This is a tool I created for those of you who don't want to use schematics, for whatever reason, to generate structures in your world. It allows you to design and generate custom structures as well as rotate and offset your custom structures as they are generated in the world. Additionally, there are methods that allow you to set custom tile entity data, spawn entities or whatever else you can imagine.
Be sure to check out the screenshots below!
Download the ready-to-play demo mod from Adf.ly or direct, or get the source from Github.
Linked Structure Generator let's you generate multiple structures at a time with specified location and rotation
Add custom structures to the world during world generation
Generate custom structures in the world with the click of a button
Auto-rotation of structures ensures it will always face the player, if desired
Default offset will place the structure so it never spawns on top of the player
Ability to manually change a structure's rotation or offset before spawning
Full metadata block rotation compatibility
Compatibility with custom blocks; just use addCustomBlockRotation to define its rotation type
Set any block as a 'buffer' so your structure spawns more naturally in the environment
Custom 'hooks' allow you to easily manipulate tile entity data or perform other tasks
Place blocks where they can't otherwise be placed, such as trapdoors on glass or torches in air
MOD ONLY:
Preview mode let's you see where the structure will generate
Easily add new items capable of generating structures by extending ItemStructureSpawnerBase, working seamlessly with the ready-made key bindings, packet handling and preview highlighting mode
Custom 'Hooks'
There are a number of pre-written methods to allow easy manipulation of your structure, from adding loot to decorating as you see fit. These methods can be accessed by using an out-of-bounds block id to trigger the 'hook' method 'onCustomBlockAdded'. For the full instructions, see StructureArrays.java.
Add items to any tile entity inventory with a single method
Spawn entities without fear of spawning in a wall
Add hanging entities such as item frames or paintings
Set items in placed item frames
Set art for paintings
Add text to signs, with color example
Place any kind of mob head
Possible Future Features
Reading structures from a file to avoid compile-time size limitations (big maybe)
Possiblity to require materials needed for structure (currently used in my RedstoneHelper mod)
Known Bugs
Large entities such as horses have problems spawning in confined spaces
Demo Mod Included
NOW SMP Compatible!
A ready-to-go mod that will help familiarize you with the capabilities and functionality of the Structure Generation Tool. There is currently no recipe for the item that spawns structures, so try it in Creative.
Several structures are included and can be easily toggled between in-game:
"Hut" - A highly modified village hut. Enter at your own risk.
"Blacksmith" - Vanilla blacksmith shop. Thanks to Microjunk for this one!
"Viking Shop" - A cool viking-style shop, but riddled with holes from disuse. Credit again to Microjunk.
"Redstone Dungeon" - Can you find the treasure and live to tell about it?
"Watermill" - An awesomely impressive water/windmill, courtesy of Microjunk.
"Redstone Portcullis" - A design by PearSquirrel, coded by me
These are the default controls:
Sneak to highlight area in which structure will generate
'Arrow Keys' - up: moves structure away from player; down: moves structure towards/behind player; left / right of course move the structure left / right
'O' - changes structure's default orientation by 90 degrees. This will have the effect of changing which side spawns facing the player.
'I' - toggles between increment and decrement y offset
'Y' - increments or decrements y value to offset spawn location
'U' - reset x/y/z offsets to 0
'V' - toggles between generate / remove structure - when removing, be sure to click the EXACT position you clicked when spawning it (easier to do with highlighting enabled)
' [ ' / ' ] ' - Previous / Next structure in the list
Right click - spawn / remove structure at tile location clicked
Controls can be customized from the config file that is generated the first time you load this mod.
Or use coolAliasStructureWorldGenDemo.zip to try out randomly generated structures dotting your landscape! Initial world loading times will be longer than normal.
Installation
Requires Forge. Written for and tested with Minecraft version 1.6.4 and Forge build 916.
DEMO MOD
Download the pre-compiled and zipped mod file and place it in your minecraft/mods folder. You're good to go!
