• 0

    posted a message on Forge Custom Dimension Questions
    Quote from Jimmy04creeper

    to change the sky color in your dimension world provider add this
    @Override
    /** get sky color **/
    public Vec3 getSkyColor(Entity cameraEntity, float partialTicks)
    {
    return this.worldObj.getWorldVec3Pool().getVecFromPool(0, 0, 0.5);
    }
    @Override
    /** Is sky clolured ? **/
    public boolean isSkyColored()
    {
    return true;
    }

    then on this line
    return this.worldObj.getWorldVec3Pool().getVecFromPool(0, 0, 0.5);

    the three 0's are red,green,blue ?
    change them to change the color

    Quote from LikeAbeus

    I had the problem with the lighting too.You need to edit your WorldProvider file.Instead of this:
    protected void generateLightBrightnessTable() {
    float f = 12.0F;
    for (int i = 0; i <= 15; i++) {
    float f1 = 12.0F - i / 15.0F;
    this.lightBrightnessTable[i] = ((1.0F - f1) / (f1 * 3.0F + 1.0F) * (1.0F - f) + f);
    }

    put this(the float value of f indicates the lightness of your world):

    protected void generateLightBrightnessTable()
    {
    float f = 0.1F;
    
    for (int i = 0; i <= 15; ++i)
    {
    float f1 = 1.0F - (float)i / 15.0F;
    this.lightBrightnessTable[i] = (1.0F - f1) / (f1 * 3.0F + 1.0F) * (1.0F - f) + f;
    }
    }


    Thank you both :)

    For the sky color, I noticed that it's pretty much the same during night and day. Is there a way to change it so that the color is different and day than at night?
    Posted in: Modification Development
  • 0

    posted a message on Forge Custom Dimension Questions
    Hello. I'm working on a dimension using Forge. I have a few questions about the appearance though.

    First, how do I change the sky color?

    Second, I have a custom color for fog, but the color only works when the render distance is on tiny. When it's on normal and short, the fog is white. How do I fix that?

    Third, my world has no lighting! The caves are lit up, and when I switch it to night, the land is still light up. How can I fix that?

    Source Code:
    World Provider:

    package com.dragon.btp.dimension;
    import com.dragon.btp.world.BTPBiomeManager;
    import cpw.mods.fml.relauncher.Side;
    import cpw.mods.fml.relauncher.SideOnly;
    import net.minecraft.util.ChunkCoordinates;
    import net.minecraft.util.MathHelper;import net.minecraft.util.Vec3;
    import net.minecraft.util.Vec3Pool;
    import net.minecraft.world.World;
    import net.minecraft.world.WorldProvider;
    import net.minecraft.world.biome.WorldChunkManagerHell;
    import net.minecraft.world.chunk.IChunkProvider;
    public class WorldProviderPurple extends WorldProvider {
    private float[] colorsSunriseSunset = new float[4];
    public void registerWorldChunkManager() {
    this.worldChunkMgr = new WorldChunkManagerHell(BTPBiomeManager.TutorialBiome, this.dimensionId, this.dimensionId);
    this.dimensionId = BTPDimensionManager.purpleID;
    this.hasNoSky = false;
    }
    public IChunkProvider createChunkGenerator() {
    return new ChunkProviderPurple(this.worldObj, this.worldObj.getSeed(), false);
    }
    public int getAverageGroundLevel() {
    return 0;
    }
    @SideOnly(Side.CLIENT)
    public boolean doesXZShowFog(int par1, int par2) {
    return false;
    }
    
