Posted August 2, 20214 yr I have trouble with creating a biome that is as big or a little bit bigger than a Beach Biome. And I have put the .scale to 0.00f but it is still very big. Here is my Biome class: public class FjordBeachBiome { public static Biome fjordBeachBiome(){ BiomeGenerationSettings generationSettings = new BiomeGenerationSettings.Builder() .surfaceBuilder(SurfaceBuilder.DEFAULT.configured(SurfaceBuilder.CONFIG_GRASS)) .addCarver(GenerationStage.Carving.AIR, ConfiguredCarvers.CAVE) .addFeature(GenerationStage.Decoration.LAKES, Features.LAKE_WATER) .addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Features.ORE_COAL) .addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Features.ORE_IRON) .addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Features.ORE_GOLD) .addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Features.ORE_REDSTONE) .addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Features.ORE_DIAMOND) .addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Features.ORE_LAPIS) .addStructureStart(StructureFeatures.MINESHAFT) .addStructureStart(StructureFeatures.STRONGHOLD) .addFeature(GenerationStage.Decoration.SURFACE_STRUCTURES, Features.WELL) // .addFeature(GenerationStage.Decoration.VEGETAL_DECORATION,Features.PATCH_GRASS_TAIGA) //.addFeature(GenerationStage.Decoration.VEGETAL_DECORATION, Features.TAIGA_VEGETATION) // .addFeature(GenerationStage.Decoration.VEGETAL_DECORATION, Features.TREES_GIANT_SPRUCE) .build(); MobSpawnInfo mobSpawnInfo = new MobSpawnInfo.Builder() .addSpawn(EntityClassification.CREATURE, new MobSpawnInfo.Spawners(ModEntities.FREYR.get(), 10, 2, 4)) .addSpawn(EntityClassification.CREATURE, new MobSpawnInfo.Spawners(EntityType.COW,5, 2, 5)) .addSpawn(EntityClassification.CREATURE, new MobSpawnInfo.Spawners(EntityType.SHEEP, 5,2,5)) .addSpawn(EntityClassification.CREATURE, new MobSpawnInfo.Spawners(EntityType.PIG, 5,2,5)) .addSpawn(EntityClassification.CREATURE, new MobSpawnInfo.Spawners(EntityType.CHICKEN,5 , 2,3)) .addSpawn(EntityClassification.WATER_CREATURE, new MobSpawnInfo.Spawners(EntityType.COD, 15, 3 ,5)) .addSpawn(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.SPIDER, 100, 4, 4)) .addSpawn(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.ZOMBIE, 100, 4, 4)) .addSpawn(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.ZOMBIE_VILLAGER, 5, 1, 1)) .addSpawn(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.SKELETON, 100, 4, 4)) .addSpawn(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.CREEPER, 100, 4, 4)) .addSpawn(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.SLIME, 100, 4, 4)) .addSpawn(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.ENDERMAN, 10, 1, 4)) .addSpawn(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.WITCH, 5, 1, 1)) . build(); BiomeAmbience ambience = new BiomeAmbience.Builder() .waterColor(0x169c9d) .waterFogColor(0x169c9d) .fogColor(0xf7f7f7) .skyColor(0x4085f5) .build(); return new Biome.Builder() .generationSettings(generationSettings) .specialEffects(ambience) .mobSpawnSettings(mobSpawnInfo) .biomeCategory(Biome.Category.BEACH) .temperatureAdjustment(Biome.TemperatureModifier.NONE) .depth(0.12f) .scale(0.00f) .precipitation(Biome.RainType.RAIN) .temperature(0.5f) .downfall(0.4f) .build(); } } Edited August 2, 20214 yr by Faro
August 2, 20214 yr Author @Mod.EventBusSubscriber(modid = FarosVikingsMod.modID, bus = Mod.EventBusSubscriber.Bus.MOD) public class BiomeInit { public static final RegistryObject<Biome> FJORD_BEACH_BIOME = Registration.BIOMES.register("fjord_beach_biome", FjordBeachBiome::fjordBeachBiome); public static final RegistryObject<Biome> FJORD_BIOME = Registration.BIOMES.register("fjord_biome",FjordBiome::FjBiome); public static void register(){ } @SubscribeEvent public static void setupBiomes(FMLCommonSetupEvent event) { event.enqueueWork(() -> setupBiome(FJORD_BIOME.get(), BiomeManager.BiomeType.COOL, 100000, BiomeDictionary.Type.OVERWORLD, BiomeDictionary.Type.COLD, BiomeDictionary.Type.MOUNTAIN, BiomeDictionary.Type.HILLS) ); event.enqueueWork(()-> setupBiome(FJORD_BEACH_BIOME.get(),BiomeManager.BiomeType.WARM, 10000, BiomeDictionary.Type.OVERWORLD, BiomeDictionary.Type.BEACH) ); } private static void setupBiome(Biome biome, BiomeManager.BiomeType type, int weight, BiomeDictionary.Type... types) { RegistryKey<Biome> key = RegistryKey.create( ForgeRegistries.Keys.BIOMES, Objects.requireNonNull(ForgeRegistries.BIOMES.getKey(biome)) ); BiomeDictionary.addTypes(key, types); BiomeManager.addBiome(type, new BiomeManager.BiomeEntry(key, weight)); } } And this is the DeferredRegister: public static final DeferredRegister<Biome> BIOMES = DeferredRegister.create(ForgeRegistries.BIOMES, FarosVikingsMod.modID); public static void register(){ IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); BIOMES.register(modEventBus);
August 2, 20214 yr okay, scale has nothing to do with the size of the biome the weight controls the size and the rarity of the biome
August 3, 20214 yr Author okay but weight has to be an int so I cannot make it smaller than 1 and if I change it to 1 its still 5x bigger than it should Edited August 3, 20214 yr by Faro
August 3, 20214 yr 26 minutes ago, Faro said: okay but weight has to be an int so I cannot make it smaller than 1 and if I change it to 1 its still 5x bigger than it should you also can take a look at Biomes O' Plenty, but I have no idea if they have very small biomes
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