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Posted

So this has me a bit flustered: I'm porting a mod to Forge. So far I've gotten everything to work out pretty well, but for some reason I've gotten to the final major feature of the mod and I've run into a roadblock.

 

The mod has large city features that generate in the Nether, using custom blocks for a majority of their construction. When I try to generate the structures using the custom NBT-reading feature generation, they work fine. However, when I try to use the mod's city-generating structure they only generate the Vanilla blocks. I thought it had something to do with the custom palette StructureProcessor, but disabling that changed nothing except leaving the Structure Blocks behind after generation.

 

Repository is here: https://github.com/lamoyrl90/Better-Nether-Forge

 

I could definitely use a little bit of help on this one.

I'm not sure if that could solve the problem but

you never seem to use the BuildingStructureProcessor, which is involved

in replacing blocks as far as I can tell.

  • Author

I've tried messing with that. It's located in the placeInChunk method in the CityBuildingStructure class. I left it on BlockIgnoreStructureProcessor.AIR_AND_STRUCTURE_BLOCKS. Didn't seem the affect anything. =(

So, if you place your structures with a structure block, it works fine,

but when you use a structure block within code, it doesn't?

  • Author

Only within the City code. When I place the buildings individually as features it works fine too. There's something messed up in the City package.

 

What's more strange is that my debugger showed that the correct blockstates are making their way to the method that sets them in the world, but for some reason it's only setting the vanilla blockstates.

 

And another strange thing is that the code I'm using OUTSIDE the City package uses the same method as the City package does itself. So I'm stumped.

Edited by Red90

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