    public double getVoidFogYFactor()
    {
    	 return this.terrainType.voidFadeMagnitude();
    }
    public String getDimensionName() {
    return "Purple";
    }
    public boolean renderStars() {
    return true;
    }
    public float getStarBrightness(World world, float f) {
    return 10.0F;
    }
    public boolean renderClouds() {
    return true;
    }
    public boolean renderVoidFog() {
    return false;
    }
    public boolean renderEndSky() {
    return false;
    }
    public float setSunSize() {
    return 12.0F;
    }
    public float setMoonSize() {
    return 8.0F;
    }
    @SideOnly(Side.CLIENT)
    public boolean isSkyColored() {
    return true;
    }
    public boolean canRespawnHere() {
    return false;
    }
    public boolean isSurfaceWorld() {
    return true;
    }
    @SideOnly(Side.CLIENT)
    public float getCloudHeight() {
    return 128.0F;
    }
    /*@SideOnly(Side.CLIENT)
    public String getSunTexture() {
    return "/Main:TwinSuns.png";
    }*/
    public boolean canCoordinateBeSpawn(int par1, int par2) {
    return false;
    }
    public ChunkCoordinates getEntrancePortalLocation() {
    return new ChunkCoordinates(50, 5, 0);
    }
    protected void generateLightBrightnessTable() {
    float f = 12.0F;
    for (int i = 0; i <= 15; i++) {
    float f1 = 12.0F - i / 15.0F;
    this.lightBrightnessTable[i] = ((1.0F - f1) / (f1 * 3.0F + 1.0F) * (1.0F - f) + f);
    }
    }
    @SideOnly(Side.CLIENT)
    public String getWelcomeMessage() {
    /*if ((this instanceof WorldProviderPurple)) {
    return "Entering Tut Dimension";
    }*/
    return "Entering Tut Dimension";
    }
    @SideOnly(Side.CLIENT)
    public float[] calcSunriseSunsetColors(float par1, float par2) {
    float f2 = 0.4F;
    float f3 = MathHelper.cos(par1 * 3.141593F * 2.0F) - 0.0F;
    float f4 = -0.0F;
    if ((f3 >= f4 - f2) && (f3 <= f4 + f2)) {
    float f5 = (f3 - f4) / f2 * 0.5F + 0.5F;
    float f6 = 1.0F - (1.0F - MathHelper.sin(f5 * 3.141593F)) * 0.99F;
    f6 *= f6;
    this.colorsSunriseSunset[0] = (f5 * 0.3F + 0.7F);
    this.colorsSunriseSunset[1] = (f5 * f5 * 0.7F + 0.2F);
    this.colorsSunriseSunset[2] = (f5 * f5 * 0.0F + 0.2F);
    this.colorsSunriseSunset[3] = f6;
    return this.colorsSunriseSunset;
    }
    return null;
    }
    public float calculateCelestialAngle(long par1, float par3) {
    int j = (int) (par1 % 24000L);
    float f1 = (j + par3) / 24000.0F - 0.25F;
    if (f1 < 0.0F) {
    f1 += 1.0F;
    }
    if (f1 > 1.0F) {
    f1 -= 1.0F;
    }
    float f2 = f1;
    f1 = 1.0F - (float) ((Math.cos(f1 * 3.141592653589793D) + 1.0D) / 2.0D);
    f1 = f2 + (f1 - f2) / 3.0F;
    return f1;
    }
    @SideOnly(Side.CLIENT)
    public Vec3 getFogColor(float par1, float par2) {
    int i = 10890654;
    float f2 = MathHelper.cos(par1 * 3.141593F * 2.0F) * 2.0F + 0.5F;
    if (f2 < 0.0F) {
    f2 = 0.0F;
    }
    if (f2 > 1.0F) {
    f2 = 1.0F;
    }
    float f3 = (i >> 16 & 0xFF) / 255.0F;
    float f4 = (i >> 8 & 0xFF) / 255.0F;
    float f5 = (i & 0xFF) / 255.0F;
    f3 *= (f2 * 0.0F + 0.15F);
    f4 *= (f2 * 0.0F + 0.15F);
    f5 *= (f2 * 0.0F + 0.15F);
    return this.worldObj.getWorldVec3Pool().getVecFromPool(f3, f4, f5);
    }
    }



    Chunk Provider:

