Posted August 13, 20214 yr I am still very new to biomes and world generation as a whole, but i thought i'd give it a shot anyways. My game refuses to acknowledge the biome, what did I do wrong? Biome class: import net.minecraft.entity.EntityClassification; import net.minecraft.entity.EntityType; import net.minecraft.world.biome.*; import net.minecraft.world.gen.GenerationStage; import net.minecraft.world.gen.carver.ConfiguredCarvers; import net.minecraft.world.gen.feature.Features; import net.minecraft.world.gen.feature.structure.StructureFeatures; import net.minecraft.world.gen.surfacebuilders.SurfaceBuilder; public class wastelandBiome { public static Biome wastelandBiomeGen() { BiomeGenerationSettings gen = new BiomeGenerationSettings.Builder() .surfaceBuilder(SurfaceBuilder.DEFAULT.configured(SurfaceBuilder.CONFIG_DESERT)) .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.LAKES, Features.LAKE_LAVA) .build(); BiomeAmbience ambience = new BiomeAmbience.Builder() .waterColor(0x2e284f) .grassColorOverride(0x665c50) .waterFogColor(0x00d0c17) .fogColor(0x606769) .skyColor(0x3d4142) .build(); MobSpawnInfo mobStuff = new MobSpawnInfo.Builder() .addSpawn(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.SPIDER, 100, 4, 8)) .addSpawn(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.ZOMBIE, 100, 4, 8)) .addSpawn(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.ZOMBIE_VILLAGER, 5, 1, 1)) .addSpawn(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.SKELETON, 100, 4, 8)) .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(); return new Biome.Builder() .generationSettings(gen) .specialEffects(ambience) .mobSpawnSettings(mobStuff) .biomeCategory(Biome.Category.PLAINS) .temperatureAdjustment(Biome.TemperatureModifier.NONE) .depth(0.12f) .scale(0.01f) .precipitation(Biome.RainType.RAIN) .temperature(0.5f) .downfall(0.4f) .build(); } } Biome initializer: import mod.giga5.deepmod.holder; import net.minecraft.util.RegistryKey; import net.minecraft.world.biome.Biome; import net.minecraftforge.common.BiomeDictionary; import net.minecraftforge.common.BiomeManager; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.event.lifecycle.FMLCommonSetupEvent; import net.minecraftforge.registries.ForgeRegistries; import java.util.Objects; @Mod.EventBusSubscriber(modid = "deepmod", bus = Mod.EventBusSubscriber.Bus.MOD) public class biomeInit { @SubscribeEvent public static void setupBiomes(FMLCommonSetupEvent event) { event.enqueueWork(() -> setupBiome(holder.WASTELAND_BIOME, BiomeManager.BiomeType.DESERT, 100000, BiomeDictionary.Type.OVERWORLD, BiomeDictionary.Type.DEAD, BiomeDictionary.Type.FOREST, BiomeDictionary.Type.HILLS) ); } 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)); } } Registerer: import mod.giga5.deepmod.biomes.wastelandBiome; import mod.giga5.deepmod.main; import net.minecraft.world.biome.Biome; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.fml.RegistryObject; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; @Mod.EventBusSubscriber(modid = "deepmod", bus = Mod.EventBusSubscriber.Bus.MOD) public class deferredregister { public static final DeferredRegister<Biome> BIOMES = DeferredRegister.create(ForgeRegistries.BIOMES, main.MODID); public static final RegistryObject<Biome> WASTELAND_BIOME = BIOMES.register("wasteland_biome", wastelandBiome::wastelandBiomeGen); public static void register() { IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); BIOMES.register(modEventBus); } } I am not usually familiar with DeferredRegister, as I usually just use the RegistryEvents. However I was told biomes can be screwed up if done with the standard RegistryEvents, so I went with deferred. thanks!
August 13, 20214 yr Author I have also been told that implementing a biome through JSON can (and should) be done in some cases. How would you register a JSON biome?
August 14, 20214 yr did you call the register method in deferredregister in your Mod class constructor? did you tried setupBiome without event.enqueueWork? json biomes are registered via the RegistryKey (this will done automatically and: https://www.oracle.com/java/technologies/javase/codeconventions-namingconventions.html
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.