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

Custom Ore Generation help


Recommended Posts

You would need to listen to BiomeLoadingEvent (), you could register an function to it like this:

MinecraftForge.EVENT_BUS.addListener(EventPriority.HIGH, onBiomeLoading);

As from the javadocs of the event: "This event fires when a Biome is created from json or when a registered biome is re-created for worldgen"

With this done you would just need to "treat" the biome in the listener and add any feature (like ore generation) you need.
An exemple of listener:

public static void onBiomeLoading(final BiomeLoadingEvent event) {
    /* Check which biome are being loaded, example: if the biome is TAIGA or SWAMP */
    if (event.getCategory() == Biome.Category.TAIGA || event.getCategory() == Biome.Category.SWAMP) {
        /* Get UNDERGROUND_ORES features of the biome */
        event.getGeneration().getFeatures(GenerationStage.Decoration.UNDERGROUND_ORES ).add(
            /* adding COAL_ORE with some configuration */
            () -> Blocks.COAL_ORE.withConfiguration(...)
        );
    }
}

As from the configuration you could look at the Vanilla default ore generation features to get what you want. 

  • Like 1
Link to comment
Share on other sites

10 minutes ago, samjviana said:

You would need to listen to BiomeLoadingEvent (), you could register an function to it like this:


MinecraftForge.EVENT_BUS.addListener(EventPriority.HIGH, onBiomeLoading);

As from the javadocs of the event: "This event fires when a Biome is created from json or when a registered biome is re-created for worldgen"

With this done you would just need to "treat" the biome in the listener and add any feature (like ore generation) you need.
An exemple of listener:


public static void onBiomeLoading(final BiomeLoadingEvent event) {
    /* Check which biome are being loaded, example: if the biome is TAIGA or SWAMP */
    if (event.getCategory() == Biome.Category.TAIGA || event.getCategory() == Biome.Category.SWAMP) {
        /* Get UNDERGROUND_ORES features of the biome */
        event.getGeneration().getFeatures(GenerationStage.Decoration.UNDERGROUND_ORES ).add(
            /* adding COAL_ORE with some configuration */
            () -> Blocks.COAL_ORE.withConfiguration(...)
        );
    }
}

As from the configuration you could look at the Vanilla default ore generation features to get what you want. 

I know that i can take a look at that but i dont know where to find it

Link to comment
Share on other sites

4 minutes ago, troublemaker_47 said:

I know that i can take a look at that but i dont know where to find it

Btw can i substitute 

if (event.getCategory() == Biome.Category.TAIGA || event.getCategory() == Biome.Category.SWAMP)

for something that can include all the overworld biomes

Link to comment
Share on other sites

5 minutes ago, troublemaker_47 said:

Btw can i substitute 


if (event.getCategory() == Biome.Category.TAIGA || event.getCategory() == Biome.Category.SWAMP)

for something that can include all the overworld biomes

It might have an better way to do this by checking the dimension of the biome, but i have to admit that i don't know how to check the dimension XD
So ... you could check if the biome is NOT NETHER or THEEND Category, something like:

if (event.getCategory() != Biome.Category.NETHER && event.getCategory() != Biome.Category.THEEND)

 

Link to comment
Share on other sites

3 minutes ago, samjviana said:

It might have an better way to do this by checking the dimension of the biome, but i have to admit that i don't know how to check the dimension XD
So ... you could check if the biome is NOT NETHER or THEEND Category, something like:


if (event.getCategory() != Biome.Category.NETHER && event.getCategory() != Biome.Category.THEEND)

 

Thank You So Much. But can you tell me where can i find the vanilla default ore generation file

Link to comment
Share on other sites

You can use your IDE to look the source code of Vanilla Classes ...
The classes you would like to see are net.minecraft.world.gen.feature.Feature and net.minecraft.world.gen.feature.Features.

1 hour ago, troublemaker_47 said:

Thank You So Much. But can you tell me where can i find the vanilla default ore generation file

 

Link to comment
Share on other sites

2 minutes ago, samjviana said:

You can use your IDE to look the source code of Vanilla Classes ...
The classes you would like to see are net.minecraft.world.gen.feature.Feature and net.minecraft.world.gen.feature.Features.

 

Thank you so much i think i now hava everything i need

  • Like 1
Link to comment
Share on other sites

By the way do you know how to resolve this???