    package com.dragon.btp.dimension;
    import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.CAVE;
    import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.MINESHAFT;
    import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.RAVINE;
    import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.SCATTERED_FEATURE;
    import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.STRONGHOLD;
    import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.VILLAGE;
    import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.DUNGEON;
    import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.ICE;
    import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.LAKE;
    import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.LAVA;
    import java.util.List;
    import java.util.Random;
    import net.minecraft.block.Block;
    import net.minecraft.block.BlockSand;
    import net.minecraft.entity.EnumCreatureType;
    import net.minecraft.util.IProgressUpdate;
    import net.minecraft.util.MathHelper;
    import net.minecraft.world.ChunkPosition;
    import net.minecraft.world.SpawnerAnimals;
    import net.minecraft.world.World;
    import net.minecraft.world.biome.BiomeGenBase;
    import net.minecraft.world.chunk.Chunk;
    import net.minecraft.world.chunk.IChunkProvider;
    import net.minecraft.world.gen.MapGenBase;
    import net.minecraft.world.gen.MapGenCaves;
    import net.minecraft.world.gen.MapGenRavine;
    import net.minecraft.world.gen.NoiseGeneratorOctaves;
    import net.minecraft.world.gen.feature.MapGenScatteredFeature;
    import net.minecraft.world.gen.feature.WorldGenDungeons;
    import net.minecraft.world.gen.feature.WorldGenLakes;
    import net.minecraft.world.gen.structure.MapGenMineshaft;
    import net.minecraft.world.gen.structure.MapGenStronghold;
    import net.minecraft.world.gen.structure.MapGenVillage;
    import net.minecraftforge.common.MinecraftForge;
    import net.minecraftforge.event.Event.Result;
    import net.minecraftforge.event.terraingen.ChunkProviderEvent;
    import net.minecraftforge.event.terraingen.PopulateChunkEvent;
    import net.minecraftforge.event.terraingen.TerrainGen;
    public class ChunkProviderPurple implements IChunkProvider
    {
    /** RNG. */
    private Random rand;
    /** A NoiseGeneratorOctaves used in generating terrain */
    private NoiseGeneratorOctaves noiseGen1;
    /** A NoiseGeneratorOctaves used in generating terrain */
    private NoiseGeneratorOctaves noiseGen2;
    /** A NoiseGeneratorOctaves used in generating terrain */
    private NoiseGeneratorOctaves noiseGen3;
    /** A NoiseGeneratorOctaves used in generating terrain */
    private NoiseGeneratorOctaves noiseGen4;
    /** A NoiseGeneratorOctaves used in generating terrain */
    public NoiseGeneratorOctaves noiseGen5;
    /** A NoiseGeneratorOctaves used in generating terrain */
    public NoiseGeneratorOctaves noiseGen6;
    public NoiseGeneratorOctaves mobSpawnerNoise;
    /** Reference to the World object. */
    private World worldObj;
    /** are map structures going to be generated (e.g. strongholds) */
    private final boolean mapFeaturesEnabled;
    /** Holds the overall noise array used in chunk generation */
    private double[] noiseArray;
    private double[] stoneNoise = new double[256];
    private MapGenBase caveGenerator = new MapGenCaves();
    /** Holds Stronghold Generator */
    private MapGenStronghold strongholdGenerator = new MapGenStronghold();
    /** Holds Village Generator */
    private MapGenVillage villageGenerator = new MapGenVillage();
    /** Holds Mineshaft Generator */
    private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft();
    private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature();
    /** Holds ravine generator */
    private MapGenBase ravineGenerator = new MapGenRavine();
    /** The biomes that are used to generate the chunk */
    private BiomeGenBase[] biomesForGeneration;
    /** A double array that hold terrain noise from noiseGen3 */
    double[] noise3;
    /** A double array that hold terrain noise */
    double[] noise1;
    /** A double array that hold terrain noise from noiseGen2 */
    double[] noise2;
    /** A double array that hold terrain noise from noiseGen5 */
    double[] noise5;
    /** A double array that holds terrain noise from noiseGen6 */
    double[] noise6;
    /**
    	 * Used to store the 5x5 parabolic field that is used during terrain generation.
    	 */
    float[] parabolicField;
    int[][] field_73219_j = new int[32][32];
    {
    	 caveGenerator = TerrainGen.getModdedMapGen(caveGenerator, CAVE);
    	 strongholdGenerator = (MapGenStronghold) TerrainGen.getModdedMapGen(strongholdGenerator, STRONGHOLD);
    	 villageGenerator = (MapGenVillage) TerrainGen.getModdedMapGen(villageGenerator, VILLAGE);
    	 mineshaftGenerator = (MapGenMineshaft) TerrainGen.getModdedMapGen(mineshaftGenerator, MINESHAFT);
    	 scatteredFeatureGenerator = (MapGenScatteredFeature) TerrainGen.getModdedMapGen(scatteredFeatureGenerator, SCATTERED_FEATURE);
    	 ravineGenerator = TerrainGen.getModdedMapGen(ravineGenerator, RAVINE);
    }
    public ChunkProviderPurple(World par1World, long par2, boolean par4)
    {
    	 this.worldObj = par1World;
    	 this.mapFeaturesEnabled = par4;
    	 this.rand = new Random(par2);
    	 this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16);
    	 this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16);
    	 this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, 8);
