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NetherNoah777

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Everything posted by NetherNoah777

  1. Wow, Mojang even made Minecraft care how I add features to hard coded biomes (All my biomes are hard coded). I was able to fix the problem by adding the Cyanide mod to my workspace and rearrange my feature order according to the errors it gave.
  2. Ok, what exactly am I doing wrong when I try to add features to my biomes? Am I somehow adding something more than once when I shouldn't? When I try to create a world, Minecraft crashes with a "Feature order cycle found" error. My BiomeLoadingEvent class (where I add most of my features) Class where the biome in the crash report is created Classes where other custom biomes are created (I also add features in these): https://gitlab.com/NoahJelen/paradisemod/-/blob/1.18.2/src/main/java/net/paradisemod/world/biome/AutumnForest.java https://gitlab.com/NoahJelen/paradisemod/-/blob/1.18.2/src/main/java/net/paradisemod/world/biome/DeepDarkBiome.java https://gitlab.com/NoahJelen/paradisemod/-/blob/1.18.2/src/main/java/net/paradisemod/world/biome/Glacier.java https://gitlab.com/NoahJelen/paradisemod/-/blob/1.18.2/src/main/java/net/paradisemod/world/biome/RockyDesert.java https://gitlab.com/NoahJelen/paradisemod/-/blob/1.18.2/src/main/java/net/paradisemod/world/biome/RoseBiome.java https://gitlab.com/NoahJelen/paradisemod/-/blob/1.18.2/src/main/java/net/paradisemod/world/biome/SaltBiome.java https://gitlab.com/NoahJelen/paradisemod/-/blob/1.18.2/src/main/java/net/paradisemod/world/biome/TemperateRainforest.java https://gitlab.com/NoahJelen/paradisemod/-/blob/1.18.2/src/main/java/net/paradisemod/world/biome/UndergroundBiome.java https://gitlab.com/NoahJelen/paradisemod/-/blob/1.18.2/src/main/java/net/paradisemod/world/biome/UndergroundOcean.java https://gitlab.com/NoahJelen/paradisemod/-/blob/1.18.2/src/main/java/net/paradisemod/world/biome/VolcanicBiome.java Log of last Minecraft launch and associated crash report
  3. Minecraft 1.18.2 world generation is a freaking nightmare to work with!
  4. Ok, I think I finally fixed my problem! It seems like both my biome source and noise settings were causing issues. I was able to fix the biome source issue with the debugger and I ended up hard coding my noise settings.
  5. Thank you so much for you help! It looks like my biome source is the offender after all.
  6. Ok, I seem to be at the end of my wits this error about my dimension. When I go to try creating a world, Minecraft throws a data pack error complaining (AFAIK) about my dimension not being properly registered. Log of the last launch: https://gitlab.com/-/snippets/2537039 Dimension JSONs: https://gitlab.com/NoahJelen/paradisemod/-/tree/1.18.2/src/main/resources/data/paradisemod/dimension Dimension type JSONs: https://gitlab.com/NoahJelen/paradisemod/-/tree/1.18.2/src/main/resources/data/paradisemod/dimension_type Noise Settings JSONs: https://gitlab.com/NoahJelen/paradisemod/-/tree/1.18.2/src/main/resources/data/paradisemod/worldgen/noise_setings Biome source class: https://gitlab.com/NoahJelen/paradisemod/-/blob/1.18.2/src/main/java/net/paradisemod/world/biome/PMBiomeSource.java Main dimensions class: https://gitlab.com/NoahJelen/paradisemod/-/blob/1.18.2/src/main/java/net/paradisemod/world/dimension/PMDimensions.java The noise settings were created with this data pack generator: https://misode.github.io/
  7. I think you solved my problem. Thank you so much! I changed the parameter in get fluid() from ForgeFlowingFluid.Properties to Supplier<ForgeFlowingFluid.Properties> and Minecraft finally launched!
