49;

                            for (int var51 = 0; var51 < 4; ++var51)
                            {
                                if ((var47 += var49) > 0.0D)
                                {
                                    par3ArrayOfByte[var43 += var44] = (byte)Remula.akatoeStone.blockID;
                                }
                                else if (var12 * 8 + var31 < var6)
                                {
                                    par3ArrayOfByte[var43 += var44] = (byte)Block.waterStill.blockID;
                                }
                                else
                                {
                                    par3ArrayOfByte[var43 += var44] = 0;
                                }
                            }

                            var34 += var38;
                            var36 += var40;
                        }

                        var15 += var23;
                        var17 += var25;
                        var19 += var27;
                        var21 += var29;
                    }
                }
            }
        }
    }

    /**
     * Replaces the stone that was placed in with blocks that match the biome
     */
    public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
    {
        ChunkProviderEvent.ReplaceBiomeBlocks event = new ChunkProviderEvent.ReplaceBiomeBlocks(this, par1, par2, par3ArrayOfByte, par4ArrayOfBiomeGenBase);
        MinecraftForge.EVENT_BUS.post(event);
        if (event.getResult() == Result.DENY) return;

        byte var5 = 63;
        double var6 = 0.03125D;
        this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D);

        for (int var8 = 0; var8 < 16; ++var8)
        {
            for (int var9 = 0; var9 < 16; ++var9)
            {
                BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16];
                float var11 = var10.getFloatTemperature();
                int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
                int var13 = -1;
                byte var14 = var10.topBlock;
                byte var15 = var10.fillerBlock;

                for (int var16 = 127; var16 >= 0; --var16)
                {
                    int var17 = (var9 * 16 + var8) * 128 + var16;

                    if (var16 <= 0 + this.rand.nextInt(5))
                    {
                        par3ArrayOfByte[var17] = (byte)Block.bedrock.blockID;
                    }
                    else
                    {
                        byte var18 = par3ArrayOfByte[var17];

                        if (var18 == 0)
                        {
                            var13 = -1;
                        }
                        else if (var18 == Remula.akatoeStone.blockID)
                        {
                            if (var13 == -1)
                            {
                                if (var12 <= 0)
                                {
                                    var14 = 0;
                                    var15 = (byte)Remula.akatoeStone.blockID;
                                }
                                else if (var16 >= var5 - 4 && var16 <= var5 + 1)
                                {
                                    var14 = var10.topBlock;
                                    var15 = var10.fillerBlock;
                                }

                                if (var16 < var5 && var14 == 0)
                                {
                                    if (var11 < 0.15F)
                                    {
                                        var14 = (byte)Block.ice.blockID;
                                    }
                                    else
                                    {
                                        var14 = (byte)Block.waterStill.blockID;
                                    }
                                }

                                var13 = var12;

                                if (var16 >= var5 - 1)
                                {
                                    par3ArrayOfByte[var17] = var14;
                                }
                                else
                                {
                                    par3ArrayOfByte[var17] = var15;
                                }
                            }
                            else if (var13 > 0)
                            {
                                --var13;
                                par3ArrayOfByte[var17] = var15;

                                if (var13 == 0 && var15 == Remula.akatoeSand.blockID)
                                {
                                    var13 = this.rand.nextInt(4);
                                    var15 = (byte)Remula.akatoeStone.blockID;
                                }
                            }
                        }
                    }
                }
            }
        }
    }

    /**
     * loads or generates the chunk at the chunk location specified
     */
    public Chunk loadChunk(int par1, int par2)
    {
        return this.provideChunk(par1, par2);
    }

    /**
     * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
     * specified chunk from the map seed and chunk seed
     */
    public Chunk provideChunk(int par1, int par2)
    {
        this.rand.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
        byte[] var3 = new byte[32768];
        this.generateTerrain(par1, par2, var3);
        this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16);
        this.replaceBlocksForBiome(par1, par2, var3, this.biomesForGeneration);
        this.caveGenerator.generate(this, this.worldObj, par1, par2, var3);
        this.ravineGenerator.generate(this, this.worldObj, par1, par2, var3);

        if (this.mapFeaturesEnabled)
        {
            this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, var3);
            this.villageGenerator.generate(this, this.worldObj, par1, par2, var3);
            this.strongholdGenerator.generate(this, this.worldObj, par1, par2, var3);
            this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, var3);
        }

        Chunk var4 = new Chunk(this.worldObj, var3, par1, par2);
        byte[] var5 = var4.getBiomeArray();

        for (int var6 = 0; var6 < var5.length; ++var6)
        {
            var5[var6] = (byte)this.biomesForGeneration[var6].biomeID;
        }

        var4.generateSkylightMap();
        return var4;
    }

    /**
     * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the
     * size.
     */
    private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)
    {
        ChunkProviderEvent.InitNoiseField event = new ChunkProviderEvent.InitNoiseField(this, par1ArrayOfDouble, par2, par3, par4, par5, par6, par7);
        MinecraftForge.EVENT_BUS.post(event);
        if (event.getResult() == Result.DENY) return event.noisefield;

        if (par1ArrayOfDouble == null)
        {
            par1ArrayOfDouble = new double[par5 * par6 * par7];
        }