    	 this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 4);
    	 this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10);
    	 this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16);
    	 this.mobSpawnerNoise = new NoiseGeneratorOctaves(this.rand, 8);
    	 NoiseGeneratorOctaves[] noiseGens = {noiseGen1, noiseGen2, noiseGen3, noiseGen4, noiseGen5, noiseGen6, mobSpawnerNoise};
    	 noiseGens = TerrainGen.getModdedNoiseGenerators(par1World, this.rand, noiseGens);
    	 this.noiseGen1 = noiseGens[0];
    	 this.noiseGen2 = noiseGens[1];
    	 this.noiseGen3 = noiseGens[2];
    	 this.noiseGen4 = noiseGens[3];
    	 this.noiseGen5 = noiseGens[4];
    	 this.noiseGen6 = noiseGens[5];
    	 this.mobSpawnerNoise = noiseGens[6];
    }
    /**
    	 * Generates the shape of the terrain for the chunk though its all stone though the water is frozen if the
    	 * temperature is low enough
    	 */
    public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte)
    {
    	 byte b0 = 4;
    	 byte b1 = 16;
    	 byte b2 = 63;
    	 int k = b0 + 1;
    	 byte b3 = 17;
    	 int l = b0 + 1;
    	 this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, k + 5, l + 5);
    	 this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * b0, 0, par2 * b0, k, b3, l);
    	 for (int i1 = 0; i1 < b0; ++i1)
    	 {
    		 for (int j1 = 0; j1 < b0; ++j1)
    		 {
    			 for (int k1 = 0; k1 < b1; ++k1)
    			 {
    				 double d0 = 0.125D;
    				 double d1 = this.noiseArray[((i1 + 0) * l + j1 + 0) * b3 + k1 + 0];
    				 double d2 = this.noiseArray[((i1 + 0) * l + j1 + 1) * b3 + k1 + 0];
    				 double d3 = this.noiseArray[((i1 + 1) * l + j1 + 0) * b3 + k1 + 0];
    				 double d4 = this.noiseArray[((i1 + 1) * l + j1 + 1) * b3 + k1 + 0];
    				 double d5 = (this.noiseArray[((i1 + 0) * l + j1 + 0) * b3 + k1 + 1] - d1) * d0;
    				 double d6 = (this.noiseArray[((i1 + 0) * l + j1 + 1) * b3 + k1 + 1] - d2) * d0;
    				 double d7 = (this.noiseArray[((i1 + 1) * l + j1 + 0) * b3 + k1 + 1] - d3) * d0;
    				 double d8 = (this.noiseArray[((i1 + 1) * l + j1 + 1) * b3 + k1 + 1] - d4) * d0;
    				 for (int l1 = 0; l1 < 8; ++l1)
    				 {
    					 double d9 = 0.25D;
    					 double d10 = d1;
    					 double d11 = d2;
    					 double d12 = (d3 - d1) * d9;
    					 double d13 = (d4 - d2) * d9;
    					 for (int i2 = 0; i2 < 4; ++i2)
    					 {
    						 int j2 = i2 + i1 * 4 << 11 | 0 + j1 * 4 << 7 | k1 * 8 + l1;
    						 short short1 = 128;
    						 j2 -= short1;
    						 double d14 = 0.25D;
    						 double d15 = (d11 - d10) * d14;
    						 double d16 = d10 - d15;
    						 for (int k2 = 0; k2 < 4; ++k2)
    						 {
    							 if ((d16 += d15) > 0.0D)
    							 {
    								 par3ArrayOfByte[j2 += short1] = (byte)Block.stone.blockID;
    							 }
    							 else if (k1 * 8 + l1 < b2)
    							 {
    								 par3ArrayOfByte[j2 += short1] = (byte)Block.waterStill.blockID;
    							 }
    							 else
    							 {
    								 par3ArrayOfByte[j2 += short1] = 0;
    							 }
    						 }
    						 d10 += d12;
    						 d11 += d13;
    					 }
    					 d1 += d5;
    					 d2 += d6;
    					 d3 += d7;
    					 d4 += d8;
    				 }
    			 }
    		 }
    	 }
    }
    /**
    	 * Replaces the stone that was placed in with blocks that match the biome
    	 */
    public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
    {
    	 ChunkProviderEvent.ReplaceBiomeBlocks event = new ChunkProviderEvent.ReplaceBiomeBlocks(this, par1, par2, par3ArrayOfByte, par4ArrayOfBiomeGenBase);
    	 MinecraftForge.EVENT_BUS.post(event);
    	 if (event.getResult() == Result.DENY) return;
    	 byte b0 = 63;
    	 double d0 = 0.03125D;
    	 this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, d0 * 2.0D, d0 * 2.0D, d0 * 2.0D);
    	 for (int k = 0; k < 16; ++k)
    	 {
    		 for (int l = 0; l < 16; ++l)
    		 {
    			 BiomeGenBase biomegenbase = par4ArrayOfBiomeGenBase[l + k * 16];
    			 float f = biomegenbase.getFloatTemperature();
    			 int i1 = (int)(this.stoneNoise[k + l * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
    			 int j1 = -1;
    			 byte b1 = biomegenbase.topBlock;
    			 byte b2 = biomegenbase.fillerBlock;
    			 for (int k1 = 127; k1 >= 0; --k1)
    			 {
    				 int l1 = (l * 16 + k) * 128 + k1;
    				 if (k1 <= 0 + this.rand.nextInt(5))
    				 {
    					 par3ArrayOfByte[l1] = (byte)Block.bedrock.blockID;
    				 }
    				 else
    				 {
    					 byte b3 = par3ArrayOfByte[l1];
    					 if (b3 == 0)
    					 {
    						 j1 = -1;
    					 }
    					 else if (b3 == Block.stone.blockID)
    					 {
    						 if (j1 == -1)
    						 {
    							 if (i1 <= 0)
    							 {
    								 b1 = 0;
    								 b2 = (byte)Block.stone.blockID;
    							 }
    							 else if (k1 >= b0 - 4 && k1 <= b0 + 1)
    							 {
    								 b1 = biomegenbase.topBlock;
    								 b2 = biomegenbase.fillerBlock;
    							 }
    							 if (k1 < b0 && b1 == 0)
    							 {
    								 if (f < 0.15F)
    								 {
    									 b1 = (byte)Block.ice.blockID;
    								 }
    								 else
    								 {
    									 b1 = (byte)Block.waterStill.blockID;
    								 }
    							 }
    							 j1 = i1;
    							 if (k1 >= b0 - 1)
    							 {
    								 par3ArrayOfByte[l1] = b1;
    							 }
    							 else
    							 {
    								 par3ArrayOfByte[l1] = b2;
    							 }
    						 }
    						 else if (j1 > 0)
    						 {
    							 --j1;