Alternatively, follow the directions below to add the 'StructureGenMod' files to your project, giving you access to a secondary API for easily creating new Items capable of spawning structures with all the pre-made functionality.
Place the entire folder either in your project or as a required project on your project's build path
Build your own structures / structure arrays by following the guidelines in the Instructions
If you are using custom hooks, either edit the included StructureGenerator.java file or create your own class that extends StructureGeneratorBase to handle your custom hooks
Use your StructureGenerator class to generate your structures from whatever location you choose, such as a block or item, or create a class that implements IWorldGenerator (such as the included WorldStructureGenerator) to generate structures during world generation
Screen Shots
New Preview Mode let's you see exactly where the structure will be placed
Showing structures generated randomly as part of world gen, all at different rotations (kind of hard to see, sorry)
Showing off some of the latest features: sign text, selected painting art, items in item frames, mob heads. Note that this is all done automatically upon structure generation - I don't have to set anything by hand.
Wonder what that lever does?
Redstone exposed! Fully automated generation set and ready to go at any rotation or offset.
Breaking the block limit barrier! Witness the 15-story tower of power, er, I mean, blacksmith tower. At 480 blocks apiece, this is a total of 7200 blocks, significantly greater than static array initialization limits This was just a test, but you could probably build any size structure this way. Be warned, it gets laggy. This structure took around 3-5 seconds to show up (in Eclipse development environment)
About the maximum size you can make a single layer: 68x50 = 3400 blocks
A giant block made by a structure with 50 layers of the above max base:
Rows of houses I spawned without taking a single step.
A structure correctly removed after generated - note that blocks that can drop as items often do:
An incorrectly removed structure - I spawned it on the block where the stairs go, so when I tried to remove it my 'y' position was one block higher due to the stairs:
Limitations
World Gen
The algorithms I use to place structures are currently not very sophisticated. You will get structures generating on top of or inside of each other at times, especially if you generate lots of them. They may also generate on village rooftops. I just included it to show that the API is not limited to onItemRightClick or onBlockActivated style methods, but is in fact much more flexible.
Array Size
Due to the maximum byte limit of static initializers, the structure array size cannot exceed 65535 bytes. What this means for you is that a single horizontal layer of your structure cannot exceed roughly 3400 blocks in area, so about a 68x50 rectangular base, judging by my tests so far.
You would then build your structure by adding layers to the generator list. See StructureArrays.java for complete details on how to go about this.
If your structure is very large (more than 3 or so maxed static arrays), you will probably need to store them in separate files or you will get a compile time error.
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A Little Help With Arrays
If you're needing help understanding how to set up your structure array, here's an explanation of how arrays work that I've been told was helpful.
You all know what an array is, but did you know that each value in an array can store another array?
Make a single array that stores ints, our y values:
int[] y = {5, 10, 2, 39};
It has 4 values stored at locations y[0],y[1], etc.
But we can make y[0] not store a value, but store an array of integers instead:
int[][] y = { { 5 }, {10}, {2}, {39} };
Note we have the same values, but now they are stored at:
y[0][0] = 5, y[1][0] = 10, y[2][0] = 2, etc.
Adding more values:
int[][] y = { { 5,10,2,39 }, {7,3,16 } };
Now we've made it so y[0] stores the array [0] = 5, [1] = 10, etc. and
y[1] stores the array [0] = 7, [1] = 3, etc.
Note that arrays defined this way (i.e. with { } ) are static and can store different numbers of variables in each array - they don't have to have the same length.
Thinking in terms of structures, then, we need an array to store all of our y values, and for each y value we must store an array of x values, and for each x value we must store an array of z values, giving us a 3D matrix:
int[][][] 3d = { {
{ 0,1,2 }, { 0,1,2 },{ 0,1,2 } }, // y = 0, 3 x values that each store z = 0, 1, 2
{ 0,1,2 }, { 0,1,2 },{ 0,1,2 } }, // y = 1, 3 x values that each store z = 0, 1, 2
{ 0,1,2 }, { 0,1,2 },{ 0,1,2 } } }; // y = 2, 3 x values that each store z = 0, 1, 2
However, we need to store more than a single int at our location x,y,z, because we need block ID, metadata and possibly a flag, so each of our z values must also store an array.
