Why do I need a mob tutorial for a dimension tut? Also, I will probably will not make a custom animation for portals, we will use the regular nether animation but with a different color.
I have a good tutorial for you to do: random generation that is "grouped". I'll try to explain, villages have several building that can spawn in a village. So how would you generate building clustered but with a variation in the structures.
Explosives, Mobs, Maybe Doing An Update to 1.2.3 Video. I will think of some more but the mobs tutorials will be big, explaining incredibly in depth!
Also, that is crazy! Spawning something like villages are SOOO much work. That would be like a series of tuts that span a week of making! When I finally finish all the tuts I have promised to do, I will look into it.
Explosives, Mobs, Maybe Doing An Update to 1.2.3 Video. I will think of some more but the mobs tutorials will be big, explaining incredibly in depth!
Also, that is crazy! Spawning something like villages are SOOO much work. That would be like a series of tuts that span a week of making! When I finally finish all the tuts I have promised to do, I will look into it.
I know but its hard to sort out the code that isn't needed from the stuff that is, but keep making your awesome tutorials i love them!
I know but its hard to sort out the code that isn't needed from the stuff that is, but keep making your awesome tutorials i love them!
Honestly the best thing to do if you don't understand a world generation function like this is to copy all the code for it, rename everything, get that working, and then start messing with parts of it to see what the changes do. Once you understand how it works you can alter that parts you actually want to.
Honestly the best thing to do if you don't understand a world generation function like this is to copy all the code for it, rename everything, get that working, and then start messing with parts of it to see what the changes do. Once you understand how it works you can alter that parts you actually want to.
I know some what how it would work, but the problem I'm having is that there is the villager AI code mixed in. i guess I can mess around but this thread is very helpful anyways.
In the biome generation tutorial. I keep getting a crash when i find it.
Errors:
java.lang.ArrayIndexOutOfBoundsException: -15
at net.minecraft.src.ExtendedBlockStorage.setExtBlockID(ExtendedBlockStorage.java:76)
at net.minecraft.src.Chunk.<init>(Chunk.java:107)
at net.minecraft.src.ChunkProviderGenerate.provideChunk(ChunkProviderGenerate.java:290)
at net.minecraft.src.ChunkProvider.loadChunk(ChunkProvider.java:90)
at net.minecraft.src.ChunkProvider.provideChunk(ChunkProvider.java:116)
at net.minecraft.src.World.getChunkFromChunkCoords(World.java:634)
at net.minecraft.src.World.getBlockId(World.java:527)
at net.minecraft.src.SpawnerAnimals.canCreatureTypeSpawnAtLocation(SpawnerAnimals.java:205)
at net.minecraft.src.SpawnerAnimals.performSpawning(SpawnerAnimals.java:117)
at net.minecraft.src.World.tick(World.java:2818)
at net.minecraft.client.Minecraft.runTick(Minecraft.java:1921)
at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:891)
at net.minecraft.client.Minecraft.run(Minecraft.java:799)
at java.lang.Thread.run(Unknown Source)
/** Extreme Hills Edge biome. */
public static final BiomeGenBase extremeHillsEdge = (new BiomeGenHills(20)).setColor(0x72789a).setBiomeName("Extreme Hills Edge").setMinMaxHeight(0.2F, 0.8F).setTemperatureRainfall(0.2F, 0.3F);
public static final BiomeGenBase field_48416_w = (new BiomeGenJungle(21)).setColor(0x537b09).setBiomeName("Jungle").func_4124_a(0x537b09).setTemperatureRainfall(1.2F, 0.9F).setMinMaxHeight(0.2F, 0.4F);
public static final BiomeGenBase field_48417_x = (new BiomeGenJungle(22)).setColor(0x2c4205).setBiomeName("JungleHills").func_4124_a(0x537b09).setTemperatureRainfall(1.2F, 0.9F).setMinMaxHeight(1.8F, 0.2F);
public static final BiomeGenBase ender = (new BiomeGenEnder(23)).setBiomeName("Ender").setTemperatureRainfall(0.9F, 1.0F).setMinMaxHeight(0.2F, 0.7F);
Could you show us how to make a new redstone activation device like a button or lever or redstone torch but it would have its onw unique delay so you dant have to use repeaters like a 70 button or something along those lines
By the way Institution, thank you for making these videos. I've found some of them rather useful and keep referring to them for things I forget; that's part of why I stick around to try and help people who ask questions -- the other reason being that I just like to solve interesting problems.