    							 par3ArrayOfByte[l1] = b2;
    							 if (j1 == 0 && b2 == Block.sand.blockID)
    							 {
    								 j1 = this.rand.nextInt(4);
    								 b2 = (byte)Block.sandStone.blockID;
    							 }
    						 }
    					 }
    				 }
    			 }
    		 }
    	 }
    }
    /**
    	 * loads or generates the chunk at the chunk location specified
    	 */
    public Chunk loadChunk(int par1, int par2)
    {
    	 return this.provideChunk(par1, par2);
    }
    /**
    	 * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
    	 * specified chunk from the map seed and chunk seed
    	 */
    public Chunk provideChunk(int par1, int par2)
    {
    	 this.rand.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
    	 byte[] abyte = new byte[32768];
    	 this.generateTerrain(par1, par2, abyte);
    	 this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16);
    	 this.replaceBlocksForBiome(par1, par2, abyte, this.biomesForGeneration);
    	 this.caveGenerator.generate(this, this.worldObj, par1, par2, abyte);
    	 this.ravineGenerator.generate(this, this.worldObj, par1, par2, abyte);
    	 if (this.mapFeaturesEnabled)
    	 {
    		 this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, abyte);
    		 this.villageGenerator.generate(this, this.worldObj, par1, par2, abyte);
    		 this.strongholdGenerator.generate(this, this.worldObj, par1, par2, abyte);
    		 this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, abyte);
    	 }
    	 Chunk chunk = new Chunk(this.worldObj, abyte, par1, par2);
    	 byte[] abyte1 = chunk.getBiomeArray();
    	 for (int k = 0; k < abyte1.length; ++k)
    	 {
    		 abyte1[k] = (byte)this.biomesForGeneration[k].biomeID;
    	 }
    	 chunk.generateSkylightMap();
    	 return chunk;
    }
    /**
    	 * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the
    	 * size.
    	 */
    private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)
    {
    	 ChunkProviderEvent.InitNoiseField event = new ChunkProviderEvent.InitNoiseField(this, par1ArrayOfDouble, par2, par3, par4, par5, par6, par7);
    	 MinecraftForge.EVENT_BUS.post(event);
    	 if (event.getResult() == Result.DENY) return event.noisefield;
    	 if (par1ArrayOfDouble == null)
    	 {
    		 par1ArrayOfDouble = new double[par5 * par6 * par7];
    	 }
    	 if (this.parabolicField == null)
    	 {
    		 this.parabolicField = new float[25];
    		 for (int k1 = -2; k1 <= 2; ++k1)
    		 {
    			 for (int l1 = -2; l1 <= 2; ++l1)
    			 {
    				 float f = 10.0F / MathHelper.sqrt_float((float)(k1 * k1 + l1 * l1) + 0.2F);
    				 this.parabolicField[k1 + 2 + (l1 + 2) * 5] = f;
    			 }
    		 }
    	 }
    	 double d0 = 684.412D;
    	 double d1 = 684.412D;
    	 this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D);
    	 this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D);
    	 this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, par2, par3, par4, par5, par6, par7, d0 / 80.0D, d1 / 160.0D, d0 / 80.0D);
    	 this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, d0, d1, d0);
    	 this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, d0, d1, d0);
    	 boolean flag = false;
    	 boolean flag1 = false;
    	 int i2 = 0;
    	 int j2 = 0;
    	 for (int k2 = 0; k2 < par5; ++k2)
    	 {
    		 for (int l2 = 0; l2 < par7; ++l2)
    		 {
    			 float f1 = 0.0F;
    			 float f2 = 0.0F;
    			 float f3 = 0.0F;
    			 byte b0 = 2;
    			 BiomeGenBase biomegenbase = this.biomesForGeneration[k2 + 2 + (l2 + 2) * (par5 + 5)];
    			 for (int i3 = -b0; i3 <= b0; ++i3)
    			 {
    				 for (int j3 = -b0; j3 <= b0; ++j3)
    				 {
    					 BiomeGenBase biomegenbase1 = this.biomesForGeneration[k2 + i3 + 2 + (l2 + j3 + 2) * (par5 + 5)];
    					 float f4 = this.parabolicField[i3 + 2 + (j3 + 2) * 5] / (biomegenbase1.minHeight + 2.0F);
    					 if (biomegenbase1.minHeight > biomegenbase.minHeight)
    					 {
    						 f4 /= 2.0F;
    					 }
    					 f1 += biomegenbase1.maxHeight * f4;
    					 f2 += biomegenbase1.minHeight * f4;
    					 f3 += f4;
    				 }
    			 }
    			 f1 /= f3;
    			 f2 /= f3;
    			 f1 = f1 * 0.9F + 0.1F;
    			 f2 = (f2 * 4.0F - 1.0F) / 8.0F;
    			 double d2 = this.noise6[j2] / 8000.0D;
    			 if (d2 < 0.0D)
    			 {
    				 d2 = -d2 * 0.3D;
    			 }
    			 d2 = d2 * 3.0D - 2.0D;
    			 if (d2 < 0.0D)
    			 {
    				 d2 /= 2.0D;
    				 if (d2 < -1.0D)
    				 {
    					 d2 = -1.0D;
    				 }
    				 d2 /= 1.4D;
    				 d2 /= 2.0D;
    			 }
    			 else
    			 {
    				 if (d2 > 1.0D)
    				 {
    					 d2 = 1.0D;
    				 }
    				 d2 /= 8.0D;
    			 }
    			 ++j2;
    			 for (int k3 = 0; k3 < par6; ++k3)
    			 {
    				 double d3 = (double)f2;
    				 double d4 = (double)f1;
    				 d3 += d2 * 0.2D;
    				 d3 = d3 * (double)par6 / 16.0D;
    				 double d5 = (double)par6 / 2.0D + d3 * 4.0D;
    				 double d6 = 0.0D;
    				 double d7 = ((double)k3 - d5) * 12.0D * 128.0D / 128.0D / d4;
    				 if (d7 < 0.0D)
    				 {
    					 d7 *= 4.0D;
    				 }
    				 double d8 = this.noise1[i2] / 512.0D;
    				 double d9 = this.noise2[i2] / 512.0D;
    				 double d10 = (this.noise3[i2] / 10.0D + 1.0D) / 2.0D;
    				 if (d10 < 0.0D)
    				 {
    					 d6 = d8;
    				 }
    				 else if (d10 > 1.0D)
    				 {
    					 d6 = d9;
    				 }
    				 else
    				 {
    					 d6 = d8 + (d9 - d8) * d10;
    				 }
    				 d6 -= d7;
    				 if (k3 > par6 - 4)
    				 {
    					 double d11 = (double)((float)(k3 - (par6 - 4)) / 3.0F);
