Biome restrictions on ore spawning

Status
Fixed
Issue description

In vanilla minecraft emeralds only spawn in extreme hills (or biomes near extreme hills). It would be cool if the same can done with custom ores, for example by making a water ore that can be found only on ocean biomes or a icy ore found in snowy biomes.

Issue comments

In fact I'll just show you my code. 

NOTE: this code was not edited/made in MCreator so if it looks a lil different then that's why. I don't know how mcreator manages ore generation, but I have an ore generation class for my ore that looks like this.

package com.flashfyre.fyrecraft.world.gen;

import java.util.Random;

import com.flashfyre.fyrecraft.init.BlockInit;

import net.minecraft.block.state.pattern.BlockMatcher;
import net.minecraft.init.Biomes;
import net.minecraft.init.Blocks;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraft.world.biome.Biome;
import net.minecraft.world.chunk.IChunkProvider;
import net.minecraft.world.gen.IChunkGenerator;
import net.minecraft.world.gen.feature.WorldGenMinable;
import net.minecraft.world.gen.feature.WorldGenerator;
import net.minecraftforge.fml.common.IWorldGenerator;

public class OregenVulcanite implements IWorldGenerator {
	
	private WorldGenerator vulcanite_oregen;
	
	public OregenVulcanite() {
		
		vulcanite_oregen = new WorldGenMinable(BlockInit.VULCANITE_ORE.getDefaultState(), 6, BlockMatcher.forBlock(Blocks.STONE));				
	}
	
	@Override
	public void generate(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider) {
		runGenerator(vulcanite_oregen, world, random, chunkX, chunkZ, 5, 8, 32);
	}
	
	private void runGenerator(WorldGenerator gen, World world, Random rand, int chunkX, int chunkZ, int chance, int minHeight, int maxHeight) {
		
		int blockX = chunkX * 16;
		int blockZ = chunkZ * 16;
		
		Biome biome = world.getBiome(new BlockPos(blockX, 64, blockZ));
		
		if(minHeight > maxHeight || minHeight < 0 || maxHeight > 255) throw new IllegalArgumentException("Ore generated out of bounds.");
		int heightDiff = maxHeight - minHeight + 1;
		
		if(biome == Biomes.EXTREME_HILLS || biome == Biomes.EXTREME_HILLS_WITH_TREES || biome == Biomes.MUTATED_EXTREME_HILLS || biome == Biomes.MUTATED_EXTREME_HILLS_WITH_TREES) {
			for(int i = 0; i < chance; i++) {
				int x = chunkX * 16 + rand.nextInt(16);
				int y = minHeight + rand.nextInt(heightDiff);
				int z = chunkZ * 16 + rand.nextInt(16);
				
				gen.generate(world, rand, new BlockPos(x,y,z));
			}
		}
	}

}


This part is the biome part. As you can see I have added multiple biomes, which is easily possible too.

if(biome == Biomes.EXTREME_HILLS || biome == Biomes.EXTREME_HILLS_WITH_TREES || biome == Biomes.MUTATED_EXTREME_HILLS || biome == Biomes.MUTATED_EXTREME_HILLS_WITH_TREES) {
			for(int i = 0; i < chance; i++) {
				int x = chunkX * 16 + rand.nextInt(16);
				int y = minHeight + rand.nextInt(heightDiff);
				int z = chunkZ * 16 + rand.nextInt(16);
				
				gen.generate(world, rand, new BlockPos(x,y,z));
			}

 

Thank you for the code. We are aware of how to implement this but have other issues in the queue first.

I would love to see this happen. It would also be nice to have lists of ores to add in dimensions and biomes, so you can have more than one generating (In an easier way than adding structures of the ore veins).