        if (this.parabolicField == null)
        {
            this.parabolicField = new float[25];

            for (int var8 = -2; var8 <= 2; ++var8)
            {
                for (int var9 = -2; var9 <= 2; ++var9)
                {
                    float var10 = 10.0F / MathHelper.sqrt_float((float)(var8 * var8 + var9 * var9) + 0.2F);
                    this.parabolicField[var8 + 2 + (var9 + 2) * 5] = var10;
                }
            }
        }

        double var44 = 684.412D;
        double var45 = 684.412D;
        this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D);
        this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D);
        this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, par2, par3, par4, par5, par6, par7, var44 / 80.0D, var45 / 160.0D, var44 / 80.0D);
        this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, var44, var45, var44);
        this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, var44, var45, var44);
        boolean var43 = false;
        boolean var42 = false;
        int var12 = 0;
        int var13 = 0;

        for (int var14 = 0; var14 < par5; ++var14)
        {
            for (int var15 = 0; var15 < par7; ++var15)
            {
                float var16 = 0.0F;
                float var17 = 0.0F;
                float var18 = 0.0F;
                byte var19 = 2;
                BiomeGenBase var20 = this.biomesForGeneration[var14 + 2 + (var15 + 2) * (par5 + 5)];

                for (int var21 = -var19; var21 <= var19; ++var21)
                {
                    for (int var22 = -var19; var22 <= var19; ++var22)
                    {
                        BiomeGenBase var23 = this.biomesForGeneration[var14 + var21 + 2 + (var15 + var22 + 2) * (par5 + 5)];
                        float var24 = this.parabolicField[var21 + 2 + (var22 + 2) * 5] / (var23.minHeight + 2.0F);

                        if (var23.minHeight > var20.minHeight)
                        {
                            var24 /= 2.0F;
                        }

                        var16 += var23.maxHeight * var24;
                        var17 += var23.minHeight * var24;
                        var18 += var24;
                    }
                }

                var16 /= var18;
                var17 /= var18;
                var16 = var16 * 0.9F + 0.1F;
                var17 = (var17 * 4.0F - 1.0F) / 8.0F;
                double var47 = this.noise6[var13] / 8000.0D;

                if (var47 < 0.0D)
                {
                    var47 = -var47 * 0.3D;
                }

                var47 = var47 * 3.0D - 2.0D;

                if (var47 < 0.0D)
                {
                    var47 /= 2.0D;

                    if (var47 < -1.0D)
                    {
                        var47 = -1.0D;
                    }

                    var47 /= 1.4D;
                    var47 /= 2.0D;
                }
                else
                {
                    if (var47 > 1.0D)
                    {
                        var47 = 1.0D;
                    }

                    var47 /= 8.0D;
                }

                ++var13;

                for (int var46 = 0; var46 < par6; ++var46)
                {
                    double var48 = (double)var17;
                    double var26 = (double)var16;
                    var48 += var47 * 0.2D;
                    var48 = var48 * (double)par6 / 16.0D;
                    double var28 = (double)par6 / 2.0D + var48 * 4.0D;
                    double var30 = 0.0D;
                    double var32 = ((double)var46 - var28) * 12.0D * 128.0D / 128.0D / var26;

                    if (var32 < 0.0D)
                    {
                        var32 *= 4.0D;
                    }

                    double var34 = this.noise1[var12] / 512.0D;
                    double var36 = this.noise2[var12] / 512.0D;
                    double var38 = (this.noise3[var12] / 10.0D + 1.0D) / 2.0D;

                    if (var38 < 0.0D)
                    {
                        var30 = var34;
                    }
                    else if (var38 > 1.0D)
                    {
                        var30 = var36;
                    }
                    else
                    {
                        var30 = var34 + (var36 - var34) * var38;
                    }

                    var30 -= var32;

                    if (var46 > par6 - 4)
                    {
                        double var40 = (double)((float)(var46 - (par6 - 4)) / 3.0F);
                        var30 = var30 * (1.0D - var40) + -10.0D * var40;
                    }

                    par1ArrayOfDouble[var12] = var30;
                    ++var12;
                }
            }
        }

        return par1ArrayOfDouble;
    }

    /**
     * Checks to see if a chunk exists at x, y
     */
    public boolean chunkExists(int par1, int par2)
    {
        return true;
    }

    /**
     * Populates chunk with ores etc etc
     */
    public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
    {
        BlockSand.fallInstantly = true;
        int var4 = par2 * 16;
        int var5 = par3 * 16;
        BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16);
        this.rand.setSeed(this.worldObj.getSeed());
        long var7 = this.rand.nextLong() / 2L * 2L + 1L;
        long var9 = this.rand.nextLong() / 2L * 2L + 1L;
        this.rand.setSeed((long)par2 * var7 + (long)par3 * var9 ^ this.worldObj.getSeed());
        boolean var11 = false;

        MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, rand, par2, par3, var11));

        if (this.mapFeaturesEnabled)
        {
            this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
            var11 = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
            this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
            this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
        }

        int var12;
        int var13;
        int var14;

        if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, LAKE) && 
                !var11 && this.rand.nextInt(4) == 0)
        {
            var12 = var4 + this.rand.nextInt(16) + 8;
            var13 = this.rand.nextInt(128);
            var14 = var5 + this.rand.nextInt(16) + 8;
            (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
        }

        if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, LAVA) &&
                !var11 && this.rand.nextInt( == 0)
        {
            var12 = var4 + this.rand.nextInt(16) + 8;
            var13 = this.rand.nextInt(this.rand.nextInt(120) + ;
            var14 = var5 + this.rand.nextInt(16) + 8;

            if (var13 < 63 || this.rand.nextInt(10) == 0)
            {
                (new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
            }
        }

        boolean doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, DUNGEON);
        for (var12 = 0; doGen && var12 < 8; ++var12)
        {
            var13 = var4 + this.rand.nextInt(16) + 8;
            var14 = this.rand.nextInt(128);
            int var15 = var5 + this.rand.nextInt(16) + 8;

            if ((new WorldGenDungeons()).generate(this.worldObj, this.rand, var13, var14, var15))
            {
                ;
            }
        }

        var6.decorate(this.worldObj, this.rand, var4, var5);
        SpawnerAnimals.performWorldGenSpawning(this.worldObj, var6, var4 + 8, var5 + 8, 16, 16, this.rand);
        var4 += 8;
        var5 += 8;

        doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, ICE);
        for (var12 = 0; doGen && var12 < 16; ++var12)
        {
            for (var13 = 0; var13 < 16; ++var13)
            {
                var14 = this.worldObj.getPrecipitationHeight(var4 + var12, var5 + var13);

                if (this.worldObj.isBlockFreezable(var12 + var4, var14 - 1, var13 + var5))
                {
                    this.worldObj.setBlockWithNotify(var12 + var4, var14 - 1, var13 + var5, Block.ice.blockID);
                }

                if (this.worldObj.canSnowAt(var12 + var4, var14, var13 + var5))
                {
                    this.worldObj.setBlockWithNotify(var12 + var4, var14, var13 + var5, Block.snow.blockID);
                }
            }
        }

        MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, var11));

        BlockSand.fallInstantly = false;
    }

    /**
     * Two modes of operation: if passed true, save all Chunks in one go.  If passed false, save up to two chunks.
     * Return true if all chunks have been saved.
     */
    public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
    {
        return true;
    }

    /**
     * Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list
     * is always empty and will not remove any chunks.
     */
    public boolean unload100OldestChunks()
    {
        return false;
    }

    /**
     * Returns if the IChunkProvider supports saving.
     */
    public boolean canSave()
    {
        return true;
    }

    /**
     * Converts the instance data to a readable string.
     */
    public String makeString()
    {
        return "RandomLevelSource";
    }

    /**
     * Returns a list of creatures of the specified type that can spawn at the given location.
     */
    public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
    {
        BiomeGenBase var5 = this.worldObj.getBiomeGenForCoords(par2, par4);
        return var5 == null ? null : (var5 == BiomeGenBase.swampland && par1EnumCreatureType == EnumCreatureType.monster && this.scatteredFeatureGenerator.hasStructureAt(par2, par3, par4) ? this.scatteredFeatureGenerator.getScatteredFeatureSpawnList() : var5.getSpawnableList(par1EnumCreatureType));
    }

    /**
     * Returns the location of the closest structure of the specified type. If not found returns null.
     */
    public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
    {
        return "Stronghold".equals(par2Str) && this.strongholdGenerator != null ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null;
    }

    public int getLoadedChunkCount()
    {
        return 0;
    }

    public void recreateStructures(int par1, int par2)
    {
        if (this.mapFeaturesEnabled)
        {
            this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
            this.villageGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
            this.strongholdGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
            this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
        }
    }
}

 

 

[spoiler=Teleporter]

package co.uk.silvania.Remula.dimensions;

import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
import java.util.Random;

import co.uk.silvania.Remula.Remula;

import net.minecraft.block.Block;
import net.minecraft.entity.Entity;
import net.minecraft.util.Direction;
import net.minecraft.util.LongHashMap;
import net.minecraft.util.MathHelper;
import net.minecraft.world.ChunkCoordIntPair;
import net.minecraft.world.PortalPosition;
import net.minecraft.world.Teleporter;
import net.minecraft.world.WorldServer;

public class TeleporterAkatoe extends Teleporter {
private final WorldServer field_85192_a;
private final Random random;
private final LongHashMap field_85191_c = new LongHashMap();
private final List field_85190_d = new ArrayList();

public TeleporterAkatoe(WorldServer par1WorldServer) {
	super(par1WorldServer);
	this.field_85192_a = par1WorldServer;
	this.random = new Random(par1WorldServer.getSeed());
}

