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[1.5.2]In custom dimension ore generating


vandy22

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Ok so In my mod I need my ore to be generating in my custom dimension. Heres what I thought might work for code, because it works for the surface so try plugging in my dimension Ids in the switch statement and go from there.

 

 

package net.shinemod;

import java.util.Random;

import net.minecraft.world.World;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.feature.WorldGenMinable;
import cpw.mods.fml.common.IWorldGenerator;

public class OreWorldGen implements IWorldGenerator 
{

@Override
public void generate(Random random, int chunkX, int chunkZ, World world,
IChunkProvider chunkGenerator, IChunkProvider chunkProvider) 
{
switch(world.provider.dimensionId) {
case -1:
generateNether();
break;
case 0:
generateSurface(world, random, chunkX*16, chunkZ*16);
break;
case 1:
generateEnd();
break;
case 20:
generateShine(world, random, chunkX * 16, chunkZ * 16);
break;
case 21:
generateEclipse(world, random, chunkX * 16, chunkZ * 16);
break;
}
}







private void generateEclipse(World world, Random rand, int chunkX, int chunkZ) 
{
	//BlackWhite ORE

	 for (int i = 0; i < 10; i++) 
	 {
	 //16x16 area up to y = 64
	 int randPosX = chunkX + rand.nextInt(16);
	 int randPosY = rand.nextInt(64);
	 int randPosZ = chunkZ + rand.nextInt(16);
	 // 10 blocks per vein
	 (new WorldGenMinable(mod_tutorial.EclipseBlock.blockID, 10)).generate(world, rand,
	 randPosX, randPosY, randPosZ);
	 }

}

private void generateShine(World world, Random rand, int chunkX, int chunkZ) 
{
//BlackWhite ORE

 for (int i = 0; i < 10; i++) 
 {
 //16x16 area up to y = 64
 int randPosX = chunkX + rand.nextInt(16);
 int randPosY = rand.nextInt(20);
 int randPosZ = chunkZ + rand.nextInt(16);
 // 10 blocks per vein
 (new WorldGenMinable(mod_tutorial.BlackWhiteOre.blockID, 2)).generate(world, rand,
 randPosX, randPosY, randPosZ);
 }

 for (int i = 0; i < 10; i++) 
 {
 //16x16 area up to y = 64
 int randPosX = chunkX + rand.nextInt(16);
 int randPosY = rand.nextInt(16);
 int randPosZ = chunkZ + rand.nextInt(16);
 // 10 blocks per vein
 (new WorldGenMinable(mod_tutorial.RainbowOre.blockID, 1)).generate(world, rand,
 randPosX, randPosY, randPosZ);
 }

 for (int i = 0; i < 10; i++) 
	 {
	 //16x16 area up to y = 64
	 int randPosX = chunkX + rand.nextInt(16);
	 int randPosY = rand.nextInt(64);
	 int randPosZ = chunkZ + rand.nextInt(16);
	 // 10 blocks per vein
	 (new WorldGenMinable(mod_tutorial.EclipseBlock.blockID, 10)).generate(world, rand,
	 randPosX, randPosY, randPosZ);
	 }

}


public void generateNether() 
{

}

public void generateSurface(World world, Random rand, int chunkX, int chunkZ) 
{
// 30 veins of ore per chunk
//YELLOW ORE 

for (int i = 0; i < 12; i++) 
{
//16x16 area up to y = 64
int randPosX = chunkX + rand.nextInt(16);
int randPosY = rand.nextInt(64);
int randPosZ = chunkZ + rand.nextInt(16);
// 10 blocks per vein
(new WorldGenMinable(mod_tutorial.YellowOre.blockID, ).generate(world, rand,
randPosX, randPosY, randPosZ);
}

//BLUE ORE

for (int i = 0; i < 10; i++) 
{
//16x16 area up to y = 64
int randPosX = chunkX + rand.nextInt(16);
int randPosY = rand.nextInt(60);
int randPosZ = chunkZ + rand.nextInt(16);
// 10 blocks per vein
(new WorldGenMinable(mod_tutorial.BlueOre.blockID, 7)).generate(world, rand,
randPosX, randPosY, randPosZ);
}

//RED ORE

for (int i = 0; i < 10; i++) 
{
//16x16 area up to y = 64
int randPosX = chunkX + rand.nextInt(16);
int randPosY = rand.nextInt(54);
int randPosZ = chunkZ + rand.nextInt(16);
// 10 blocks per vein
(new WorldGenMinable(mod_tutorial.RedOre.blockID, 6)).generate(world, rand,
randPosX, randPosY, randPosZ);
}