Thus the 4 dimensional array used for storing structures.
Credit
Microjunk, for coming up with the idea for this mod, helping me test it, providing great feedback and for using this tool in his mod. Be sure you check out his Builder Mod!
MineMaarten, for his open source MineChess mod which helped me create the preview mode.
This seems much like my Structure generation template I use in Cave-Gen mod, but more advanced
I'm just curious about two things.
Do you handle blocks it's rotation depends on metadata, such as stairs, in any special way, or if you generate structure with stairs rotated by 90 degress, stairs will still be in it's original angle? As I haven't discovered any particular order in which this rotation depends on metadata, I wasn't able to write any universal algorithm for this, so one would probably need to create special rule for each block.
Sorry, I just read you main post more carefully
Second, do you hadle blocks it's ability to stay depends on other blocks in any special way? As if you generate structure from array to world and for example you generate torch first and then wall at which the torch should be placed, the torch will drop before the wall generates.
Second, do you hadle blocks it's ability to stay depends on other blocks in any special way? As if you generate structure from array to world and for example you generate torch first and then wall at which the torch should be placed, the torch will drop before the wall generates.
Hm, interesting point! I currently don't, no, but I haven't noticed anything like that falling off yet; however, I've only tested with a small structure, so it might generate quickly enough that the blocks don't get to check whether they can stay or not... I'd love it if you'd be willing to make a larger structure and do some tests!
Btw, coding all the custom rotation data was challenging, for sure. There are some blocks that have common rotation algorithms, but most don't. The hardest one was for doors >.< Look up 'Data Values' on the minecraft wiki and it will tell you how it all works, though the part for doors didn't seem to match up for me.
I ended up adding some code to print the full metadata of the door block when I clicked it, then spawning doors in every rotation possible, hinge left and right, and clicking on the top and bottom of all of them. Troublesome, but it got me the info I needed to make a working algorithm
I should be ready to test this all out tonight and let you know as I have finally finished one set of structures in the builder mod using this. I have one structure to go and then I will start looking for things like the torches falling and such....great work...
I added in the ability to set rotation data for custom blocks, which required re-writing a significant portion of the code. Don't worry, nothing will have changed in how you use it, but I'll need some serious testing done to see if I accidentally introduced some bugs. Lucky for me you've got lots of structures
I'm specifically looking for anomalies in blocks with rotation such as furnaces, pistons, doors, chests, etc. The more types of blocks you can use like that in various configurations, the more likely we'll be to spot an error.
I will also keep testing on my own, but I'm just one guy
I will be doing some tests tonight actually, finally finished all but the two temples in the NPC set so should be okay. I will look through the changes and see about the rotation, but the mod has no custom tile blocks. After it is all said and done (all changed to array format), I can add options in the config for others to choose any tile block they want...
EDIT: Sorry, the problem was indeed a bug in my code, but it's fixed now.
Found the limit:
Error message when creating too large of a static array:
"The code for the static initializer is exceeding the 65535 bytes limit"
Up to this, however, the code works very well. I spawned a 10-story village blacksmith (4800 blocks) with no problem. It took about 2 seconds, then the structure fully appeared before me.
So you can build structures up to the limit imposed by static int arrays. After that, I'd suggest perhaps building your structure in segments.
To do so, you need to make the structure array as normal. Once you reach the limit, be sure to stop after completing an entire 'y' layer, then make 'layer2' array starting where you left off.
The blockArrays now get added to a list and generated from there. Add the bottom to the list first, then the next layer up and so on. Now you can generate structures of nearly any size.
The max size is now limited by how large a singly 'y' layer could be: an area of about 5000 blocks. In other words, about 70x70 square base or 100x50 rectangle. There is theoretically no limit to the height your structure could reach, other than what is imposed by Minecraft.