@Override
public void placeInPortal(Entity par1Entity, double par2, double par4, double par6, float par8)	{
	if (this.field_85192_a.provider.dimensionId != 1) {
		if (!this.placeInExistingPortal(par1Entity, par2, par4, par6, par8)) {
			this.func_85188_a(par1Entity);
			this.placeInExistingPortal(par1Entity, par2, par4, par6, par8);
		}
	}
	else
	{
		int var9 = MathHelper.floor_double(par1Entity.posX);
		int var10 = MathHelper.floor_double(par1Entity.posY) - 1;
		int var11 = MathHelper.floor_double(par1Entity.posZ);
		byte var12 = 1;
		byte var13 = 0;

		for (int var14 = -2; var14 <= 2; ++var14) {
			for (int var15 = -2; var15 <= 2; ++var15) {
				for (int var16 = -1; var16 < 3; ++var16) {
					int var17 = var9 + var15 * var12 + var14 * var13;
					int var18 = var10 + var16;
					int var19 = var11 + var15 * var13 - var14 * var12;
					boolean var20 = var16 < 0;
					this.field_85192_a.setBlockWithNotify(var17, var18, var19, var20 ? Block.sandStone.blockID : 0);
				}
			}
		}

		par1Entity.setLocationAndAngles((double) var9, (double) var10, (double) var11, par1Entity.rotationYaw, 0.0F);
		par1Entity.motionX = par1Entity.motionY = par1Entity.motionZ = 0.0D;
	}
}

@Override
public boolean placeInExistingPortal(Entity par1Entity, double par2, double par4, double par6, float par8) {
	short var9 = 128;
	double var10 = -1.0D;
	int var12 = 0;
	int var13 = 0;
	int var14 = 0;
	int var15 = MathHelper.floor_double(par1Entity.posX);
	int var16 = MathHelper.floor_double(par1Entity.posZ);
	long var17 = ChunkCoordIntPair.chunkXZ2Int(var15, var16);
	boolean var19 = true;
	double var27;
	int var48;

	if (this.field_85191_c.containsItem(var17)) {
		PortalPosition var20 = (PortalPosition) this.field_85191_c.getValueByKey(var17);
		var10 = 0.0D;
		var12 = var20.posX;
		var13 = var20.posY;
		var14 = var20.posZ;
		var20.field_85087_d = this.field_85192_a.getTotalWorldTime();
		var19 = false;
	}
	else
	{
		for (var48 = var15 - var9; var48 <= var15 + var9; ++var48) {
			double var21 = (double) var48 + 0.5D - par1Entity.posX;

			for (int var23 = var16 - var9; var23 <= var16 + var9; ++var23) {
				double var24 = (double) var23 + 0.5D - par1Entity.posZ;

				for (int var26 = this.field_85192_a.getActualHeight() - 1; var26 >= 0; --var26) {
					if (this.field_85192_a.getBlockId(var48, var26, var23) == Remula.akatoePortal.blockID) {
						while (this.field_85192_a.getBlockId(var48, var26 - 1, var23) == Remula.akatoePortal.blockID) {
							--var26;
						}

						var27 = (double) var26 + 0.5D - par1Entity.posY;
						double var29 = var21 * var21 + var27 * var27 + var24 * var24;

						if (var10 < 0.0D || var29 < var10) {
							var10 = var29;
							var12 = var48;
							var13 = var26;
							var14 = var23;
						}
					}
				}
			}
		}
	}

	if (var10 >= 0.0D) {
		if (var19) {
			this.field_85191_c.add(var17, new PortalPosition(this, var12, var13, var14, this.field_85192_a.getTotalWorldTime()));
			this.field_85190_d.add(Long.valueOf(var17));
		}

		double var49 = (double) var12 + 0.5D;
		double var25 = (double) var13 + 0.5D;
		var27 = (double) var14 + 0.5D;
		int var50 = -1;

		if (this.field_85192_a.getBlockId(var12 - 1, var13, var14) == Remula.akatoePortal.blockID) {
			var50 = 2;
		}

		if (this.field_85192_a.getBlockId(var12 + 1, var13, var14) == Remula.akatoePortal.blockID) {
			var50 = 0;
		}

		if (this.field_85192_a.getBlockId(var12, var13, var14 - 1) == Remula.akatoePortal.blockID) {
			var50 = 3;
		}

		if (this.field_85192_a.getBlockId(var12, var13, var14 + 1) == Remula.akatoePortal.blockID) {
			var50 = 1;
		}

		int var30 = par1Entity.func_82148_at();

		if (var50 > -1) {
			int var31 = Direction.field_71578_g[var50];
			int var32 = Direction.offsetX[var50];
			int var33 = Direction.offsetZ[var50];
			int var34 = Direction.offsetX[var31];
			int var35 = Direction.offsetZ[var31];
			boolean var36 = !this.field_85192_a.isAirBlock(var12 + var32 + var34, var13, var14 + var33 + var35) || !this.field_85192_a.isAirBlock(var12 + var32 + var34, var13 + 1, var14 + var33 + var35);
			boolean var37 = !this.field_85192_a.isAirBlock(var12 + var32, var13, var14 + var33) || !this.field_85192_a.isAirBlock(var12 + var32, var13 + 1, var14 + var33);

			if (var36 && var37) {
				var50 = Direction.footInvisibleFaceRemap[var50];
				var31 = Direction.footInvisibleFaceRemap[var31];
				var32 = Direction.offsetX[var50];
				var33 = Direction.offsetZ[var50];
				var34 = Direction.offsetX[var31];
				var35 = Direction.offsetZ[var31];
				var48 = var12 - var34;
				var49 -= (double) var34;
				int var22 = var14 - var35;
				var27 -= (double) var35;
				var36 = !this.field_85192_a.isAirBlock(var48 + var32 + var34, var13, var22 + var33 + var35) || !this.field_85192_a.isAirBlock(var48 + var32 + var34, var13 + 1, var22 + var33 + var35);
				var37 = !this.field_85192_a.isAirBlock(var48 + var32, var13, var22 + var33) || !this.field_85192_a.isAirBlock(var48 + var32, var13 + 1, var22 + var33);
			}

