Jump to content

Recommended Posts

Posted (edited)

hi sorry if I ask you a lot of questions, I created the biome but the game itself tells me that it is experimental, in fact as soon as I enter the biome it starts to drop or freeze, I wanted to know if there is a way to solve it or if i set it wrong 

Edited by zSkell
Posted
9 hours ago, zSkell said:

I created the biome but the game itself tells me that it is experimental

the Screen is shown by default, you can not remove them

9 hours ago, zSkell said:

in fact as soon as I enter the biome it starts to drop or freeze, I wanted to know if there is a way to solve it or if i set it wrong 

let the game crash and post log

Posted (edited)

the game wont' crush, but that's how my game runs https://youtu.be/CNKw3gcB0NQ , and in the log there are a  lot of  strings who says[Render thread/WARN] [minecraft/BiomeContainer]: Received invalid biome id: -1 , however, it creates a completely empty biome made only of stone, even if I used the preset of a plain. And if I try to start a world in a normal way and do / locatebiome, it still can't find the biome in a certain distance. So I'm forced to create a biome made only of my own biome. And when i create the biome world , if i press f3 the name of biome is : ocean and not ash_biome.

 

Edited by zSkell

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • But what could be the issue with that? Maybe the confiq file?  
    • There is an issue with legendarysurvivaloverhaul
    • I am playing on a nitrado server with friends and everytime i try to join i am getting the same crash.log Does somebody understand what the problem here could be?  Crash Log
    • I see. I'm sure I tried again with a lower case word, a few times. I ended up doing the same thing as pixxy in the end. Is this beyond the scope of the admins to fix? Are they already aware of it, or should I use 'contact us' to post a ticket?
    • I’m working on a Manta Ray entity in MCreator using GeckoLib animations, and my goal is to have a looping (flip) animation that ends at −360°, then transitions seamlessly into a swim animation starting at 0°. However, every method I’ve tried—like quickly interpolating the angle, inserting a brief keyframe at 0°, or using a micro “bridge” animation—still causes a visible “flash” https://imgur.com/a/5ucjUb9 or "jump" when the rotation resets. I want a perfectly smooth motion from the flip’s final rotation to the swim’s initial rotation. If anyone has solved this in MCreator/GeckoLib, or found a better trick for handling the −360° →0° gap without a snap, I’d appreciate some advice ! P.S.- I cannot set swim to start at -360 because I would have the same issue but in reverse. Here's the custom LoopingAnimationGoal :   class LoopingAnimationGoal extends Goal { private final MantaRayEntity entity; private final int cooldownTime; private int animationTimer; private int cooldownTimer; // New boolean to prevent double calls private boolean isLoopingActive = false; public LoopingAnimationGoal(MantaRayEntity entity, int cooldownTime) { this.entity = entity; this.cooldownTime = cooldownTime; this.animationTimer = 0; this.cooldownTimer = 0; this.setFlags(EnumSet.of(Flag.MOVE, Flag.LOOK)); } @Override public boolean canUse() { System.out.println("[DEBUG] LoopingGoal canUse => cooldownTimer=" + cooldownTimer); if (cooldownTimer > 0) { cooldownTimer--; return false; } BlockPos entityPos = entity.blockPosition(); boolean canUse = entity.isWaterAbove(entityPos, 4); System.out.println("[DEBUG] LoopingGoal canUse => WATER " + (canUse ? "DETECTED" : "NOT DETECTED") + " at " + entityPos + ", returning " + canUse); return canUse; } @Override public void start() { entity.setAnimation("looping"); animationTimer = 63; isLoopingActive = true; System.out.println("[DEBUG] Looping animation STARTED. Timer=" + animationTimer + ", gameTime=" + entity.level().getGameTime()); } @Override public boolean canContinueToUse() { System.out.println("[DEBUG] LoopingGoal canContinueToUse => animationTimer=" + animationTimer); return animationTimer > 0; } @Override public void tick() { animationTimer--; System.out.println("[DEBUG] LoopingGoal TICK => animationTimer=" + animationTimer); // We stop ONLY if we are still looping if (animationTimer <= 0 && isLoopingActive) { System.out.println("[DEBUG] condition => animationTimer <= 0 && isLoopingActive"); stop(); } } @Override public void stop() { // Check if already stopped if (!isLoopingActive) { System.out.println("[DEBUG] stop() called again, but isLoopingActive = false. Doing nothing."); return; } System.out.println("[DEBUG] Looping STOP at tick=" + entity.level().getGameTime() + ", last known rotation=" + entity.getXRot() + "/" + entity.getYRot() + ", animationTimer=" + animationTimer); // Immediately switch to "swim" entity.setAnimation("swim"); // Reset cooldown cooldownTimer = cooldownTime; // Disable looping to prevent a second stop isLoopingActive = false; System.out.println("[DEBUG] Looping STOP => setAnimation('swim'), cooldownTimer=" + cooldownTimer); } }  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.