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Creating a small Biome [1.16.5]


Faro
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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 by Faro
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  • Faro changed the title to Creating a small Biome [1.16.5]
@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);

 

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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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