So you could generate the Great Wall of Minecraft, 500 blocks long and 10 blocks wide per layer, 30 blocks tall (i.e. 30 layers), all with a single generate call. That's a pretty giant structure
Okay, cant wait to finish the conversion of all my structures as this is getting better and better everyday. I really want this to be finished so I can have it out by 1.7 update and have all the happy builders building stuff exactly the way they want it.....Now that they can have it all...rotation, placement, and deletion....I wonder what they will ask me for next...
So far from testing, and it is only a small amount as I try to recode all 78 structures in the mod, anything that has only one generate method (less than 1500 blocks) will generate nicely. It even has a bit of improvement over the standard world gen that most are using now. I have had no issues with anything so far and will test further when I finish setting up the first block for the NPC village set. Just a thought, as I know you are trying to get this running real smooth before adding much in the way of more support but I thought of a few more blocks that use metadata....
Redstone wire uses metadata for on and off
Snow blocks use it for snow fall, the way it layers up to make a full block
Redstone Lamps
I am sure there are more, but I would really like to see if we can get something in the way of snow support as I dont recall if the world gen method I was using before this supports it or not. I tried before, but no luck.....Great Job....so glad you took this project up. I know I will use it for the life of my mod, or any project I do that requires any structure generation for sure....Kudos
Anyway...just thought I would post it here, I will PM about this later. Found a bug now that I can test this out some....man changing the code from the typical generate method we are all used to, to using an array for each structure is a real pain....
Bug: When generating structures with torches it tends to some times drop torches. I can provide any code you need for testing...(church is where I found it). I have the church, big house, house with garden, library....basically the NPC set id done with exception of the temples....I have my work cut out for me this weekend at work. Almost 18 hours of down time so I should be able to knock out all the small stuff....well, at least half of it.
EDIT: look at my avatar...like he knows almost 70K lines of code to go....say what?
Blocks that don't use metadata to store orientation information, such as redstone wire or lamps, don't need any special attention because we are only concerned about the block facing the correct direction.
If snow uses metadata for depth, there would be nothing stopping you from setting it in your block array or even setting up a custom method to randomize the depth of all snow blocks. That's what the custom 'hook' methods are for.
As for the bug, yes, I was worried about that. I've got an idea how to fix it. Hopefully will be out this weekend.
Cool....I hope this weekend I will have more structures done for better testing. Some of my medieval structures have more of those kind of blocks. I wasnt sure what specific blocks you were looking for at that moment....was not thinking....
Added some new pics of my tests for max layer size: about 68x50 blocks can fit in a single array of all cobblestone (didn't test with added metadata or air blocks, etc).
No problems generating that structure to a height of 50
However, this still limits the max size of the base. That's too bad, but it's still a pretty darn big structure.
The bug for torches and such should be fixed now. During generation, when these blocks are encountered they are added to a list for post-generation processing, rather than setting the block immediately.
I've only tested it on my tiny hut, of course, which didn't have this problem to begin with, so all I know for sure is that the torches are still generating. However, I'm pretty certain this is fixed
Currently only for wall-mounted type blocks (buttons, torches, levers). Let me know if any other blocks pop off on you and I'll add them to this list as well.
One pretty cool thing to note is that if, for some reason, you are using a wall-mounted block id to store custom info (like we did with CUSTOM_CHEST or SPAWN_VILLAGER), it will still work but be called post structure generation instead. This may solve things like villagers appearing briefly above the structure when spawned.
As for default rotation, it works perfectly for structures whose width and length are the same, but if you manually rotate 1 or 3 times (i.e. to the opposite axis) the offset is a little off. Also, I need testing for larger structures to ensure it's not spawning on the player. Anyways, I hope to have the offset fixed soon. It's only a problem if you manually rotate the structure off of its default structure facing (which you set).
SOME USEFUL METHODS
The following are methods designed to make handling onCustomBlockAdded cases easier:
1. addItemToTileInventory(World world, ItemStack itemstack, int x, int y, int z)
Use this method to conveniently add items to any TileEntity that has an inventory
(i.e. implements either IInventory or ISidedInventory).
