Posted September 9, 20214 yr Hi, I am working on a mod which adds a custom biome to the overworld, the /locatebiome command lists my biome as well, but it shows that the type "tutorial:tutorial_biome" cannot be found in "minecraft:overworld". My Biome JSON file: https://pastebin.com/8QUJcSxJ My Surface Builder JSON file: https://pastebin.com/hVJBEjSd My Main.java File: https://pastebin.com/c288ptJ7 Also, please mention an alternative to extending the Biome class, as it's no longer possible. I am tired of JSONs. Thanks in advance!
September 9, 20214 yr Can you please post a git repo it's easier to handle many classes, inside the Biome class there is a sub class Builder you should use it to create a Biome
September 11, 20214 yr Author Like this? public void commonSetup(FMLCommonSetupEvent e) { e.enqueueWork(() -> { BiomeEntry entry = new BiomeEntry(stony, 1); BiomeManager.addBiome(BiomeType.COOL, entry); BiomeManager.addAdditionalOverworldBiomes(stony); } ); Edited September 11, 20214 yr by Justin1205
September 11, 20214 yr you then no longer need BiomeManager#addAdditionalOverworldBiomes you also need to call BiomeDictionary#addTypes
September 11, 20214 yr Author Overall, I have made these changes to my Main (and only) class. package com.hastev.biomes; import net.minecraft.util.RegistryKey; ... @Mod("tutorial") public class Main { public static final RegistryKey<Biome> stony = RegistryKey.create(Registry.BIOME_REGISTRY, new ResourceLocation("tutorial", "tutorial_biome")); public Main() { IEventBus bus = FMLJavaModLoadingContext.get().getModEventBus(); bus.addListener(EventPriority.LOWEST, this::commonSetup); } public void commonSetup(FMLCommonSetupEvent e) { e.enqueueWork(() -> { BiomeManager.addBiome(BiomeType.COOL, new BiomeEntry(stony, 1)); BiomeDictionary.addTypes(stony, Type.SANDY); } ); } } And, Minecraft is now crashing with the errors: 1. java.lang.IllegalStateException: Unknown biome id emitted by layers: -1 Crash Report: https://pastebin.com/9nYUpA5v Edited September 11, 20214 yr by Justin1205
September 11, 20214 yr You can add biomes without json. this is how i do it public static final DeferredRegister<Biome> Mod_biomes = DeferredRegister.create(ForgeRegistries.BIOMES, test.MOD_ID); public static final RegistryObject<Biome> test_forest = Mod_biomes.register("test_forest",()-> TestForestBiome.makeTestForestBiome(0.4f,0.6f)); public static final RegistryKey<Biome> TEST_FOREST_KEY = RegistryKey.create(Registry.BIOME_REGISTRY, new ResourceLocation(test.MOD_ID, "test_forest")); public static void addBiomesToOverworld() { BiomeManager.addBiome(BiomeManager.BiomeType.WARM, new BiomeManager.BiomeEntry(TEST_FOREST_KEY, 1)); }
September 11, 20214 yr Author 2 minutes ago, UserMC123 said: You can add biomes without json. this is how i do it public static final DeferredRegister<Biome> Mod_biomes = DeferredRegister.create(ForgeRegistries.BIOMES, test.MOD_ID); public static final RegistryObject<Biome> test_forest = Mod_biomes.register("test_forest",()-> TestForestBiome.makeTestForestBiome(0.4f,0.6f)); public static final RegistryKey<Biome> TEST_FOREST_KEY = RegistryKey.create(Registry.BIOME_REGISTRY, new ResourceLocation(test.MOD_ID, "test_forest")); public static void addBiomesToOverworld() { BiomeManager.addBiome(BiomeManager.BiomeType.WARM, new BiomeManager.BiomeEntry(TEST_FOREST_KEY, 1)); } Hi UserMC123, Thanks for your reply, but I actually know how to do this stuff. I am confused with the Custom Biome Class (In yours, I think it's TestForestBiome). It would be great if you could post your Custom Biome class in a Git repo or some other site.
September 11, 20214 yr this is the class for the biome: private static int getSkyColorWithTemperatureModifier(float p_244206_0_) { float lvt_1_1_ = p_244206_0_ / 3.0F; lvt_1_1_ = MathHelper.clamp(lvt_1_1_, -1.0F, 1.0F); return MathHelper.hsvToRgb(0.62222224F - lvt_1_1_ * 0.05F, 0.5F + lvt_1_1_ * 0.1F, 1.0F); } public static Biome makeTestForestBiome(float depth, float scale) { MobSpawnInfo.Builder spawnInf = new MobSpawnInfo.Builder(); DefaultBiomeFeatures.farmAnimals(spawnInf); DefaultBiomeFeatures.commonSpawns(spawnInf); spawnInf.setPlayerCanSpawn(); net.minecraft.world.biome.BiomeGenerationSettings.Builder builder = (new net.minecraft.world.biome.BiomeGenerationSettings.Builder()).surfaceBuilder(ConfiguredSurfaceBuilders.GRASS); DefaultBiomeFeatures.addDefaultCarvers(builder); DefaultBiomeFeatures.addDefaultLakes(builder); DefaultBiomeFeatures.baseJungleSpawns(spawnInf); DefaultBiomeFeatures.addDefaultMonsterRoom(builder); DefaultBiomeFeatures.addDefaultUndergroundVariety(builder); DefaultBiomeFeatures.addDefaultOres(builder); DefaultBiomeFeatures.addDefaultSoftDisks(builder); DefaultBiomeFeatures.addForestGrass(builder); DefaultBiomeFeatures.addForestGrass(builder); DefaultBiomeFeatures.addFerns(builder); DefaultBiomeFeatures.addJungleTrees(builder); DefaultBiomeFeatures.addDefaultMushrooms(builder); DefaultBiomeFeatures.addDefaultSprings(builder); DefaultBiomeFeatures.addJungleGrass(builder); DefaultBiomeFeatures.addLightBambooVegetation(builder); return (new net.minecraft.world.biome.Biome.Builder()).precipitation(Biome.RainType.RAIN).biomeCategory(Biome.Category.JUNGLE).depth(depth).scale(scale).temperature(0.6F).downfall(0.2F).specialEffects((new net.minecraft.world.biome.BiomeAmbience.Builder()).waterColor(3124991).waterFogColor(5541815).fogColor(14412287).foliageColorOverride(8640564).skyColor(getSkyColorWithTemperatureModifier(0.6F)).ambientMoodSound(MoodSoundAmbience.LEGACY_CAVE_SETTINGS).build()).mobSpawnSettings(spawnInf.build()).generationSettings(builder.build()).build(); }
September 11, 20214 yr Author Thanks a lot @Luis_ST and @UserMC123. My Biome is now generating in the overworld and the problem is solved.
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