Chocolate stone isn't stone, so it isn't replaced. Both BiomeGenChocolateMountian and BiomeGenChocolateSwap override genTerrainBlocks, and neither of them call super.getTerrainBlocks(), instead calling genBiomeTerrain, which checks for regular stone, rather than chocolate stone.
I see, that makes a lot of sense. So is there a way to get the same effect as a swamp or mountain without using genTerrainBlocks? Or do I have to create my own custom genTerainBlocks class?
public void genTerrainBlocks(World p_150573_1_, Random p_150573_2_, Block[] p_150573_3_, byte[] p_150573_4_, int p_150573_5_, int p_150573_6_, double p_150573_7_)
Add this in the method's very first line:
super.genTerrainBlocks(World p_150573_1_, Random p_150573_2_, Block[] p_150573_3_, byte[] p_150573_4_, int p_150573_5_, int p_150573_6_, double p_150573_7_)
You do not need to call super.fillerBlock or super.topBlock like that, they are already visible fields. Also, PLEASE rename the genTerrainBlocks variables to be human readable.
Thank you, the dirt and grass now spawn in those two biomes.
Although now that I see it I notice that the mountains aren't very "mountainous", like their very short and don't rise up above the ground all that much. do you know if there's a way to make them larger/higher?
Where you create your biome, there is a setHeight part, correct? It takes a BiomeGenBase.Height as a parameter, which means you can do new Height(float1, float2) where float1 is the base height (-1.0 to 1.0)and float2 is the height variation (minimum 0). Look at vanilla biome registration for examples. Passing 0.0F will make it flat, passing 0.5F will be plenty mountainous.
Rollback Post to RevisionRollBack
Click this banner for a list of illegal mod distributors -- only download from legal sites!
Yes I think you should upload the code.
Alright, here is the source code. Press here to view it.
Chocolate stone isn't stone, so it isn't replaced. Both BiomeGenChocolateMountian and BiomeGenChocolateSwap override genTerrainBlocks, and neither of them call super.getTerrainBlocks(), instead calling genBiomeTerrain, which checks for regular stone, rather than chocolate stone.
Well, I'll be damned. That looks like it.
Cheers to you Pisu.
I see, that makes a lot of sense. So is there a way to get the same effect as a swamp or mountain without using genTerrainBlocks? Or do I have to create my own custom genTerainBlocks class?
Or how do i call on my own version of genTerrainBlocks thats inside of my WorldGenChocolateBase class?
Is there a way to fix this problem?
You will have to call it using "super" rather than "this", to refer to the superclass.
did I call on the super right? because it doesnt seem to be working. :/
Chocolate Mountains
Chocolate Swamps
Yea, I've been walking around for a while and i haven't noticed a change.Did I call on the super wrong?
Inside this method:
Add this in the method's very first line:
You do not need to call super.fillerBlock or super.topBlock like that, they are already visible fields. Also, PLEASE rename the genTerrainBlocks variables to be human readable.
Here is a tutorial on using the super keyword in Java: https://docs.oracle.com/javase/tutorial/java/IandI/super.html
Thank you, the dirt and grass now spawn in those two biomes.
Although now that I see it I notice that the mountains aren't very "mountainous", like their very short and don't rise up above the ground all that much. do you know if there's a way to make them larger/higher?
Where you create your biome, there is a setHeight part, correct? It takes a BiomeGenBase.Height as a parameter, which means you can do new Height(float1, float2) where float1 is the base height (-1.0 to 1.0)and float2 is the height variation (minimum 0). Look at vanilla biome registration for examples. Passing 0.0F will make it flat, passing 0.5F will be plenty mountainous.
Thank you very much!
That information has allowed me to not only make my mountains but it also allowed me to fixed my ocean and river biomes.