    					 d6 = d6 * (1.0D - d11) + -10.0D * d11;
    				 }
    				 par1ArrayOfDouble[i2] = d6;
    				 ++i2;
    			 }
    		 }
    	 }
    	 return par1ArrayOfDouble;
    }
    /**
    	 * Checks to see if a chunk exists at x, y
    	 */
    public boolean chunkExists(int par1, int par2)
    {
    	 return true;
    }
    /**
    	 * Populates chunk with ores etc etc
    	 */
    public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
    {
    	 BlockSand.fallInstantly = true;
    	 int k = par2 * 16;
    	 int l = par3 * 16;
    	 BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(k + 16, l + 16);
    	 this.rand.setSeed(this.worldObj.getSeed());
    	 long i1 = this.rand.nextLong() / 2L * 2L + 1L;
    	 long j1 = this.rand.nextLong() / 2L * 2L + 1L;
    	 this.rand.setSeed((long)par2 * i1 + (long)par3 * j1 ^ this.worldObj.getSeed());
    	 boolean flag = false;
    	 MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, rand, par2, par3, flag));
    	 if (this.mapFeaturesEnabled)
    	 {
    		 this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
    		 flag = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
    		 this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
    		 this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
    	 }
    	 int k1;
    	 int l1;
    	 int i2;
    	 if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, LAKE) &&
    			 !flag && this.rand.nextInt(4) == 0)
    	 {
    		 k1 = k + this.rand.nextInt(16) + 8;
    		 l1 = this.rand.nextInt(128);
    		 i2 = l + this.rand.nextInt(16) + 8;
    		 (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, k1, l1, i2);
    	 }
    	 if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, LAVA) &&
    			 !flag && this.rand.nextInt(8) == 0)
    	 {
    		 k1 = k + this.rand.nextInt(16) + 8;
    		 l1 = this.rand.nextInt(this.rand.nextInt(120) + 8);
    		 i2 = l + this.rand.nextInt(16) + 8;
    		 if (l1 < 63 || this.rand.nextInt(10) == 0)
    		 {
    			 (new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.rand, k1, l1, i2);
    		 }
    	 }
    	 boolean doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, DUNGEON);
    	 for (k1 = 0; doGen && k1 < 8; ++k1)
    	 {
    		 l1 = k + this.rand.nextInt(16) + 8;
    		 i2 = this.rand.nextInt(128);
    		 int j2 = l + this.rand.nextInt(16) + 8;
    		 if ((new WorldGenDungeons()).generate(this.worldObj, this.rand, l1, i2, j2))
    		 {
    			 ;
    		 }
    	 }
    	 biomegenbase.decorate(this.worldObj, this.rand, k, l);
    	 SpawnerAnimals.performWorldGenSpawning(this.worldObj, biomegenbase, k + 8, l + 8, 16, 16, this.rand);
    	 k += 8;
    	 l += 8;
    	 doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, ICE);
    	 for (k1 = 0; doGen && k1 < 16; ++k1)
    	 {
    		 for (l1 = 0; l1 < 16; ++l1)
    		 {
    			 i2 = this.worldObj.getPrecipitationHeight(k + k1, l + l1);
    			 if (this.worldObj.isBlockFreezable(k1 + k, i2 - 1, l1 + l))
    			 {
    				 this.worldObj.setBlock(k1 + k, i2 - 1, l1 + l, Block.ice.blockID, 0, 2);
    			 }
    			 if (this.worldObj.canSnowAt(k1 + k, i2, l1 + l))
    			 {
    				 this.worldObj.setBlock(k1 + k, i2, l1 + l, Block.snow.blockID, 0, 2);
    			 }
    		 }
    	 }
    	 MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, flag));
    	 BlockSand.fallInstantly = false;
    }
    /**
    	 * Two modes of operation: if passed true, save all Chunks in one go. If passed false, save up to two chunks.
    	 * Return true if all chunks have been saved.
    	 */
    public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
    {
    	 return true;
    }
    public void func_104112_b() {}
    /**
    	 * Unloads chunks that are marked to be unloaded. This is not guaranteed to unload every such chunk.
    	 */
    public boolean unloadQueuedChunks()
    {
    	 return false;
    }
    /**
    	 * Returns if the IChunkProvider supports saving.
    	 */
    public boolean canSave()
    {
    	 return true;
    }
    /**
    	 * Converts the instance data to a readable string.
    	 */
    public String makeString()
    {
    	 return "RandomLevelSource";
    }
    /**
    	 * Returns a list of creatures of the specified type that can spawn at the given location.
    	 */
    public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
    {
    	 BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(par2, par4);
    	 return biomegenbase == null ? null : (biomegenbase == BiomeGenBase.swampland && par1EnumCreatureType == EnumCreatureType.monster && this.scatteredFeatureGenerator.hasStructureAt(par2, par3, par4) ? this.scatteredFeatureGenerator.getScatteredFeatureSpawnList() : biomegenbase.getSpawnableList(par1EnumCreatureType));
    }
    /**
    	 * Returns the location of the closest structure of the specified type. If not found returns null.
    	 */
    public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
    {
    	 return "Stronghold".equals(par2Str) && this.strongholdGenerator != null ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null;
    }
    public int getLoadedChunkCount()
    {
    	 return 0;
    }
    public void recreateStructures(int par1, int par2)
    {
    	 if (this.mapFeaturesEnabled)
    	 {
    		 this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
    		 this.villageGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
    		 this.strongholdGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
    		 this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
    	 }
    }
    }



