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  • 1

    posted a message on Need 'generateOre' vanilla values.
    if its for 1.8 then look here : package net.minecraft.world.gen.ChunkProviderSettings that class holds all that info.
    re Info : public int dirtCount = 10;
    public int dirtMinHeight = 0;
    public int dirtMaxHeight = 256;
    public int gravelSize = 33;
    public int gravelCount = 8;
    public int gravelMinHeight = 0;
    public int gravelMaxHeight = 256;
    public int graniteSize = 33;
    public int graniteCount = 10;
    public int graniteMinHeight = 0;
    public int graniteMaxHeight = 80;
    public int dioriteSize = 33;
    public int dioriteCount = 10;
    public int dioriteMinHeight = 0;
    public int dioriteMaxHeight = 80;
    public int andesiteSize = 33;
    public int andesiteCount = 10;
    public int andesiteMinHeight = 0;
    public int andesiteMaxHeight = 80;
    public int coalSize = 17;
    public int coalCount = 20;
    public int coalMinHeight = 0;
    public int coalMaxHeight = 128;
    public int ironSize = 9;
    public int ironCount = 20;
    public int ironMinHeight = 0;
    public int ironMaxHeight = 64;
    public int goldSize = 9;
    public int goldCount = 2;
    public int goldMinHeight = 0;
    public int goldMaxHeight = 32;
    public int redstoneSize = 8;
    public int redstoneCount = 8;
    public int redstoneMinHeight = 0;
    public int redstoneMaxHeight = 16;
    public int diamondSize = 8;
    public int diamondCount = 1;
    public int diamondMinHeight = 0;
    public int diamondMaxHeight = 16;
    public int lapisSize = 7;
    public int lapisCount = 1;
    public int lapisCenterHeight = 16;
    public int lapisSpread = 16;
    Posted in: Modification Development
  • 1

    posted a message on Is it possible to generate structures with the direction being dependent on which direction the player faces?

    You get it from EntityPlayer, its called rotationYaw

    Posted in: Modification Development
  • 1

    posted a message on Is it possible to generate structures with the direction being dependent on which direction the player faces?

    for mine, i get the players yaw which is a float, do some math with it and and cast its return to an int whch gives 0,1,2,3(north, south, east, west), you can do this in the methid which will generate the structure or in PlayerTickEvent(this runs all the time :/).

    If you need more hep just ask.

    Posted in: Modification Development
  • 1

    posted a message on Having trouble finding a good tutorial on schematics into biome?

    If you have no code to read schematic files, its possiable to convert them to java(pain in the a** for big structures) and then generate them, it is easy to write a few classes to read any schematic from a folder and then generate them in world(i have done this) but thats if you have more than a few schematics to generate or it aint worth codeing it in.

    Posted in: Modification Development
  • 1

    posted a message on [1.5.2 > 1.7.10]Forge Dimension Tutorial + Multi Biome Dimension + Ore Gen + Basic House Gen + Tree Gen + SkyRenderer [GitHub(

    A look at what i want to add soon to the tutorial :D

    Its a Sky Dimension

    Posted in: Mapping and Modding Tutorials
  • 1

    posted a message on Custom sky and fog colour in biome. {SOLVED}
    If you add this and change the CYAN to another color it works, not tested it though like in day/night and what it like when sun goes up and goes down.



    @Override
    public int getSkyColorByTemp(float p_76731_1_) {
    return Color.CYAN.getRGB();
    }

    Posted in: Modification Development
  • 1

    posted a message on Circle algorythm

    Code to make a circle from stone, not setting each block one by one, with the option to allow me to change its dimater/radius ?

    Posted in: Modification Development
  • 1

    posted a message on Tree Generation Help
    first, add a system.out.println("generating") in your worldgenabstract tree to see if its calling the tree generation.

    here i have a edited version of ur sapling maybe this will help, i belive that the sapling is the issue as its not useing the correct Generation code and useing minecrafts trees instead.


    ublic class WillowSapling extends BlockSapling implements IGrowable{

    private IIcon[] textures;
    public static final String[] SAPLINGNAMES = new String[] { "willow" };
    private static final IIcon[] SAPLINGICONS = new IIcon[SAPLINGNAMES.length];
    private static final int TYPES = 1;

    private static WorldGenerator tree;
    private static WorldGenerator tree1;

    // public WillowSapling(String blockname, String textureName)
    public WillowSapling()
    {
    // Set tree size.
    tree = new WorldGenWillowTree(true);
    tree1 = new WorldGenWillowTree(true, 4, 0, 0);
    this.setHardness(0.0F);
    this.setStepSound(Block.soundTypeGrass);
    this.setCreativeTab(CreativeTabs.tabBlock);
    // this.setBlockName(blockname);
    // this.setBlockTextureName(textureName);
    // saplings = new String[] { textureName + "_Sapling" };
    }

