Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Error in HeightBiasedRange (CLOSED)

Recommended Posts

Hello together

On testing my own World Ore Gen Geatures i've fond an Error and i don't understand how this Error can Happens.


When World is be createted the function place in Any Feature will bee called. When i Configured my Feature with a  placement with bottom-offset top-offset an maxHeigt.

Wenn Place is called it is possible to get an y-value with is lower then bottomOffset. On serching i've fond the Class placement witch is called befor Feture starts.

package net.minecraft.world.gen.placement;

import com.mojang.datafixers.Dynamic;
import java.util.Random;
import java.util.function.Function;
import java.util.stream.IntStream;
import java.util.stream.Stream;
import net.minecraft.util.math.BlockPos;

public class HeightBiasedRange extends SimplePlacement<CountRangeConfig> {
   public HeightBiasedRange(Function<Dynamic<?>, ? extends CountRangeConfig> p_i51388_1_) {

   public Stream<BlockPos> getPositions(Random random, CountRangeConfig p_212852_2_, BlockPos pos) {
      return IntStream.range(0, p_212852_2_.count).mapToObj((p_227436_3_) -> {
         int i = random.nextInt(16) + pos.getX();
         int j = random.nextInt(16) + pos.getZ();
         int k = random.nextInt(random.nextInt(p_212852_2_.maximum - p_212852_2_.topOffset) + p_212852_2_.bottomOffset);
         return new BlockPos(i, k, j);


in Line int k = random.. there are two errors:

   a) when calling the inner random.nextInt(..) with Value ..Maximum = 64 and bottomOffset = 30) the parameter in nextInt will not be 34. In some test i fond ther will be allways an value of 31 by differnet values of Maximum and topOffset it might be the Differenz in Adress range not in Value)


   b) when k is the y value for placement. I think there is an random.nextInt(...) to much. the correct line must be:

int k = random.nextInt(p_212852_2_.maximum - p_212852_2_.topOffset) + p_212852_2_.bottomOffset;


How To test it:


only set an Breakpoint on line 19 (int k  = ...) in net.minecraft.world.gen.placement.HeightBiasedRange

and look wat will be happend.


For Info: I Worrk with Eclipse, Version 2019-19



Edited by wilpito
Wrong Placement Config used
Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • This is a core issue in vanilla that has existed since its inception. They way that Items are rendered, is that the edge strip is generated by the CPU, by guessing where the GPU will place the pixels of the forward facing texture. Then the main texture is applied as one quad over top of it. The small white you see is where rounding errors happen and the CPU/GPU are disagreeing. There is no way to fix it beyond building a full model {not cheating like vanilla does and using one quad for the front of the item} This happens in every Minecraft version Modded or not, it varies based on Texture, CPU/GPU combo, and many other things.  
    • I believe this is the log you're asking for, but correct me if i'm wrong. This is from the "latest" txt in the log folder that forge creates after running the jar. Thanks for the help btw!
    • Ok so apparently this bug only seems to happen in 1.16 and up... it's not present in any versions below those specific ones... but apparently, there seems to be an issue with texture stitching in the forge 1.16.4 version 35.1.37, or for that matter any 1.16+ forge version... I have an Intel Iris 1536 MB graphics card and a 2.6 GHz Dual-Core Intel Core i5 processor, and it may need to be updated, an un-updated driver might be the cause of the texture issue, I don't really know, but it seems to be on forge's end more than anything. I'll include an image showing the texture issue if that helps. Also, can someone look into this please? Note: Open the images in a new tab and zoom in ( CMD + on mac, CTRL + on Windows) to see the white lines/gaps in more detail.https://imgur.com/a/INB6g4c
    • Hello everyone!   I'm working on a tree model visualizer object, that can draw a tree dynamically to the screen regardless of how many nodes or subtrees there are. The user can move the display with dragging, and here comes the problem I have. I need every object that is outside of the object to be hidden, like on the advancement screen in vanilla, however, no matter how hard I looked at the vanilla code, I wasn't being able to figure out a way to do this. Right now, my objects are visible outside of the object. That is what I don't want to happen How would I be able to make this happen? Any help is appreciated!
    • sorry i will talk in english. there is the debug.log of server and the client debug.log debug.log
  • Topics

  • Who's Online (See full list)

  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.