Bad return type in lambda expression: Ingredient cannot be converted to ConfiguredFeature<?, ?>

@SubscribeEvent
public static void onBiomeLoading(final BiomeLoadingEvent event) {
    if (event.getCategory() != Biome.Category.NETHER && event.getCategory() != Biome.Category.THEEND) {
        OreFeatureConfig feature = new OreFeatureConfig(OreFeatureConfig.FillerBlockType.BASE_STONE_OVERWORLD,
                RegistryHandler.MY_ORE.get().getDefaultState(), 6);
        event.getGeneration().getFeatures(GenerationStage.Decoration.UNDERGROUND_ORES).add( () -> {
                Ingredient.fromItems(RegistryHandler.MY_ORE.get());
                    return Ingredient.fromItems(RegistryHandler.MY_ORE.get());<------- //here is the error
                }
        );
    }
}
Link to comment
Share on other sites

18 hours ago, troublemaker_47 said:

By the way do you know how to resolve this???

Bad return type in lambda expression: Ingredient cannot be converted to ConfiguredFeature<?, ?>


@SubscribeEvent
public static void onBiomeLoading(final BiomeLoadingEvent event) {
    if (event.getCategory() != Biome.Category.NETHER && event.getCategory() != Biome.Category.THEEND) {
        OreFeatureConfig feature = new OreFeatureConfig(OreFeatureConfig.FillerBlockType.BASE_STONE_OVERWORLD,
                RegistryHandler.MY_ORE.get().getDefaultState(), 6);
        event.getGeneration().getFeatures(GenerationStage.Decoration.UNDERGROUND_ORES).add( () -> {
                Ingredient.fromItems(RegistryHandler.MY_ORE.get());
                    return Ingredient.fromItems(RegistryHandler.MY_ORE.get());<------- //here is the error
                }
        );
    }
}

The add function needs an "Supplier<ConfiguredFeature<?, ?>>" your lambda function is returning a type Ingredient you would need to return an ConfiguredFeature, like so:

if (event.getCategory() != Biome.Category.NETHER && event.getCategory() != Biome.Category.THEEND) {
	event.getGeneration().getFeatures(GenerationStage.Decoration.UNDERGROUND_ORES).add(
		() -> Feature.ORE.withConfiguration(
			new OreFeatureConfig(OreFeatureConfig.FillerBlockType.BASE_STONE_OVERWORLD, RegistryHandler.MY_ORE.get().getDefaultState(), 6)
		)
	);
}

 

Link to comment
Share on other sites

3 minutes ago, samjviana said:

The add function needs an "Supplier<ConfiguredFeature<?, ?>>" your lambda function is returning a type Ingredient you would need to return an ConfiguredFeature, like so:


if (event.getCategory() != Biome.Category.NETHER && event.getCategory() != Biome.Category.THEEND) {
	event.getGeneration().getFeatures(GenerationStage.Decoration.UNDERGROUND_ORES).add(
		() -> Feature.ORE.withConfiguration(
			new OreFeatureConfig(OreFeatureConfig.FillerBlockType.BASE_STONE_OVERWORLD, RegistryHandler.MY_ORE.get().getDefaultState(), 6)
		)
	);
}

 

Thank you but do i have to declare Feature

Link to comment
Share on other sites

Only of it is something specific that the default vanilla features can't solve.
For ore generation you could use Feature.ORE (default ore generation), Feature.EMERALD_ORE (which generates only in mountain biome) or Feature.No_SURFACE_ORE (ancient debris feature, an ore that has no contact with air blocks)

 

  • Like 1
Link to comment
Share on other sites

7 minutes ago, samjviana said:

The add function needs an "Supplier<ConfiguredFeature<?, ?>>" your lambda function is returning a type Ingredient you would need to return an ConfiguredFeature, like so:


if (event.getCategory() != Biome.Category.NETHER && event.getCategory() != Biome.Category.THEEND) {
	event.getGeneration().getFeatures(GenerationStage.Decoration.UNDERGROUND_ORES).add(
		() -> Feature.ORE.withConfiguration(
			new OreFeatureConfig(OreFeatureConfig.FillerBlockType.BASE_STONE_OVERWORLD, RegistryHandler.MY_ORE.get().getDefaultState(), 6)
		)
	);
}

 

Thank you but do i have to declare Feature

Link to comment
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.
Note: Your post will require moderator approval before it will be visible.

Guest
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.