  8. As mentioned in a previous post, I'm working on porting my mod from MC 1.16.5 to MC 1.18.2 and now my fluid setup class is causing Minecraft to crash. What am I doing wrong with my fluid setup? Fluid setup class Crash report and log of last launch attempt
  9. I figured out what the issue was. With the help of the Forge Discord community, I figured that in one of my registry methods, I was registering blocks and items wrong. This: public static <B extends Block> RegistryObject<B> regBlockItem(String name, Supplier<B> block, CreativeModeTab tab) { var toReturn = BLOCKS.register(name, block); ITEMS.register(name, () -> new BlockItem(block.get(), new Item.Properties().tab(tab))); return toReturn; } Should have been this: public static <B extends Block> RegistryObject<B> regBlockItem(String name, Supplier<B> block, CreativeModeTab tab) { var toReturn = BLOCKS.register(name, block); ITEMS.register(name, () -> new BlockItem(toReturn.get(), new Item.Properties().tab(tab))); return toReturn; }
  10. I am in the works of porting my mod from MC 1.16.5 to MC 1.18.2 and I am having a hard time figuring out why Minecraft is crashing on me. I think it might be some kind of registration issue based on some research I did myself on it. My mod's repository The crash report I'm getting
  11. Alright, I believe I may have discovered what my issue was. It seems that when overworld biomes are generated in underground dimensions (the dimension in question is underground), their feature generation doesn't seem to play very nice with the chunk structure (it is 256 blocks high). As of right now, I have my dimension generating the Nether Wastes biome right now and I have been exploring it for over an hour now without any issue. To anyone who happens to have this issue when creating an underground dimension in the future, don't use overworld biomes in it (especially if the chunk is 256 blocks tall). Thank for your help Luis_ST.
  12. And I think my thread hanging issue may have had to do with the fact that villages were trying generate in my dimension (I need to investigate this more). In my BiomeProvider, I removed all the biomes associated with villages and Minecraft seemed to stopped hanging, however I still need to investigate the memory leak that causes my system's OOM killer to kick in and kill Minecraft.
  13. Alright, when I get a chance, I'll convert all my Feature objects to RegistryObject<Feature> and all of my ConfiguredFeature<?, ?> objects to Supplier<ConfiguredFeature<?, ?>> objects. Do you think that could be a contributor to my issue?
  14. Alright Luis_ST, here is my debug information: Debug log and thread dump Debug screen at time of server thread hang VisualVM heap monitor at time of server thread hang: Also, I noticed when the server thread hangs, it always hangs at some method in net.minecraft.village.PointOfInterestManager
  15. I'm not currently at my computer right now. When I have access to it, I'll post my log and a screenshot of the heap memory monitor from VisualVM.
  16. Features package: https://gitlab.com/NoahJelen/paradisemod/-/tree/1.16.5/src/main/java/net/paradisemod/world/gen/features
  17. https://gitlab.com/NoahJelen/paradisemod Here is my mod's git repository
  18. Alright I am having a major issue with my custom dimension. Whenever I allow my mod's worldgen features to generate in my dimension (this doesn't happen when I disable them), Minecraft either has a memory leak or the server thread hangs, causing Minecraft to be unresponsive. Biome Provider: https://gitlab.com/NoahJelen/paradisemod/-/blob/1.16.5/src/main/java/net/paradisemod/world/dimension/biomeprovider/OWCBiomeProvider.java Chunk Generator: https://gitlab.com/NoahJelen/paradisemod/-/blob/1.16.5/src/main/java/net/paradisemod/world/dimension/chunkgen/OWCChunkGenerator.java Dimension JSON: https://gitlab.com/NoahJelen/paradisemod/-/blob/1.16.5/src/main/resources/data/paradisemod/dimension/overworld_core.json Dimension Type JSON: https://gitlab.com/NoahJelen/paradisemod/-/blob/1.16.5/src/main/resources/data/paradisemod/dimension_type/overworld_core.json I am at the end of my wits on solving this issue.
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