//GREEN ORE

for (int i = 0; i < 8; i++) 
{
//16x16 area up to y = 64
int randPosX = chunkX + rand.nextInt(16);
int randPosY = rand.nextInt(46);
int randPosZ = chunkZ + rand.nextInt(16);
// 10 blocks per vein
(new WorldGenMinable(mod_tutorial.GreenOre.blockID, 4)).generate(world, rand,
randPosX, randPosY, randPosZ);
}

//Silver ORE

for (int i = 0; i < 11; i++) 
{
//16x16 area up to y = 64
int randPosX = chunkX + rand.nextInt(16);
int randPosY = rand.nextInt(64);
int randPosZ = chunkZ + rand.nextInt(16);
// 10 blocks per vein
(new WorldGenMinable(mod_tutorial.SilverOre.blockID, ).generate(world, rand,
randPosX, randPosY, randPosZ);
}

//PINK ORE

for (int i = 0; i < 7; i++) 
{
//16x16 area up to y = 64
int randPosX = chunkX + rand.nextInt(16);
int randPosY = rand.nextInt(42);
int randPosZ = chunkZ + rand.nextInt(16);
// 10 blocks per vein
(new WorldGenMinable(mod_tutorial.PinkOre.blockID, 5)).generate(world, rand,
randPosX, randPosY, randPosZ);
}

//PURPLE ORE

for (int i = 0; i < 5; i++) 
{
//16x16 area up to y = 64
int randPosX = chunkX + rand.nextInt(16);
int randPosY = rand.nextInt(37);
int randPosZ = chunkZ + rand.nextInt(16);
// 10 blocks per vein
(new WorldGenMinable(mod_tutorial.PurpleOre.blockID, 4)).generate(world, rand,
randPosX, randPosY, randPosZ);
}

//BLACK ORE

for (int i = 0; i < 5; i++) 
{
//16x16 area up to y = 64
int randPosX = chunkX + rand.nextInt(16);
int randPosY = rand.nextInt(34);
int randPosZ = chunkZ + rand.nextInt(16);
// 10 blocks per vein
(new WorldGenMinable(mod_tutorial.BlackOre.blockID, 4)).generate(world, rand,
randPosX, randPosY, randPosZ);
}
}

public void generateEnd() 
{

}

}

 

Note that overworld generation does work, yet none of my dimensions do. Also since my dimension has a custom biome, only 1 Custom biome I figured I might as well try to generate ores from my biome using the decorate method.

 

package net.shinemod.dimensions;

import java.util.Random;


import net.minecraft.block.Block;
import net.minecraft.entity.monster.EntityCreeper;
import net.minecraft.entity.monster.EntityEnderman;
import net.minecraft.entity.monster.EntitySkeleton;
import net.minecraft.entity.monster.EntitySlime;
import net.minecraft.entity.monster.EntitySpider;
import net.minecraft.entity.monster.EntityZombie;
import net.minecraft.entity.passive.EntityBat;
import net.minecraft.entity.passive.EntityChicken;
import net.minecraft.entity.passive.EntityCow;
import net.minecraft.entity.passive.EntityPig;
import net.minecraft.entity.passive.EntitySheep;
import net.minecraft.entity.passive.EntitySquid;
import net.minecraft.src.ModLoader;
import net.minecraft.world.World;
import net.minecraft.world.biome.BiomeGenBase;
import net.minecraft.world.biome.SpawnListEntry;
import net.minecraft.world.gen.feature.WorldGenMinable;
import net.minecraft.world.gen.feature.WorldGenTaiga1;
import net.minecraft.world.gen.feature.WorldGenTaiga2;
import net.minecraft.world.gen.feature.WorldGenerator;
import net.shinemod.mod_tutorial;
import net.shinemod.creatures.ShineChicken;
import net.shinemod.creatures.ShineCow;
import net.shinemod.creatures.ShineCreeper;
import net.shinemod.creatures.ShinePig;
import net.shinemod.creatures.ShineSheep;
import net.shinemod.creatures.ShineSkeleton;
import net.shinemod.creatures.ShineSpider;
import net.shinemod.creatures.ShineZombie;

