Instead of doing checks via their registry name, maybe you can try using their registered biome instance, should avoid the problem of mismatch string in the future.
Looking at downfall, it seems like it affects how often it rains, the color of the grass/foliage. (Seems like anything more than 0.85F is considered high humidity)
Scale maybe is how big a biome would be? Not too sure.
@Override
public void render(MatrixStack matrixStackIn, IVertexBuilder bufferIn, int packedLightIn, int packedOverlayIn, float red, float green, float blue, float alpha) {
Body.render(matrixStackIn, bufferIn, packedLightIn, packedOverlayIn, red, green, blue, alpha);
}
In here, you overrode the AgeableModel's render method which contains the info for scaling child models.
@CHEESEBOT314 Thanks for the reply!
I've already tried that and it messed with the entity that is on ground's animation. Is there another way or do I have to find another method to do it?
So I have this problem where one entity would play the animation fine on land (like it's supposed to) and when i add another similar entity whereas it is not on land (not supposed to play animation) will not play animation until the first entity renders on screen.
In which it will follow the same exact animation as the one on land until the first entity goes off screen.
Any help would be greatly appreciated. Feel free to clarify if my explanation isn't understandable
Model Code
Render Code
Client Proxy (if needed)