    @Override
    @SideOnly(Side.CLIENT)
    public void registerBlockIcons(IIconRegister iconRegister) {
    textures = new IIcon[SAPLINGNAMES.length];
    for (int i = 0; i < SAPLINGNAMES.length; ++i) {
    textures[i] = iconRegister.registerIcon("mod_IDT:" + SAPLINGNAMES[i]);
    }
    }

    @Override
    @SideOnly(Side.CLIENT)
    public IIcon getIcon(int side, int meta) {
    if (meta < 0 || meta >= SAPLINGNAMES.length) {
    meta = 0;
    }
    return textures[meta];
    }

    @Override
    @SuppressWarnings({ "unchecked", "rawtypes" })
    public void getSubBlocks(Item block, CreativeTabs creativeTabs, List list) {
    for (int i = 0; i < SAPLINGNAMES.length; ++i) {
    list.add(new ItemStack(block, 1, i));
    }
    }

    /** Is this position a valid spawn position.
    * <br>
    * Test block below placed sapling to see if it can sustain a plant?
    * @param world
    * @param x
    * @param y
    * @param z
    * @param metadata
    * @return boolean
    */
    public boolean isValidPosition(World world, int x, int y, int z, int metadata) {
    Block block = world.getBlock(x, y - 1, z);
    switch (metadata) {
    default:
    return block == Blocks.grass || block == Blocks.dirt || block.canSustainPlant(world, x, y - 1, z, ForgeDirection.UP, this);
    //CHange blocks abpve if used in custom dimension.
    }
    }

    @Override
    public boolean canPlaceBlockOnSide(World world, int x, int y, int z, int side) {
    return isValidPosition(world, x, y, z, -1);
    }

    @Override
    public boolean canBlockStay(World world, int x, int y, int z) {
    Block soil = world.getBlock(x, y - 1, z);
    if (world.getBlockMetadata(x, y, z) != 7)
    return (world.getFullBlockLightValue(x, y, z) >= 8 || world.canBlockSeeTheSky(x, y, z)) && (soil != null && soil.canSustainPlant(world, x, y - 1, z, ForgeDirection.UP, this));
    else
    return (world.getFullBlockLightValue(x, y, z) >= 8 || world.canBlockSeeTheSky(x, y, z)) && (soil != null && soil.canSustainPlant(world, x, y - 1, z, ForgeDirection.UP, this));
    }

    @Override
    public void updateTick(World world, int x, int y, int z, Random random) {
    if (world.isRemote){
    return;
    }
    if (world.getBlockLightValue(x, y + 1, z) >= 9 && random.nextInt(7) == 0) {
    this.func_149878_d(world, x, y, z, random);
    }
    }

    // Grow tree ?
    @Override
    public void func_149878_d(World world, int x, int y, int z, Random random) {
    int meta = world.getBlockMetadata(x, y, z) & TYPES;
    Object obj = null;
    int rnd = random.nextInt(10);
    if (obj == null) {
    if (rnd < 5) {
    obj = tree;//generate this tree if rng is less than 5
    }
    if (rnd >= 5) {
    obj = tree1;//generate this tree if rng is greater than 5
    }
    }
    if (obj != null) {
    world.setBlockToAir(x, y, z);
    if (!((WorldGenerator) obj).generate(world, random, x, y, z)) {
    world.setBlock(x, y, z, this, meta, 2);
    }
    }
    }

    //Set these blocks to ur custom grass or blockGrass
    @Override
    public boolean canSustainPlant(IBlockAccess world, int x, int y, int z, ForgeDirection direction, IPlantable plantable) {
    if (world.getBlock(x, y, z) == Blocks.grass) {//change this if used in custom dimension with custom grass
    return true;
    }
    if (world.getBlock(x, y, z) == Blocks.dirt) {//change this if used in custom dimension with custom dirt
    return true;
    } else {
    return false;
    }
    }

    //Change this to to set the block below ur spaling when placed to grass or dirt.
    @Override
    public void onPlantGrow(World world, int x, int y, int z, int sourceX, int sourceY, int sourceZ) {
    if (this == Blocks.dirt) {
    world.setBlock(x, y, z, Blocks.dirt, 0, 2);
    }
    }
    }



    I have not done much with setting texture name so however you do it now should still work when u first create the block in ur main mod file or block file.

    I will take a look at your tree classes shortley.

    Make a copy of your sapling and so if my code dont work you have a back up copy, Good Luck.
    Also, i think fucn_729** is the func_***_d, i think its the growTree function.
    Posted in: Modification Development
  • 1

    posted a message on Generation not triggering.
    You are useing z as y and y as z in your BoltGeneration generateSurface method line 44, on this you have



    int i = x + random.nextInt(16);
    int j = z + random.nextInt(16);


    int k = world.getHeightValue(i, j);


    new BoltStructureSmallcastle().generateTrigger(world, random, i, j, k);

    it should be like this :

    new BoltStructureSmallcastle().generateTrigger(world, random, i, k, j);

    maybe that will help.
    Posted in: Modification Development
  • 1

    posted a message on 1.7.10: Teleporting to a custom dimension using a mod item
    awesome glad u fixed it
    Posted in: Modification Development
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