public class BiomeShine extends BiomeGenBase {

public BiomeShine(int par1) 
{
	super(par1);
	this.setBiomeName("Shine");
	this.fillerBlock = (byte) mod_tutorial.SDirt.blockID;
	this.topBlock = (byte) mod_tutorial.SGrass.blockID;
	this.maxHeight = 0.55f;
	this.minHeight = 0;
	this.theBiomeDecorator.treesPerChunk = 3;
	/**Adding My Monsters/Creatures**/
	this.spawnableCreatureList.add(new SpawnListEntry(ShineCow.class, 8, 4, 4));
        this.spawnableMonsterList.add(new SpawnListEntry(ShineSpider.class, 10, 4, 4));
        this.spawnableCreatureList.add(new SpawnListEntry(ShineSheep.class, 10, 4, 4));
        this.spawnableMonsterList.add(new SpawnListEntry(ShineCreeper.class, 10, 4, 4));
        this.spawnableCreatureList.add(new SpawnListEntry(ShinePig.class, 10, 4, 4));
        this.spawnableCreatureList.add(new SpawnListEntry(ShineChicken.class, 10, 4, 4));
        this.spawnableMonsterList.add(new SpawnListEntry(ShineZombie.class, 10, 4, 4));
        this.spawnableMonsterList.add(new SpawnListEntry(ShineSkeleton.class, 10, 4, 4));
	/**Despawning Other Monsters**/
        this.spawnableCreatureList.remove(new SpawnListEntry(EntitySheep.class, 12, 4, 4));
        this.spawnableCreatureList.remove(new SpawnListEntry(EntityPig.class, 10, 4, 4));
        this.spawnableCreatureList.remove(new SpawnListEntry(EntityChicken.class, 10, 4, 4));
        this.spawnableCreatureList.remove(new SpawnListEntry(EntityCow.class, 8, 4, 4));
        this.spawnableMonsterList.remove(new SpawnListEntry(EntitySpider.class, 10, 4, 4));
        this.spawnableMonsterList.remove(new SpawnListEntry(EntityZombie.class, 10, 4, 4));
        this.spawnableMonsterList.remove(new SpawnListEntry(EntitySkeleton.class, 10, 4, 4));
        this.spawnableMonsterList.remove(new SpawnListEntry(EntitySlime.class, 10, 4, 4));
        this.spawnableMonsterList.remove(new SpawnListEntry(EntityEnderman.class, 1, 1, 4));
        this.spawnableWaterCreatureList.remove(new SpawnListEntry(EntitySquid.class, 10, 4, 4));
        this.spawnableCaveCreatureList.remove(new SpawnListEntry(EntityBat.class, 10, 8, );
        this.spawnableCreatureList.clear();
        this.spawnableMonsterList.clear();
}

public WorldGenerator getRandomWorldGenForTrees(Random par1Random)
{
	return (WorldGenerator)(par1Random.nextInt(3) == 0 ? new WorldGenShineTrees() : new WorldGenShine2(false));
}

public void decorate(World world, Random rand, int chunkX, int chunkZ) 
 {
 	//BlackWhite ORE

 	 for (int i = 0; i < 10; i++) 
 	 {
 	 //16x16 area up to y = 64
 	 int randPosX = chunkX + rand.nextInt(16);
 	 int randPosY = rand.nextInt(64);
 	 int randPosZ = chunkZ + rand.nextInt(16);
 	 // 10 blocks per vein
 	 (new WorldGenMinable(mod_tutorial.EclipseBlock.blockID, 10)).generate(world, rand,
 	 randPosX, randPosY, randPosZ);
 	 }

 }
}

 

And no luck came from that. If anyone could please help me, theres no videos or tutorials on how to do this. I would appericate anyone willing to help. Thanks!

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Pusedo Code:

    public void populate(IChunkProvider ichunkprovider, int i, int j)
    {
        BlockSand.fallInstantly = true;
        int k = i * 16;
        int l = j * 16;
        random.setSeed(worldObj.getSeed());
        long l1 = (random.nextLong() / 2L) * 2L + 1L;
        long l2 = (random.nextLong() / 2L) * 2L + 1L;
        random.setSeed((long)i * l1 + (long)j * l2 ^ worldObj.getSeed());
        double d = 0.25D;
        
        if(random.nextInt(32) == 0)
        {
            int i1 = k + random.nextInt(16);
            int j5 = random.nextInt(64) + 32;
            int j10 = l + random.nextInt(16);
            (new OreGenMinable(YOURMOD.ore.blockID, //amt in each vein)).generate(worldObj, random, i1, j5, j10);
        }

 