Items are added to the first slot available and the method returns false if the
stack was not able to be added entirely or if there was an error.
2.1 spawnEntityInStructure(World world, Entity entity, int x, int y, int z)
Spawns the passed in entity within the structure such that it doesn't spawn inside of
walls by using the method setEntityInStructure below. If no valid location was found,
the entity will still spawn but the method will return false.
2.2 setEntityInStructure(World world, Entity entity, int x, int y, int z)
Sets an entity's location so that it doesn't spawn inside of walls, but doesn't spawn
the entity. Automatically removes placeholder block at coordinates x/y/z.
Returns false if no suitable location found so user can decide whether to spawn or not.
3. setHangingEntity(World world, ItemStack hanging, int x, int y, int z)
Places a hanging entity in the world based on the arguments provided; orientation
will be determined automatically based on the dummy blocks data, so a WALL_MOUNTED
block id (such as Block.torchWood.blockID) must be returned from getRealBlockID().
This method returns the direction in which the entity faces for use with the following.
4. setItemFrameStack(World world, ItemStack itemstack, int x, int y, int z, int direction,
int itemRotation)
Finds the correct ItemFrame in the world for the coordinates and direction given and
places the itemstack inside with the rotation provided, or default if no itemRotation
value is given. 'direction' parameter is value returned from setHangingEntity
5. setPaintingArt(World world, String name, int x, int y, int z, int direction)
Sets the art for a painting at location x/y/z and sends a packet to update players.
'direction' parameter is value returned from setHangingEntity
Returns false if 'name' didn't match any EnumArt values.
6. setSignText(World world, String[] text, int x, int y, int z)
Adds the provided text to a sign tile entity at the provided coordinates, or returns
false if no TileEntitySign was found. String[] must be manually set for each sign, as
there is currently no way to store this information within the block array.
7.1 setSkullData(World world, String name, int type, int x, int y, int z)
Sets the skull type and player username (if you can get one) for the tile entity at
the provided coordinates. Returns false if no TileEntitySkull was found.
7.2 setSkullData(World world, String name, int type, int rot, int x, int y, int z)
As above but with additional rotation data (rot). This only applies to skulls sitting
on the floor, not mounted to walls.
This is a tool I created for those of you who don't want to use schematics, for whatever reason, to generate structures in your world. It allows you to design and generate custom structures as well as rotate and offset your custom structures as they are generated in the world. Additionally, there are methods that allow you to set custom tile entity data, spawn entities or whatever else you can imagine.
Be sure to check out the screenshots below!
Download the ready-to-play demo mod from Adf.ly or direct, or get the source from Github.
Tutorial Part 1: Your First Structure
Tutorial Part 2: Using Custom Hooks
Features
There are a number of pre-written methods to allow easy manipulation of your structure, from adding loot to decorating as you see fit. These methods can be accessed by using an out-of-bounds block id to trigger the 'hook' method 'onCustomBlockAdded'. For the full instructions, see StructureArrays.java.
NOW SMP Compatible!
A ready-to-go mod that will help familiarize you with the capabilities and functionality of the Structure Generation Tool. There is currently no recipe for the item that spawns structures, so try it in Creative.
Several structures are included and can be easily toggled between in-game:
Or use coolAliasStructureWorldGenDemo.zip to try out randomly generated structures dotting your landscape! Initial world loading times will be longer than normal.
Installation
Requires Forge. Written for and tested with Minecraft version 1.6.4 and Forge build 916.
DEMO MOD
Screen Shots
New Preview Mode let's you see exactly where the structure will be placed
Showing structures generated randomly as part of world gen, all at different rotations (kind of hard to see, sorry)
Showing off some of the latest features: sign text, selected painting art, items in item frames, mob heads. Note that this is all done automatically upon structure generation - I don't have to set anything by hand.
Wonder what that lever does?
