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Posted

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 by kyazuki

  • Author

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);
  }
}

 

  • Author

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?

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