    Biome Code:

    package com.dragon.btp.world;
    import net.minecraft.block.Block;
    import net.minecraft.block.material.Material;
    import net.minecraft.world.biome.BiomeGenBase;
    public class BTPTestBiome extends BiomeGenBase {
    //private WorldGenerator UnDeadworldGeneratorBigTree;
    public final Material blockMaterial;
    public BTPTestBiome(int par1) {
    super(par1);
    this.blockMaterial = Material.water;
    this.minHeight = 0.1F;
    this.maxHeight = 0.6F;
    this.spawnableMonsterList.clear();
    this.spawnableCreatureList.clear();
    this.topBlock = ((byte) Block.grass.blockID);
    this.fillerBlock = ((byte) Block.dirt.blockID);
    this.setBiomeName("Biome");
    /**
    * this changes the water colour, its set to red now but ggole the java
    * colours
    **/
    this.waterColorMultiplier = 0x0800E3;
    }
    }



    If there is any more code you need to see, please let me know :)
    Posted in: Modification Development
  • 0

    posted a message on [Looking For] Skilled Programmers for a Forge Mod
    Hey, how's it going :D . I've been looking around for mod ideas, and I came across this. I thought that this would be a really cool project. However, I'm not very skilled. I've coded a mod before in ModLoader, but not in forge. However, my friend has been teaching me, and it shouldn't be hard to pick up the easy stuff. I'm not very experienced in java, but I think I can help a bit with the mod.

    I'm motived
    I do have time to complete a mod. I can work when I don't have school and when I'm not doing homework
    I have created a mod before
    I can code a mod. I can't do extremely fancy things (yet), but I'm learning java now, and so maybe in the future.
    I am able to communicate. Send me a PM if you want to accept me and I'll give you my Skype or email if you don't have a skype

    Thanks :D
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [WIP] [1.5.2] [SMP] [FORGE]The Shur'tugal Mod- Mod Discontinued, Source Code Released


    This mod looks really great. If I was more experienced in coding the type of things that you need, I would apply, but I just don't have the experience yet ;) . Maybe someday :)

    I noticed a spelling error. At the bottom of the OP, it says 'Instalation' but it should be 'Installation' :)
    Posted in: WIP Mods
  • 0

    posted a message on In Need Of 3 Detailed Minecraft Skins
    Hello! I'm in need of three detailed skins for a Minecraft animation I'm working on. I'd like these skins to look as good as possible, thanks :)

    1st: An old man, gray hair and a beard. On the back of his clothes can there be two letters, SC in that order.
    2nd: A young version of that old man. The clothing can be the same, or similar, but have the same letters
    3rd: A young man. There's nothing really specific for this one.

