kyazuki Posted August 31, 2021 Posted August 31, 2021 (edited) I added a custom biome and a custom world type which generates only the said biome. Upon generating a new world, (and entering/walking around) the landscapes are generated as expected, but the message "Received invalid biome id: -1" shows up repeatedlly on the console, and the game is laggy. The F3 debug screen shows the biome as Ocean, instead of my custom biome. Saving the world and re-entering causes the newly generated chunks to be generated from the seed with vanilla biomes. How do I fix this? @Mod(TestMod.MODID) @Mod.EventBusSubscriber(modid = TestMod.MODID, bus = Mod.EventBusSubscriber.Bus.MOD) public class TestMod { public static final String MODID = "testmod"; public static final Biome TEST_BIOME = TestWorldBiomeMaker.makeTestBiome(); public static final TestWorldType TEST_WORLD = new TestWorldType(); public TestWorld() { registerWorldType(); } public static <T extends IForgeRegistryEntry<T>> T setup(final T entry, final String name) { return setup(entry, new ResourceLocation(MODID, name)); } public static <T extends IForgeRegistryEntry<T>> T setup(final T entry, final ResourceLocation registryName) { entry.setRegistryName(registryName); return entry; } @SubscribeEvent public static void registerBiome(RegistryEvent.Register<Biome> event) { setup(TEST_BIOME, "test_biome"); ForgeRegistries.BIOMES.register(TEST_BIOME); } public static void registerWorldType() { setup(TEST_WORLD, "test_world"); ForgeRegistries.WORLD_TYPES.register(TEST_WORLD); } } Edited August 31, 2021 by kyazuki Quote
kyazuki Posted August 31, 2021 Author Posted August 31, 2021 I can't fix... Is it correct? @Mod(TestMod.MODID) @Mod.EventBusSubscriber(modid = TestMod.MODID, bus = Mod.EventBusSubscriber.Bus.MOD) public class TestMod { public static final String MODID = "testmod"; public static final Biome TEST_BIOME; public static final TestWorldType TEST_WORLD; public TestWorld() { } public static <T extends IForgeRegistryEntry<T>> T setup(final T entry, final String name) { return setup(entry, new ResourceLocation(MODID, name)); } public static <T extends IForgeRegistryEntry<T>> T setup(final T entry, final ResourceLocation registryName) { entry.setRegistryName(registryName); return entry; } @SubscribeEvent public static void registerBiome(RegistryEvent.Register<Biome> event) { TEST_BIOME = TestWorldBiomeMaker.makeTestBiome(); setup(TEST_BIOME, "test_biome"); ForgeRegistries.BIOMES.register(TEST_BIOME); } @SubscribeEvent public static void registerWorldType(RegistryEvent.Register<ForgeWorldType> event) { TEST_WORLD = new TestWorldType(); setup(TEST_WORLD, "test_world"); ForgeRegistries.WORLD_TYPES.register(TEST_WORLD); } } Quote
kyazuki Posted September 1, 2021 Author Posted September 1, 2021 No, I can compile this... Quote Do not create registry entries in static initializers. Do you mean to not create instance in initializers? Or remove static? Quote
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