			float var38 = 0.5F;
			float var39 = 0.5F;

			if (!var36 && var37)
			{
				var38 = 1.0F;
			}
			else if (var36 && !var37)
			{
				var38 = 0.0F;
			}
			else if (var36 && var37)
			{
				var39 = 0.0F;
			}

			var49 += (double) ((float) var34 * var38 + var39 * (float) var32);
			var27 += (double) ((float) var35 * var38 + var39 * (float) var33);
			float var40 = 0.0F;
			float var41 = 0.0F;
			float var42 = 0.0F;
			float var43 = 0.0F;

			if (var50 == var30) {
				var40 = 1.0F;
				var41 = 1.0F;
			}
			else if (var50 == Direction.footInvisibleFaceRemap[var30])
			{
				var40 = -1.0F;
				var41 = -1.0F;
			}
			else if (var50 == Direction.enderEyeMetaToDirection[var30])	{
				var42 = 1.0F;
				var43 = -1.0F;
			}
			else
			{
				var42 = -1.0F;
				var43 = 1.0F;
			}

			double var44 = par1Entity.motionX;
			double var46 = par1Entity.motionZ;
			par1Entity.motionX = var44 * (double) var40 + var46 * (double) var43;
			par1Entity.motionZ = var44 * (double) var42 + var46 * (double) var41;
			par1Entity.rotationYaw = par8 - (float) (var30 * 90) + (float) (var50 * 90);
		}
		else
		{
			par1Entity.motionX = par1Entity.motionY = par1Entity.motionZ = 0.0D;
		}

		par1Entity.setLocationAndAngles(var49 + 3, var25, var27 + 3, par1Entity.rotationYaw, par1Entity.rotationPitch);
		return true;
	}
	else
	{
		return false;
	}
}

@Override
public boolean func_85188_a(Entity par1Entity) {
	byte var2 = 16;
	double var3 = -1.0D;
	int var5 = MathHelper.floor_double(par1Entity.posX);
	int var6 = MathHelper.floor_double(par1Entity.posY);
	int var7 = MathHelper.floor_double(par1Entity.posZ);
	int var8 = var5;
	int var9 = var6;
	int var10 = var7;
	int var11 = 0;
	int var12 = this.random.nextInt(4);
	int var13;
	double var14;
	double var17;
	int var16;
	int var19;
	int var21;
	int var20;
	int var23;
	int var22;
	int var25;
	int var24;
	int var27;
	int var26;
	double var31;
	double var32;

	for (var13 = var5 - var2; var13 <= var5 + var2; ++var13) {
		var14 = (double) var13 + 0.5D - par1Entity.posX;

		for (var16 = var7 - var2; var16 <= var7 + var2; ++var16) {
			var17 = (double) var16 + 0.5D - par1Entity.posZ;
			label274:

				for (var19 = this.field_85192_a.getActualHeight() - 1; var19 >= 0; --var19) {
					if (this.field_85192_a.isAirBlock(var13, var19, var16)) {
						while (var19 > 0 && this.field_85192_a.isAirBlock(var13, var19 - 1, var16)) {
							--var19;
						}

						for (var20 = var12; var20 < var12 + 4; ++var20) {
							var21 = var20 % 2;
							var22 = 1 - var21;

							if (var20 % 4 >= 2) {
								var21 = -var21;
								var22 = -var22;
							}

							for (var23 = 0; var23 < 3; ++var23) {
								for (var24 = 0; var24 < 4; ++var24) {
									for (var25 = -1; var25 < 4; ++var25) {
										var26 = var13 + (var24 - 1) * var21 + var23 * var22;
										var27 = var19 + var25;
										int var28 = var16 + (var24 - 1) * var22 - var23 * var21;

										if (var25 < 0 && !this.field_85192_a.getBlockMaterial(var26, var27, var28).isSolid() || var25 >= 0 && !this.field_85192_a.isAirBlock(var26, var27, var28)) {
											continue label274;
										}
									}
								}
							}

        var32 = (double) var19 + 0.5D - par1Entity.posY;
       var31 = var14 * var14 + var32 * var32 + var17 * var17;

        if (var3 < 0.0D || var31 < var3)
       {
        var3 = var31;
        var8 = var13;
        var9 = var19;
        var10 = var16;
        var11 = var20 % 4;
       }
      }
     }
    }
   }
  }

   if (var3 < 0.0D) {
   for (var13 = var5 - var2; var13 <= var5 + var2; ++var13) {
	   var14 = (double) var13 + 0.5D - par1Entity.posX;

	   for (var16 = var7 - var2; var16 <= var7 + var2; ++var16) {
		   var17 = (double) var16 + 0.5D - par1Entity.posZ;
		   label222:

			   for (var19 = this.field_85192_a.getActualHeight() - 1; var19 >= 0; --var19) {
				   if (this.field_85192_a.isAirBlock(var13, var19, var16)) {
					   while (var19 > 0 && this.field_85192_a.isAirBlock(var13, var19 - 1, var16)) {
						   --var19;
					   }

					   for (var20 = var12; var20 < var12 + 2; ++var20) {
						   var21 = var20 % 2;
						   var22 = 1 - var21;

						   for (var23 = 0; var23 < 4; ++var23) {
							   for (var24 = -1; var24 < 4; ++var24) {
								   var25 = var13 + (var23 - 1) * var21;
								   var26 = var19 + var24;
								   var27 = var16 + (var23 - 1) * var22;

								   if (var24 < 0 && !this.field_85192_a.getBlockMaterial(var25, var26, var27).isSolid() || var24 >= 0 && !this.field_85192_a.isAirBlock(var25, var26, var27)) {
									   continue label222;
								   }
							   }
						   }

						   var32 = (double) var19 + 0.5D - par1Entity.posY;
						   var31 = var14 * var14 + var32 * var32 + var17 * var17;

						   if (var3 < 0.0D || var31 < var3) {
							   var3 = var31;
							   var8 = var13;
							   var9 = var19;
							   var10 = var16;
							   var11 = var20 % 2;
						   }
					   }
				   }
			   }
	   }
   }
   }

   int var29 = var8;
  int var15 = var9;
  var16 = var10;
  int var30 = var11 % 2;
  int var18 = 1 - var30;

   if (var11 % 4 >= 2)
  {
   var30 = -var30;
   var18 = -var18;
  }

   boolean var33;

   if (var3 < 0.0D)
  {
   if (var9 < 70)
   {
    var9 = 70;
   }

    if (var9 > this.field_85192_a.getActualHeight() - 10)
   {
    var9 = this.field_85192_a.getActualHeight() - 10;
   }

    var15 = var9;

    for (var19 = -1; var19 <= 1; ++var19)
   {
    for (var20 = 1; var20 < 3; ++var20)
    {
     for (var21 = -1; var21 < 3; ++var21)
     {
      var22 = var29 + (var20 - 1) * var30 + var19 * var18;
      var23 = var15 + var21;
      var24 = var16 + (var20 - 1) * var18 - var19 * var30;
      var33 = var21 < 0;
      this.field_85192_a.setBlockWithNotify(var22, var23, var24, var33 ? Block.sandStone.blockID : 0);
     }
    }
   }
  }

   for (var19 = 0; var19 < 4; ++var19)
  {
   this.field_85192_a.editingBlocks = true;

    for (var20 = 0; var20 < 4; ++var20)
   {
    for (var21 = -1; var21 < 4; ++var21)
    {
     var22 = var29 + (var20 - 1) * var30;
     var23 = var15 + var21;
     var24 = var16 + (var20 - 1) * var18;
     var33 = var20 == 0 || var20 == 3 || var21 == -1 || var21 == 3;
     this.field_85192_a.setBlockWithNotify(var22, var23, var24, var33 ? Block.sandStone.blockID : Remula.akatoePortal.blockID);
    }
   }

    this.field_85192_a.editingBlocks = false;

    for (var20 = 0; var20 < 4; ++var20)
   {
    for (var21 = -1; var21 < 4; ++var21)
    {
     var22 = var29 + (var20 - 1) * var30;
     var23 = var15 + var21;
     var24 = var16 + (var20 - 1) * var18;
     this.field_85192_a.notifyBlocksOfNeighborChange(var22, var23, var24, this.field_85192_a.getBlockId(var22, var23, var24));
    }
   }
  }

   return true;
}

@Override
public void func_85189_a(long par1) {
	if (par1 % 100L == 0L) {
		Iterator var3 = this.field_85190_d.iterator();
		long var4 = par1 - 600L;

		while (var3.hasNext()) {
			Long var6 = (Long) var3.next();
			PortalPosition var7 = (PortalPosition) this.field_85191_c.getValueByKey(var6.longValue());

			if (var7 == null || var7.field_85087_d < var4) {
				var3.remove();
				this.field_85191_c.remove(var6.longValue());
			}
		}
	}
}
}

 

 

I wont post my main mod file unless it's needed due to it being very long, but I have these lines:

 

//At the top:
    public static int akatoeDimension = 20;

//In the Load method:
            DimensionManager.registerProviderType(akatoeDimension, AkatoeWorldProvider.class, false);
            DimensionManager.registerDimension(akatoeDimension, akatoeDimension);

 

Ok, so what's happening.

Firstly, as it is that code doesn't work; the portal simply teleports you back into the same world. If you uncomment the commented line and comment the one that was there, it will work (as a test method)

 

Once you get into the world, the entire terrain is made up of Stone Brick Stairs. Also, your framerate drops to 0 FPS almost instantly - It took me a good few minutes to dig far enough down to see if the stone stairs were just the grass/dirt layer, or if they were everything.

 

 

I'm guessing it's something in my ChunkProvider class. I was told to not change it, but the dimension I'm making is supposed to be made entirely from new blocks.

 

The blocks are all loading just fine in the game, so that's not the issue. Anyone know what might be going on?