And thank you for saying that. BTW, you practically do half the work for me and enable me not to spend all my time fixing JAVA errors so thank you once again.
Miners_Mod Your problem is that in your MinMax height, you put -15. -15 does not exist in Minecraft. Dont put it lower then -1.0F.
My what minmax? In the BiomeGenbase its 0.2 and 0.7F. I can't find a -15 anywhere in my code.
Edit: I found the problem but not a fix it is saying -15 because that is the blocks id away from 256.
I used 254 and it errors -2. Anyone know why it would do that?
My what minmax? In the BiomeGenbase its 0.2 and 0.7F. I can't find a -15 anywhere in my code.
Edit: I found the problem but not a fix it is saying -15 because that is the blocks id away from 256.
I used 254 and it errors -2. Anyone know why it would do that?
I don't know what causes this, but when you use a block from one of your mod_Files (as the topblock or fillerblock), thus said block being one that you've added, you'll get this crashing problem. I encountered it myself and saw another person with the same issue. My workaround for the specific issue was just to use generateSurface and input large numbers into it like so:
for(int i = 0; i < 30; i++)
{
int randPosX = ChunkX + rand.nextInt(16);
int randPosZ = ChunkZ + rand.nextInt(16);
int randPosY = world.getHeightValue(randPosX, randPosZ);
(new WorldGenMinableSurface(mod_Blocks.blockFrozenDirt.blockID, 30)).generate(world, rand, randPosX, randPosY, randPosZ);
}
This makes most of the biome's surface generate as my block.
Note: My WorldGenMinableSurface checks for blocks of dirt and grass to replace; you can change this, just like making a WorldGenMinableHell file, to check for whatever blocks you want to overwrite during generation.
I don't know what causes this, but when you use a block from one of your mod_Files (as the topblock or fillerblock), thus said block being one that you've added, you'll get this crashing problem. I encountered it myself and saw another person with the same issue. My workaround for the specific issue was just to use generateSurface and input large numbers into it like so:
for(int i = 0; i < 30; i++)
{
int randPosX = ChunkX + rand.nextInt(16);
int randPosZ = ChunkZ + rand.nextInt(16);
int randPosY = world.getHeightValue(randPosX, randPosZ);
(new WorldGenMinableSurface(mod_Blocks.blockFrozenDirt.blockID, 30)).generate(world, rand, randPosX, randPosY, randPosZ);
}
This makes most of the biome's surface generate as my block.
Note: My WorldGenMinableSurface checks for blocks of dirt and grass to replace; you can change this, just like making a WorldGenMinableHell file, to check for whatever blocks you want to overwrite during generation.
Thanks for the help ill try to look into it and ill post here if i find an answer.
I am not sure if I can do that, I guess that I will try. Thanks for the advise.
What tuts are you planing to do?
Also, that is crazy! Spawning something like villages are SOOO much work. That would be like a series of tuts that span a week of making! When I finally finish all the tuts I have promised to do, I will look into it.
I know but its hard to sort out the code that isn't needed from the stuff that is, but keep making your awesome tutorials i love them!
Honestly the best thing to do if you don't understand a world generation function like this is to copy all the code for it, rename everything, get that working, and then start messing with parts of it to see what the changes do. Once you understand how it works you can alter that parts you actually want to.
I know some what how it would work, but the problem I'm having is that there is the villager AI code mixed in. i guess I can mess around but this thread is very helpful anyways.
Errors:
Then the biome
BiomeGenbase
GenLayerBiome
Thanks in advance~~~
My what minmax? In the BiomeGenbase its 0.2 and 0.7F. I can't find a -15 anywhere in my code.
Edit: I found the problem but not a fix it is saying -15 because that is the blocks id away from 256.
I used 254 and it errors -2. Anyone know why it would do that?
I don't know what causes this, but when you use a block from one of your mod_Files (as the topblock or fillerblock), thus said block being one that you've added, you'll get this crashing problem. I encountered it myself and saw another person with the same issue. My workaround for the specific issue was just to use generateSurface and input large numbers into it like so:
This makes most of the biome's surface generate as my block.
Note: My WorldGenMinableSurface checks for blocks of dirt and grass to replace; you can change this, just like making a WorldGenMinableHell file, to check for whatever blocks you want to overwrite during generation.
Thanks for the help ill try to look into it and ill post here if i find an answer.