 Share



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • This is what I have for two ModelFiles, the first only applying one overlay and the second apply the first overlay + another. public ModelFile scuffedWarenaiBlockModel(Block block) { return models().getBuilder("scuffed_" + name(block)) .parent(existingMcModel("block")) .texture("particle", warenaiBlockTexture(block)) .texture("underlay", warenaiBlockTexture(block)) .texture("overlay", scuffedTexture()) .element().from(0, 0, 0).to(16, 16, 16).allFaces((direction, faceBuilder) -> faceBuilder.uvs(0, 0, 16, 16).texture("#underlay").cullface(direction)).end() .element().from(0, 0, 0).to(16, 16, 16).allFaces((direction, faceBuilder) -> faceBuilder.uvs(0, 0, 16, 16).texture("#overlay").cullface(direction)).end(); } public ModelFile crackedWarenaiBlockModel(Block block, int crackedLevel) { return models().getBuilder("cracked" + crackedLevel + "_" + name(block)) .parent(existingMcModel("block")) .texture("particle", warenaiBlockTexture(block)) .texture("underlay", warenaiBlockTexture(block)) .texture("overlay1", scuffedTexture()) .texture("overlay2", crackedTexture(crackedLevel)) .element().from(0, 0, 0).to(16, 16, 16).allFaces((direction, faceBuilder) -> faceBuilder.uvs(0, 0, 16, 16).texture("#underlay").cullface(direction)).end() .element().from(0, 0, 0).to(16, 16, 16).allFaces((direction, faceBuilder) -> faceBuilder.uvs(0, 0, 16, 16).texture("#overlay1").cullface(direction)).end() .element().from(0, 0, 0).to(16, 16, 16).allFaces((direction, faceBuilder) -> faceBuilder.uvs(0, 0, 16, 16).texture("#overlay2").cullface(direction)).end(); }   This works, but it doesn't seem so simple for a stair block.  I copied the stair stuff from the forge BlockStateProvider class to get started with a normal stair model that works:  public void warenaiStairBlock(StairsBlock block, ResourceLocation texture) { warenaiStairBlockInternal1(block, texture, texture, texture); } public void warenaiStairBlockInternal1(StairsBlock block, ResourceLocation side, ResourceLocation bottom, ResourceLocation top) { warenaiStairBlockInternal2(block, block.getRegistryName().toString(), side, bottom, top); } public void warenaiStairBlockInternal2(StairsBlock block, String baseName, ResourceLocation side, ResourceLocation bottom, ResourceLocation top) { ModelFile normal_stairs = models().stairs(baseName, side, bottom, top); ModelFile normal_stairsInner = models().stairsInner(baseName + "_inner", side, bottom, top); ModelFile normal_stairsOuter = models().stairsOuter(baseName + "_outer", side, bottom, top); warenaiStairsBlock(block, normal_stairs, normal_stairsInner, normal_stairsOuter); } public void warenaiStairsBlock(StairsBlock block, ModelFile stairs, ModelFile stairsInner, ModelFile stairsOuter) { getVariantBuilder(block) .forAllStatesExcept(state -> { Direction facing = state.getValue(StairsBlock.FACING); Half half = state.getValue(StairsBlock.HALF); StairsShape shape = state.getValue(StairsBlock.SHAPE); int yRot = (int) facing.getClockWise().toYRot(); // Stairs model is rotated 90 degrees clockwise for some reason yRot %= 360; boolean uvlock = yRot != 0 || half == Half.TOP; // Don't set uvlock for states that have no rotation ModelFile shapeDependentModel = shape == StairsShape.STRAIGHT ? stairs : shape == StairsShape.INNER_LEFT || shape == StairsShape.INNER_RIGHT ? stairsInner : stairsOuter; if (shape == StairsShape.INNER_LEFT || shape == StairsShape.OUTER_LEFT) { yRot += 270; // Left facing stairs are rotated 90 degrees clockwise } if (shape != StairsShape.STRAIGHT && half == Half.TOP) { yRot += 90; // Top stairs are rotated 90 degrees clockwise } return ConfiguredModel.builder() .modelFile(shapeDependentModel) .rotationX(half == Half.BOTTOM ? 0 : 180) .rotationY(yRot) .uvLock(uvlock) .build(); }, StairsBlock.WATERLOGGED); }   Now I have no idea where to go. I could take the time and figure it out all on my own, but since I really should be working on a college essay I thought I would see if anyone else knew what to do first. If not, then I will just do it myself when I get the time.
    • O well i tried to fix a bug in the stone age mod and my plan failed after trying to insert the json directly into the jar.
    • You spawn the entity on the server. The server then ensures it is spawned on all clients that can see it.
    • Then what do I do? My entity just animates a block model going up then places it. Is there another way to do it? P.S the server places that block independently without syncing it.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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