(I'm using 1.4.7!)

 

 

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The teleport thing isn't an issue really, that was just in case someone tested my code. That's only there temporarily; you'll actually travel to the dimension by right-clicking a single crafted block and selecting it from a GUI. I just wanted to make sure the dimension worked before I did that :P

width=463 height=200

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The issue with the stone brick stairs are probably caused by a too high block ID for the terrain generation. Since the block ID values on terrain generation are byte values (which should have been fixed by Mojang, they never did, but oh well) and thus can't go higher than ID 255, you need to set your block IDs (which are used for terrain gen) below that value.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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The issue with the stone brick stairs are probably caused by a too high block ID for the terrain generation. Since the block ID values on terrain generation are byte values (which should have been fixed by Mojang, they never did, but oh well) and thus can't go higher than ID 255, you need to set your block IDs (which are used for terrain gen) below that value.

 

Well that's annoying. The guys on #MinecraftForgeTuts IRC specifically told me the opposite when I asked about that very issue, because I read about it somewhere. They said it was "old and outdated, you can use any ID now".

 

 

So, that being the case... I have quite a lot of blocks across my mod that will be world-generated. Would it be sensible to use metadata to keep the ID count down? If not, chances are there physically wont be enough free IDs for me to use...

width=463 height=200

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My mods (Links coming soon)

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The issue with the stone brick stairs are probably caused by a too high block ID for the terrain generation. Since the block ID values on terrain generation are byte values (which should have been fixed by Mojang, they never did, but oh well) and thus can't go higher than ID 255, you need to set your block IDs (which are used for terrain gen) below that value.

 

Well that's annoying. The guys on #MinecraftForgeTuts IRC specifically told me the opposite when I asked about that very issue, because I read about it somewhere. They said it was "old and outdated, you can use any ID now".

 

 

So, that being the case... I have quite a lot of blocks across my mod that will be world-generated. Would it be sensible to use metadata to keep the ID count down? If not, chances are there physically wont be enough free IDs for me to use...

 

well, I heard about a new constructor thingy in your WorldProvider/ChunkProvider/whatever or some sort like that, so I'm not sure if there's a way to use higher block IDs now or I just misheard it...

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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Just tried generating with an ID of 200, and it worked; so that obviously was the issue.

 

I'll have to work some system out though. Part of my mod is I want it to add multiple planets (With an API to users easily create their own), so if I'm restricted to ~100 IDs (minus conflicts with other mods) that's really going to hinder me. I'll try using Data Values but someone on IRC said that wont work; but it was the same guy who told me I could use 4096 IDs ;)