Redstone exposed! Fully automated generation set and ready to go at any rotation or offset.
Breaking the block limit barrier! Witness the 15-story tower of power, er, I mean, blacksmith tower. At 480 blocks apiece, this is a total of 7200 blocks, significantly greater than static array initialization limits
About the maximum size you can make a single layer: 68x50 = 3400 blocks
A giant block made by a structure with 50 layers of the above max base:
Rows of houses I spawned without taking a single step.
A structure correctly removed after generated - note that blocks that can drop as items often do:
An incorrectly removed structure - I spawned it on the block where the stairs go, so when I tried to remove it my 'y' position was one block higher due to the stairs:
Limitations
World Gen
The algorithms I use to place structures are currently not very sophisticated. You will get structures generating on top of or inside of each other at times, especially if you generate lots of them. They may also generate on village rooftops. I just included it to show that the API is not limited to onItemRightClick or onBlockActivated style methods, but is in fact much more flexible.
Array Size
Due to the maximum byte limit of static initializers, the structure array size cannot exceed 65535 bytes. What this means for you is that a single horizontal layer of your structure cannot exceed roughly 3400 blocks in area, so about a 68x50 rectangular base, judging by my tests so far.
You would then build your structure by adding layers to the generator list. See StructureArrays.java for complete details on how to go about this.
If your structure is very large (more than 3 or so maxed static arrays), you will probably need to store them in separate files or you will get a compile time error.
License
/**
Structure Generation Tool
Copyright © <2013> <coolAlias>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright © 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
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A Little Help With Arrays
If you're needing help understanding how to set up your structure array, here's an explanation of how arrays work that I've been told was helpful.
You all know what an array is, but did you know that each value in an array can store another array?
Make a single array that stores ints, our y values:
int[] y = {5, 10, 2, 39};
It has 4 values stored at locations y[0],y[1], etc.
But we can make y[0] not store a value, but store an array of integers instead:
int[][] y = { { 5 }, {10}, {2}, {39} };
Note we have the same values, but now they are stored at:
y[0][0] = 5, y[1][0] = 10, y[2][0] = 2, etc.
Adding more values:
int[][] y = { { 5,10,2,39 }, {7,3,16 } };
Now we've made it so y[0] stores the array [0] = 5, [1] = 10, etc. and
y[1] stores the array [0] = 7, [1] = 3, etc.
Note that arrays defined this way (i.e. with { } ) are static and can store different numbers of variables in each array - they don't have to have the same length.
Thinking in terms of structures, then, we need an array to store all of our y values, and for each y value we must store an array of x values, and for each x value we must store an array of z values, giving us a 3D matrix:
int[][][] 3d = { {
{ 0,1,2 }, { 0,1,2 },{ 0,1,2 } }, // y = 0, 3 x values that each store z = 0, 1, 2
{ 0,1,2 }, { 0,1,2 },{ 0,1,2 } }, // y = 1, 3 x values that each store z = 0, 1, 2
{ 0,1,2 }, { 0,1,2 },{ 0,1,2 } } }; // y = 2, 3 x values that each store z = 0, 1, 2
However, we need to store more than a single int at our location x,y,z, because we need block ID, metadata and possibly a flag, so each of our z values must also store an array.
Thus the 4 dimensional array used for storing structures.
Credit
Microjunk, for coming up with the idea for this mod, helping me test it, providing great feedback and for using this tool in his mod. Be sure you check out his Builder Mod!
MineMaarten, for his open source MineChess mod which helped me create the preview mode.
Mods Using this Tool
Builder Mod, by Microjunk
Redstone Helper, by me. A WIP.
Anyway, I hope this proves a useful tool for you structure generators out there. Please post pics of your structures (rotated!) below
Here's a handy tool if you're using schematics: https://github.com/t...rd/LibSchematic
Find out how I generate....coolAlias...world structure generation and rotation tool...
I'm just curious about two things.
