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Making Biomes with 4096 IDs


blued00r

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^^^ That

Anyways, the fix I am writing will make it so bytes still work but users would have to define that it is a short if they are making it that way with a new boolean that doesn't need to be changed unless you use shorts and use the new variables since the default variables are bytes.

width=320 height=64http://www.slothygaming.com/img/ota.png[/img]

If your grammar is shit and you blatantly don't know what you're doing, I will not help you.

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  • 2 weeks later...

Wouldnt the block ids need to be < 127 to work? Maybe I missunderstand. I myself would be very interested in a workaround for this. I also wanted to thank hotrods20  and say I admire you for attempting to take up this challenge. It is also a very welcome thing to receive help when needed.

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Sad part, this is one of the hardest pieces of codes if I don't want to throw out compatibility but it is a pain in the ass that I have to deal with.  Current concept I am trying:  You change the topBlock and fillerBlock to int and compatibility won't be shot to shit but can't get higher than 256 block IDs to work still.  Currently converting a lot of code to int and trying new things.

width=320 height=64http://www.slothygaming.com/img/ota.png[/img]

If your grammar is shit and you blatantly don't know what you're doing, I will not help you.

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Sad part, this is one of the hardest pieces of codes if I don't want to throw out compatibility but it is a pain in the ass that I have to deal with.  Current concept I am trying:  You change the topBlock and fillerBlock to int and compatibility won't be shot to shit but can't get higher than 256 block IDs to work still.  Currently converting a lot of code to int and trying new things.

 

Why do you use an int anyway? Wouldn't a short be enough?

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This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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Yes a short would be enough but everything numerical is usually set as a int.  I want variable to play as friendly as possible.  The code already has a bunch of variables and converting numbers.  Might as well use something more common among modders.  Plus, block IDs are ints.  This will make it so you don't have to throw it as a short when you pass it into the topBlock code.  Trying to remove as much of that stupid "conversion" stuff as possible.  Main problem is still getting it to spawn but I am pretty sure I found the answer to that too.

width=320 height=64http://www.slothygaming.com/img/ota.png[/img]

If your grammar is shit and you blatantly don't know what you're doing, I will not help you.

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@Coders: I have a version that technically is working but first an error we should discuss and I would like to fix before I pass the code over to the Forge team or anyone who wants to use the code in a API.

 

Important: This is currently being coded for Minecraft 1.2.5 because it was started on there and will be converted to the latest Minecraft after it is confirmed to work for 1.2.5

 

The error:  The error is a NullPointerException that gets caused by the getBlockMaterial method in the world class.  The error log reports the error is stemming from line 719 of the world class.

Code on the line:

return var4 == 0 ? Material.air : Block.blocksList[var4].blockMaterial;

I have confirmed the block I am trying to generate has a material set.  I will supply the code to users who want to help fix this since the code is considered incomplete and I don't want any idiots running around releasing code that isn't guaranteed to work.

 

EDIT: Found different error that isn't helping either.  Come back later.

width=320 height=64http://www.slothygaming.com/img/ota.png[/img]

If your grammar is shit and you blatantly don't know what you're doing, I will not help you.

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