Okay, I will give this a shot. Thanks so much for the suggestion, I may actually be able to solve this now.
Okay, so basically for each chunk I've gotta check if the perlin noise generator allowed caves to be generated there by chance, and then continue...
Ah ok, well I was told bigger structures are typically used in a ChunkGenerator. I figured caves fit into that category. The caves I'm making...
Well I just kind of used the line as an example. What I'm actually doing is creating cave systems, but I don't necessarily calculate a line to do...
I will marry whoever can help me figure this out. Let's say I want to create a line of blocks using the ChunkGenerator class. The ChunkGenerator...
I have realized the error of my ways. I found out I had to check to see if SpawnReason != SpawnReason.CUSTOM. Problem solved
I'm trying to make it so when 1 monster spawns, a copy of it appears at the same location. Here is my code: 55 @EventHandler 56...
Okay, thanks
Say I want to generate random chests for every new chunk that generates. Is it possible to add this in a world that already exists?
Yeah, I'll try something along these lines. Thank you I'm sorry but I don't understand this.
Yeah, basically I'm trying to figure out how to work around this though. How would I make a cave if that would mean going outside of the chunk?...
I've been trying to solve this problem for days, so if anyone feels like reading through this and trying to help me I would be extremely...
Keep us posted !
Ah okay, so it basically just comes down to how many chunks are being generated. This is good news for me, thank you.
I am interested in this as well
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