Jump to content

[1.12.2] Ore Generation Slowing to a Crawl


Yoyoness_

Recommended Posts

So I was generating ores in my world by iterating through all the blocks in my mod (there are only 5 for now, I'll make this work more efficiently in the future when there are more blocks), checking to see if they are ores, and then generating them if they are. The idea behind this is that I can add an ore to the blocks of the mod without having to go into my OreGen class and manually set how I want each ore to generate, I just need to make the ore itself. When generating 1 ore in any given dimension it works fine; the dimension loads in a few seconds, but if I generate 2 or more ores in any given dimension, the dimension takes 5+ minutes to generate, and loading new chunks takes much longer than usual once you are in the game. Does anyone with more advanced knowledge of how worldgen works know why this could be happening?

 

Below is the code for my OreGen class:

/**
 * Date: 02-19-2019
 * Time: 5:29:29 PM
 * Author: Yoyoness_
 */
package yoyoness_.yoyosaddons.worldgen;

import java.util.Random;

import com.google.common.base.Predicate;

import net.minecraft.block.Block;
import net.minecraft.block.state.IBlockState;
import net.minecraft.block.state.pattern.BlockMatcher;
import net.minecraft.init.Blocks;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.IChunkGenerator;
import net.minecraft.world.gen.feature.WorldGenMinable;
import net.minecraftforge.fml.common.IWorldGenerator;
import yoyoness_.yoyosaddons.init.ModBlocks;
import yoyoness_.yoyosaddons.init.objects.blocks.BlockOre;

public class OreGen implements IWorldGenerator
{
	@Override
	public void generate(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider)
	{
		BlockOre ore;
		if (world.provider.getDimension() == -1)
		{
			for (Block block : ModBlocks.BLOCKS)
			{
				
				if (block instanceof BlockOre && ((BlockOre)block).getDimension() == -1)
				{
					ore = (BlockOre)block;
					if (ore.getMinYGen() < 0 || ore.getMaxYGen() > 255 || ore.getMinYGen() > ore.getMaxYGen())
					{
						throw new IllegalArgumentException(ore.getUnlocalizedName() + " generates at invalid y-coordinates. Must generate between y-coordinates 0-255 inclusive, with the minimum coordinate lower than the maximum.");
					}
					runGenerator(ore.getDefaultState(), BlockMatcher.forBlock(Blocks.NETHERRACK), world, random, chunkX*16, chunkZ*16, ore.getMinYGen(), ore.getMaxYGen(),
							random.nextInt(ore.getMaxVeinSize())+ore.getMinVeinSize(), ore.getMaxVeins());
				}
			}
		}
		
		if (world.provider.getDimension() == 0)
		{
			for (Block block : ModBlocks.BLOCKS)
			{
				if (block instanceof BlockOre && ((BlockOre)block).getDimension() == 0)
				{
					ore = (BlockOre)block;
					if (ore.getMinYGen() < 0 || ore.getMaxYGen() > 255 || ore.getMinYGen() > ore.getMaxYGen())
					{
						throw new IllegalArgumentException(ore.getUnlocalizedName() + " generates at invalid y-coordinates. Must generate between y-coordinates 0-255 inclusive, with the minimum coordinate lower than the maximum.");
					}
					runGenerator(ore.getDefaultState(), BlockMatcher.forBlock(Blocks.STONE), world, random, chunkX*16, chunkZ*16, ore.getMinYGen(), ore.getMaxYGen(),
							random.nextInt(ore.getMaxVeinSize())+ore.getMinVeinSize(), ore.getMaxVeins());
				}
			}
		}
		
		if (world.provider.getDimension() == 1)
		{
			for (Block block : ModBlocks.BLOCKS)
			{
				if (block instanceof BlockOre && ((BlockOre)block).getDimension() == 1)
				{
					ore = (BlockOre)block;
					if (ore.getMinYGen() < 0 || ore.getMaxYGen() > 255 || ore.getMinYGen() > ore.getMaxYGen())
					{
						throw new IllegalArgumentException(ore.getUnlocalizedName() + " generates at invalid y-coordinates. Must generate between y-coordinates 0-255 inclusive, with the minimum coordinate lower than the maximum.");
					}
					if (Math.sqrt(Math.pow(chunkX*16, 2) + Math.pow(chunkZ*16, 2)) >= 1000.0)
					{
						runGenerator(ore.getDefaultState(), BlockMatcher.forBlock(Blocks.END_STONE), world, random, chunkX*16, chunkZ*16, ore.getMinYGen(), ore.getMaxYGen(),
								random.nextInt(ore.getMaxVeinSize())+ore.getMinVeinSize(), ore.getMaxVeins());
					}
				}
			}
		}
	}
		
	private void runGenerator(IBlockState ore, Predicate<IBlockState> blockToReplace, World world, Random random, int x, int z, int minY, int maxY, int size, int maxBlocks)
	{
		WorldGenMinable generator;
		int deltaY = maxY - minY;
		
		for (int i = 0; i < maxBlocks; i++)
		{
			BlockPos pos = new BlockPos(x + random.nextInt(16), minY + random.nextInt(deltaY), z + random.nextInt(16));
			
			generator = new WorldGenMinable(ore, size, blockToReplace);
			generator.generate(world, random, pos);
		}
	}
}

 

Note: The data for how an ore should generate is stored in each instance of a BlockOre itself, that's why there are many calls to accessor methods from ore. I'm new to modding, so if there's a better place to store this data, please let me know.

- Yoyo

Edited by Yoyoness_
Link to comment
Share on other sites

You can use a switch statement, and you could store your list of ores in a list and only calculate it once. That would increase readability and performance

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Link to comment
Share on other sites

1 minute ago, Cadiboo said:

You can use a switch statement, and you could store your list of ores in a list and only calculate it once. That would increase readability and performance

I was planning to put them in an ores list, but even so I tried a switch statement already and had the same issue.

Link to comment
Share on other sites

What are your vein sizes?

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Link to comment
Share on other sites

Actually I figured it out. I have an ore that has an animated texture (I copied the lava_still.png.mcmeta, renamed it, and used a different texture), and when I generate that ore, I get massive lag. It's probably because I have it generating from y-coords 0-255 in the world with a maximum of 64 veins in each chunk for testing purposes. All of my other ores generate at the same levels, but they don't have animated textures.

Edited by Yoyoness_
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.