    Again, thank you!


    As a matter of fact, I do not need any help anymore. Thanks though!
    Posted in: Skins
  • 0

    posted a message on Paulsoaresjr
    From his forum website, www.punchwood.com, this question has been asked and answered. The reply is below ;). This was from late July, so he may have changed a few things, but probably nothing major.

    ----------------------------------------
    CASE: Corsair T600 White
    POWER: Corsair Pro Gold AX1200
    MOBO: ASUS P8Z68-V Pro
    CPU: Intel Core i7-2600K
    COOLING: Corsair H80 Liquid cooler
    RAM: 16 GB Corsair Vengeance
    VIDEO: eVGA SuperClocked GTX 580 w/1500 MB RAM
    HDD1: Samsung 830 128 GB SSD for system drive (Windows 7 Ultimate 64-bit)
    HDD2: 2 TB WD Black Caviar (for programs and games)
    HDD3: 2 TB WD Blue (for storage)

    It's a beast! I get nearly 400 FPS in Minecraft (with Fancy graphics and Far render settings!) when I'm not recording. Woohoo!

    But it came at a price which, at the time, was roughly $2200.

    Other stuff:

    MONITOR: ASUS 25" 1080p
    KEYBOARD: Logitech G15
    MOUSE: Logitech G9x
    ------------------------------------------
    Posted in: Hardware & Software Support
  • 0

    posted a message on Need builders and beta players for new 24/7 server
    I would be interested in building for you. Is it mandatory to contact you on Skype?
    Posted in: Server Recruitment
  • 0

    posted a message on No Mods Yet for 1.4.2
    It takes a while for developers to update. Some mods are already updated and some mods may take a few weeks...
    Posted in: Discussion
  • 0

    posted a message on Pandemonium II / Exile - A truly hardcore survival experience. - Minecraft 1.4.6
    1. What is your In-Game Name? (this will be the name whitelisted)
    DragonMaster21

    2. Why do you want to join this server?
    There really aren't many pure vanilla survival servers. This one looks like a lot of fun, and will be a way to play without having to worry about admins and mods giving other players items, etc. It's also pretty hardcore, so surviving will be fun as well.

    3. How long do you think you will survive on your first night?
    It's all dependent on many variables, such as spawn location, availability of food and resources, time, etc. I'm guessing that I will survive at least a night before dying.

    4. What do you think will be the cause of your first death on this server?
    I'm not sure about the spawn rates of animals, etc, but either starvation or PvP.

    xD Thanks
    Posted in: PC Servers
  • 0

    posted a message on Looking For STAFF TEAM!
    I was on the server yesterday for a bit, and was having a lot of fun :) . It would be cool to be a moderator, but builder works as well. I'll come on later, that is if Mojang gets everything fixed with the servers and all
    Posted in: Server Recruitment
  • 0

    posted a message on [Solved]How to set up a method to activate an achievement from picking up an item?
    Quote from ShaneCraft

    If you are using modloader, there is a function in basemod, when the player picks up an item, it can trigger something.
    you can try something like this:
    public void onItemPickup(EntityPlayer var1, ItemStack var2)
    {
    if(var2 != null && var2.itemID == Item.blazeRod.shiftedIndex)
    {
    //add achievement get here!
    }
    }

    Don't ask me how to make an achievement, there should be plenty tutorials.


    Awesome, thanks. I guess I should have checked there xD. I know how to make the achievements, I was just wondering how to activate them on item pickup. Thanks :)
    Posted in: Modification Development
  • 0

    posted a message on [Solved]How to set up a method to activate an achievement from picking up an item?
    Quote from nworB_cirE

    Did you try looking at the vanilla achievements at all?


    Yes, I looked around the Achievement, AchievementList, and AchievementMap files, and I didn't find any. If you know the file name where I can find these methods, I can get it myself, but I wasn't able to find them.
    Posted in: Modification Development
  • 0

    posted a message on [Solved]How to set up a method to activate an achievement from picking up an item?
    Hello,
    I'm setting up an achievement system. I was wondering how to set up a method saying that if you pick up a certain item, it activates an achievement. Thanks :)
    Posted in: Modification Development
  • 0

    posted a message on Other Methods For Activating Achievements?
    Bump. Anyone able to help? All I'm really looking for now is activating an achievement when an item is picked up.
    Posted in: Mods Discussion
  • 0

    posted a message on Other Methods For Activating Achievements?
    Today I decided to start adding in achievements, so I looked at the tutorials for the first achievement. It only showed having an achievement activate from crafting an item, and when I looked at all the others, they were the same. Will someone please put down a few more methods of having an achievement activate, like picking up an item, killing a mob, etc?
    Posted in: Mods Discussion
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