Do you handle blocks it's rotation depends on metadata, such as stairs, in any special way, or if you generate structure with stairs rotated by 90 degress, stairs will still be in it's original angle? As I haven't discovered any particular order in which this rotation depends on metadata, I wasn't able to write any universal algorithm for this, so one would probably need to create special rule for each block.Sorry, I just read you main post more carefully
Second, do you hadle blocks it's ability to stay depends on other blocks in any special way? As if you generate structure from array to world and for example you generate torch first and then wall at which the torch should be placed, the torch will drop before the wall generates.
Anyway great job!
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
Hm, interesting point! I currently don't, no, but I haven't noticed anything like that falling off yet; however, I've only tested with a small structure, so it might generate quickly enough that the blocks don't get to check whether they can stay or not... I'd love it if you'd be willing to make a larger structure and do some tests!
Btw, coding all the custom rotation data was challenging, for sure. There are some blocks that have common rotation algorithms, but most don't. The hardest one was for doors >.< Look up 'Data Values' on the minecraft wiki and it will tell you how it all works, though the part for doors didn't seem to match up for me.
I ended up adding some code to print the full metadata of the door block when I clicked it, then spawning doors in every rotation possible, hinge left and right, and clicking on the top and bottom of all of them. Troublesome, but it got me the info I needed to make a working algorithm
Find out how I generate....coolAlias...world structure generation and rotation tool...
I'm specifically looking for anomalies in blocks with rotation such as furnaces, pistons, doors, chests, etc. The more types of blocks you can use like that in various configurations, the more likely we'll be to spot an error.
I will also keep testing on my own, but I'm just one guy
Find out how I generate....coolAlias...world structure generation and rotation tool...
Found the limit:
Error message when creating too large of a static array:
"The code for the static initializer is exceeding the 65535 bytes limit"
Up to this, however, the code works very well. I spawned a 10-story village blacksmith (4800 blocks) with no problem. It took about 2 seconds, then the structure fully appeared before me.
So you can build structures up to the limit imposed by static int arrays. After that, I'd suggest perhaps building your structure in segments.
To do so, you need to make the structure array as normal. Once you reach the limit, be sure to stop after completing an entire 'y' layer, then make 'layer2' array starting where you left off.
The blockArrays now get added to a list and generated from there. Add the bottom to the list first, then the next layer up and so on. Now you can generate structures of nearly any size.
The max size is now limited by how large a singly 'y' layer could be: an area of about 5000 blocks. In other words, about 70x70 square base or 100x50 rectangle. There is theoretically no limit to the height your structure could reach, other than what is imposed by Minecraft.
So you could generate the Great Wall of Minecraft, 500 blocks long and 10 blocks wide per layer, 30 blocks tall (i.e. 30 layers), all with a single generate call. That's a pretty giant structure
Find out how I generate....coolAlias...world structure generation and rotation tool...
Redstone wire uses metadata for on and off
Snow blocks use it for snow fall, the way it layers up to make a full block
Redstone Lamps
I am sure there are more, but I would really like to see if we can get something in the way of snow support as I dont recall if the world gen method I was using before this supports it or not. I tried before, but no luck.....Great Job....so glad you took this project up. I know I will use it for the life of my mod, or any project I do that requires any structure generation for sure....Kudos
Find out how I generate....coolAlias...world structure generation and rotation tool...
Yes....extremely neato...
Anyway...just thought I would post it here, I will PM about this later. Found a bug now that I can test this out some....man changing the code from the typical generate method we are all used to, to using an array for each structure is a real pain....
Bug: When generating structures with torches it tends to some times drop torches. I can provide any code you need for testing...(church is where I found it). I have the church, big house, house with garden, library....basically the NPC set id done with exception of the temples....I have my work cut out for me this weekend at work. Almost 18 hours of down time so I should be able to knock out all the small stuff....well, at least half of it.
EDIT: look at my avatar...like he knows almost 70K lines of code to go....say what?
Find out how I generate....coolAlias...world structure generation and rotation tool...