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First Order Savings: For first-time users, using the code [act892435] or [acq943609] on your first order guarantees $100 off, making it the perfect way to kickstart your shopping experience at Temu. 2. Look for Free Shipping: Check if your items qualify for free shipping by applying the coupon code at checkout. It’s a great way to save even more on your total purchase. 3. Shop During Major Sales: Combine the coupon code with major sales events like Black Friday or Cyber Monday for even greater savings. 4. Buy in Bulk: Bulk purchases allow you to maximize the value of the $100 discount, especially if you’re buying items across various categories. 5. Check Product Eligibility: Make sure the products you’re adding to your cart qualify for higher percentage discounts. Some items may only offer 30%-50% off, while others can go up to 90%. FAQs About Temu Coupon Code [act892435] or [acq943609] 1. Is the Temu coupon code verified and working?  Yes, the Temu coupon codes [act892435] and [acq943609] are verified and currently active. Both codes offer up to $100 off, along with percentage discounts of up to 90%. 2. How much can I save with the Temu coupon code?  Using the coupon codes [act892435] or [acq943609], you can get $100 off plus additional percentage-based discounts ranging from 30% to 90%, depending on the products you choose. 3. Can both first-time users and existing customers use these coupon codes?  Absolutely! Both new and existing customers can take advantage of the Temu coupon codes [act892435] or [acq943609]. First-time users can apply the code for their first order, while loyal customers can continue saving on subsequent purchases. 4. Does the coupon code apply to free shipping?  In many cases, using the Temu coupon code [act892435] or [acq943609] may qualify you for free shipping, depending on the items and promotions available at the time of purchase. Conclusion: Don’t Miss Out on These Massive Savings with Temu Coupon Code [act892435] or [acq943609] The Temu coupon code [act892435] or [acq943609] provides an excellent opportunity to save big on a wide variety of products. Whether you're a first-time user placing your first order or an existing customer looking to restock, these coupon codes guarantee substantial savings. Take advantage of discounts up to 90%, free shipping on select orders, and $100 off when you shop at Temu. Don’t wait—start shopping today and use the coupon codes [act892435] or [acq943609] to unlock the best possible deals! Happy shopping!
    • Get up to 90% off at Temu using coupon code [act892435]. Receive $100 off (5,650 PHP) on your first order. Available for both new and existing customers in the Philippines. Get up to 90% off at Temu using the coupon code [act892435]. Receive $100 off on your first order, available for both new and existing customers in all country. Temu offers a diverse range of products from clothing to gadgets, all at unbeatable prices. Start saving today and enjoy a seamless shopping experience. Whether you're a first-time buyer or a regular customer, Temu helps you get more for less. Use the code now and turn your shopping into a rewarding experience filled with savings. Looking for the best deals and discounts? The Temu coupon code [act892435] or [acq943609] offers fantastic savings for both new and existing customers. Whether you're placing your first order or restocking your favorites, these coupon codes unlock discounts of up to 90% and an additional $100 off on selected items. Plus, enjoy the added benefit of free shipping on select orders. This guide will show you how to make the most of these deals and maximize your savings on Temu. How to Use the Temu Coupon Code [act892435] or [acq943609] Applying the Temu coupon code is quick and easy. Here’s how to redeem it for maximum savings: 1. Visit the Temu Website: Explore Temu’s wide range of products, including fashion, electronics, and home goods. 2. Add Items to Your Cart: Choose the products you want and add them to your shopping cart. 3. Proceed to Checkout: Click on your cart and proceed to checkout when you're ready. 4. Enter the Coupon Code: In the "Coupon Code" field at checkout, enter [act892435] or [acq943609] and click "Apply." 5. Enjoy Your Savings: You’ll instantly see the $100 discount along with additional savings of up to 90%, depending on the items selected. Benefits of Temu Coupon Codes [act892435] or [acq943609] for First-Time Users and Existing Customers Whether you're a new customer or a regular shopper, the Temu coupon code offers unbeatable discounts. Here's how both new and existing users can benefit: • First-Time Users: New customers using the Temu coupon code [act892435] or [acq943609] on their first order get $100 off, along with discounts ranging from 30% to 90% on selected products. It’s the perfect opportunity to try out Temu’s product range without overspending. • Existing Customers: Loyal shoppers can continue to enjoy significant savings by applying the same coupon code on subsequent orders. Restock your favorites or discover new items at discounted prices. • Free Shipping: Using the Temu coupon code [act892435] or [acq943609] can also qualify you for free shipping on selected items, further increasing your overall savings. Breakdown of Discounts with Temu Coupon Code [act892435] or [acq943609] With the Temu coupon code [act892435] or [acq943609], you’re not limited to just $100 off. You can also enjoy varying levels of discounts on a wide range of products. Here’s how it works: • 30% Discount: Perfect for budget-friendly products and everyday essentials. Shop clothing, beauty products, and home goods at 30% off. • 40% Discount: Ideal for mid-range purchases such as electronics, gadgets, and household items. • 50% Discount: Save big on high-end gadgets, designer apparel, and premium beauty products with 50% off. • 70% Discount: Excellent for those looking for luxury items like branded accessories and upscale electronics. • 90% Discount: The ultimate deal for savvy shoppers. Enjoy top-tier products like tech and home goods at a fraction of the price. Maximize Your Savings on First Orders, Free Shipping, and More with Temu Coupon Code [act892435] or [acq943609] Here are some top tips to get the most value from the Temu coupon code [act892435] or [acq943609]: 1. First Order Savings: For first-time users, using the code [act892435] or [acq943609] on your first order guarantees $100 off, making it the perfect way to kickstart your shopping experience at Temu. 2. Look for Free Shipping: Check if your items qualify for free shipping by applying the coupon code at checkout. It’s a great way to save even more on your total purchase. 3. Shop During Major Sales: Combine the coupon code with major sales events like Black Friday or Cyber Monday for even greater savings. 4. Buy in Bulk: Bulk purchases allow you to maximize the value of the $100 discount, especially if you’re buying items across various categories. 5. Check Product Eligibility: Make sure the products you’re adding to your cart qualify for higher percentage discounts. Some items may only offer 30%-50% off, while others can go up to 90%. FAQs About Temu Coupon Code [act892435] or [acq943609] 1. Is the Temu coupon code verified and working? Yes, the Temu coupon codes [act892435] and [acq943609] are verified and currently active. Both codes offer up to $100 off, along with percentage discounts of up to 90%. 2. How much can I save with the Temu coupon code? Using the coupon codes [act892435] or [acq943609], you can get $100 off plus additional percentage-based discounts ranging from 30% to 90%, depending on the products you choose. 3. Can both first-time users and existing customers use these coupon codes? Absolutely! Both new and existing customers can take advantage of the Temu coupon codes [act892435] or [acq943609]. First-time users can apply the code for their first order, while loyal customers can continue saving on subsequent purchases. 4. Does the coupon code apply to free shipping? In many cases, using the Temu coupon code [act892435] or [acq943609] may qualify you for free shipping, depending on the items and promotions available at the time of purchase. 5. Are there any exclusions with these coupon codes? While these coupon codes offer excellent discounts, some high-percentage offers may not apply to every item. Be sure to check product eligibility before completing your purchase. Conclusion: Don’t Miss Out on These Massive Savings with Temu Coupon Code [act892435] or [acq943609] The Temu coupon code [act892435] or [acq943609] provides an excellent opportunity to save big on a wide variety of products. Whether you're a first-time user placing your first order or an existing customer looking to restock, these coupon codes guarantee substantial savings. Take advantage of discounts up to 90%, free shipping on select orders, and $100 off when you shop at Temu. Don’t wait—start shopping today and use the coupon codes [act892435] or [acq943609] to unlock the best possible deals! Happy shopping!
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