Create new class named OreGenMinable. Put this in:

package tut;

import java.util.Random;

import net.minecraft.util.MathHelper;
import net.minecraft.world.World;
import net.minecraft.world.gen.feature.WorldGenerator;

public class OreGenMinable extends WorldGenerator
{
private int minableBlockID;
private int numberOfBlocks;

public OreGenMinable(int i, int j)
{
	minableBlockID = i;
	numberOfBlocks = j;
}

public boolean generate(World world, Random random, int i, int j, int k)
{
	float f = random.nextFloat() * 3.151593F;
	double d = (float)(i +  + (MathHelper.sin(f) * (float)numberOfBlocks) / 8F;
	double d1 = (float)(i +  - (MathHelper.sin(f) * (float)numberOfBlocks) / 8F;
        double d2 = (float)(k +  + (MathHelper.cos(f) * (float)numberOfBlocks) / 8F;
        double d3 = (float)(k +  - (MathHelper.cos(f) * (float)numberOfBlocks) / 8F;
        double d4 = j + random.nextInt(3) + 2;
        double d5 = j + random.nextInt(3) + 2;
        for(int l = 0; l <= numberOfBlocks; l++)
        {
            double d6 = d + ((d1 - d) * (double)l) / (double)numberOfBlocks;
            double d7 = d4 + ((d5 - d4) * (double)l) / (double)numberOfBlocks;
            double d8 = d2 + ((d3 - d2) * (double)l) / (double)numberOfBlocks;
            double d9 = (random.nextDouble() * (double)numberOfBlocks) / 16D;
            double d10 = (double)(MathHelper.sin(((float)l * 3.141593F) / (float)numberOfBlocks) + 1.0F) * d9 + 1.0D;
            double d11 = (double)(MathHelper.sin(((float)l * 3.141593F) / (float)numberOfBlocks) + 1.0F) * d9 + 1.0D;
            int i1 = MathHelper.floor_double(d6 - d10 / 2D);
            int j1 = MathHelper.floor_double(d7 - d11 / 2D);
            int k1 = MathHelper.floor_double(d8 - d10 / 2D);
            int l1 = MathHelper.floor_double(d6 + d10 / 2D);
            int i2 = MathHelper.floor_double(d7 + d11 / 2D);
            int j2 = MathHelper.floor_double(d8 + d10 / 2D);
            for(int k2 = i1; k2 <= l1; k2++)
            {
                double d12 = (((double)k2 + 0.5D) - d6) / (d10 / 2D);
                if(d12 * d12 >= 1.0D)
                {
                    continue;
                }
                for(int l2 = j1; l2 <= i2; l2++)
                {
                    double d13 = (((double)l2 + 0.5D) - d7) / (d11 / 2D);
                    if(d12 * d12 + d13 * d13 >= 1.0D)
                    {
                        continue;
                    }
                    for(int i3 = k1; i3 <= j2; i3++)
                    {
                        double d14 = (((double)i3 + 0.5D) - d8) / (d10 / 2D);
                        if(d12 * d12 + d13 * d13 + d14 * d14 < 1.0D && world.getBlockId(k2, l2, i3) == YOURMOD.STONE.blockID && world.getBlockMetadata(k2, l2, i3) <= 1)
//Put your dimension's basic material (stone)
                        {
                            world.setBlock(k2, l2, i3, minableBlockID);
                        }
                    }

                }

            }

        }

        return true;
    }
}


 

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Create new class named OreGenMinable. Put this in:

 

Why would you do that?

 

Just go to your chunkProvider class and put this in there (in the public void populate)

Example:

WorldGenMinable worldgenminable;
        int j2;

        for (int i = 0; i < 7; i++)
	{
		int randPosX = k + soulRNG.nextInt(16);
		int randPosY = soulRNG.nextInt(128);				//Rarerity 6 (1-15) 1 is very common 15 is extremely rare
		int randPosZ = l + soulRNG.nextInt(16);
		(new WorldGenMinable(mod_Ores.Amazoniteore.blockID, 7, mod_Ores.Slate.blockID)).generate(worldObj, soulRNG, randPosX, randPosY, randPosZ);
	}
	for (int i = 0; i < 9; i++)
	{
		int randPosX = k + soulRNG.nextInt(16);
		int randPosY = soulRNG.nextInt(128);				//Rarerity 4 (1-15) 1 is very common 15 is extremely rare
		int randPosZ = l + soulRNG.nextInt(16);
		(new WorldGenMinable(mod_Ores.Amethystore.blockID, 9, mod_Ores.Porphyry.blockID)).generate(worldObj, soulRNG, randPosX, randPosY, randPosZ);
	}
	for (int i = 0; i < 9; i++)
	{
		int randPosX = k + soulRNG.nextInt(16);
		int randPosY = soulRNG.nextInt(128);				//Rarerity 4 (1-15) 1 is very common 15 is extremely rare
		int randPosZ = l + soulRNG.nextInt(16);	
		(new WorldGenMinable(mod_Ores.Aquamarineore.blockID, 9, mod_Ores.Slate.blockID)).generate(worldObj, soulRNG, randPosX, randPosY, randPosZ);
	}

 

Thats how i did it and that works, just note that i have mod_Ores.Slate.blockID set as the block it needs to replace, for the overworld this is stone.