If snow uses metadata for depth, there would be nothing stopping you from setting it in your block array or even setting up a custom method to randomize the depth of all snow blocks. That's what the custom 'hook' methods are for.
As for the bug, yes, I was worried about that. I've got an idea how to fix it. Hopefully will be out this weekend.
Find out how I generate....coolAlias...world structure generation and rotation tool...
No problems generating that structure to a height of 50
However, this still limits the max size of the base. That's too bad, but it's still a pretty darn big structure.
Find out how I generate....coolAlias...world structure generation and rotation tool...
I've only tested it on my tiny hut, of course, which didn't have this problem to begin with, so all I know for sure is that the torches are still generating. However, I'm pretty certain this is fixed
Currently only for wall-mounted type blocks (buttons, torches, levers). Let me know if any other blocks pop off on you and I'll add them to this list as well.
One pretty cool thing to note is that if, for some reason, you are using a wall-mounted block id to store custom info (like we did with CUSTOM_CHEST or SPAWN_VILLAGER), it will still work but be called post structure generation instead. This may solve things like villagers appearing briefly above the structure when spawned.
As for default rotation, it works perfectly for structures whose width and length are the same, but if you manually rotate 1 or 3 times (i.e. to the opposite axis) the offset is a little off. Also, I need testing for larger structures to ensure it's not spawning on the player. Anyways, I hope to have the offset fixed soon. It's only a problem if you manually rotate the structure off of its default structure facing (which you set).
@micro - thanks again for the sig! I copied it
SOME USEFUL METHODS
The following are methods designed to make handling onCustomBlockAdded cases easier:
1. addItemToTileInventory(World world, ItemStack itemstack, int x, int y, int z)
Use this method to conveniently add items to any TileEntity that has an inventory
(i.e. implements either IInventory or ISidedInventory).
Items are added to the first slot available and the method returns false if the
stack was not able to be added entirely or if there was an error.
2.1 spawnEntityInStructure(World world, Entity entity, int x, int y, int z)
Spawns the passed in entity within the structure such that it doesn't spawn inside of
walls by using the method setEntityInStructure below. If no valid location was found,
the entity will still spawn but the method will return false.
2.2 setEntityInStructure(World world, Entity entity, int x, int y, int z)
Sets an entity's location so that it doesn't spawn inside of walls, but doesn't spawn
the entity. Automatically removes placeholder block at coordinates x/y/z.
Returns false if no suitable location found so user can decide whether to spawn or not.
3. setHangingEntity(World world, ItemStack hanging, int x, int y, int z)
Places a hanging entity in the world based on the arguments provided; orientation
will be determined automatically based on the dummy blocks data, so a WALL_MOUNTED
block id (such as Block.torchWood.blockID) must be returned from getRealBlockID().
This method returns the direction in which the entity faces for use with the following.
4. setItemFrameStack(World world, ItemStack itemstack, int x, int y, int z, int direction,
int itemRotation)
Finds the correct ItemFrame in the world for the coordinates and direction given and
places the itemstack inside with the rotation provided, or default if no itemRotation
value is given. 'direction' parameter is value returned from setHangingEntity
5. setPaintingArt(World world, String name, int x, int y, int z, int direction)
Sets the art for a painting at location x/y/z and sends a packet to update players.
'direction' parameter is value returned from setHangingEntity
Returns false if 'name' didn't match any EnumArt values.
6. setSignText(World world, String[] text, int x, int y, int z)
Adds the provided text to a sign tile entity at the provided coordinates, or returns
false if no TileEntitySign was found. String[] must be manually set for each sign, as
there is currently no way to store this information within the block array.
7.1 setSkullData(World world, String name, int type, int x, int y, int z)
Sets the skull type and player username (if you can get one) for the tile entity at
the provided coordinates. Returns false if no TileEntitySkull was found.
7.2 setSkullData(World world, String name, int type, int rot, int x, int y, int z)
As above but with additional rotation data (rot). This only applies to skulls sitting
on the floor, not mounted to walls.
EDIT 9/9/2013 to include latest methods