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    • Temu Coupon Code $50 off [taa85211] or [tad85211] for New and Existing Users To get Temu $50 off Coupon Code [taa85211] or [tad85211] as a new user enter the Coupon during checkout when making your first purchase at Temu You will receive the benefit once the Coupon applied. TEMU App is a shopping platform that provides us with the best-branded items at Cheap prices. You will also notice that TEMU offers users to save extra by applying the TEMU Coupon Code during checkout. You can get $50 off Temu by using the Coupon Code “taa85211} or {tad85211} ”. Existing customers can use this code. Temu existing user Coupon Code: [taa85211} or {tad85211} Using Temu’s Coupon Code [taa85211} or {tad85211] will get you $50 off, access to exclusive deals, and benefits for additional savings. Save $50 off with Temu Coupon Codes. New and existing customer offers. What is Temu $50 Coupon Bundle? New Temu $50 Coupon bundle includes $50 worth of Temu Coupon Codes. The Temu $50 Coupon Code [taa85211} or {tad85211] can be used by new and existing Temu users to get a Coupon on their purchases. Temu $50 Coupon Bundle Code [taa85211} or {tad85211] Temu Coupon $50 off for existing customers There are a number of Coupons and deals shoppers can take advantage of with the Teemu Coupon Bundle [taa85211} or {tad85211]. Temu Coupon $50 off for existing customers"taa85211} or {tad85211" will save you $100 on your order. To get a Coupon, click on the item to purchase and enter the code. You can think of it as a supercharged savings pack for all your shopping needs Temu Coupon Code $50 off free shipping You will save $50 when you use Temu’s $50 OFF Coupon Code [taa85211} or {tad85211]. Enter the Coupon Code when purchasing an item How Does Temu $50 Coupon Work Temu’s $50 Coupon Code isn’t just one big Coupon you use all at once. Instead, think of it as a welcome package filled with different Coupons and offers worth $50. New customers are welcome. Temu Coupon Code $50 off Temu $40 OFF Coupon Code “taa85211} or {tad85211” will save you $50 on your order. To get a Coupon, click on the item to purchase and enter the code. Yes, Temu offers $50 off Coupon Code “taa85211} or {tad85211” for first time users. You can get a $50 bonus plus 30% off any purchase at Temu with the $40 Coupon Bundle at Temu if you sign up with the Coupon Code [taa85211} or {tad85211] and make a first purchase of $50 or more. How Do Apply Temu Coupon Code [taa85211} or {tad85211]? 1.Download the TEMU app and create a new account. 2.Fill in basic details to complete account verification. 3. Select the item you want to purchase and add it to your cart Minimum of $100. 4.Click on the Coupon Code option and enter the TEMU Coupon Code. 5.Once the Coupon has been applied, you will see the final Coupon. 6.P rice Select your payment method and complete your purchase. Temu Coupon Code $50 off first time user yes, If you’re a first-time user, Temu offers $50 off with Coupon Code “taa85211} or {tad85211” Temu offers first-time users a $50 Coupon. Here are some Temu Coupons! The fact that new users can benefit from such generous Coupons is great. How do you redeem Temu $50 Coupon Code? Yes, To redeem the Temu $50 Coupon Code, follow these steps: 1.Sign Up: If you haven’t already, sign up for a Temu account on their website or app. 2.Add Items to Cart: Browse through the products you’d like to purchase. Add items worth $50 or more to your cart. 3.Apply Coupon Code: During checkout, enter the Coupon Code “taa85211} or {tad85211” in the designated field. This will unlock the $50 Coupon bundle. You can also use the Coupon Code “taa85211} or {tad85211” when signing up to receive the same benefit. 4.Enjoy Savings: The Coupon will be applied, and you’ll enjoy additional savings on your purchase. Plus, you can combine this with other available Coupons, such as the 50% off code for fashion, home, and beauty categories.
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