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Posted (edited)

Hey,

so im trying to change the stone under my custom biome to be a different block, but I don't know how to do that...

my biome class looks like this:

Spoiler
public class ModBiomes {
    public static final DeferredRegister<Biome> BIOMES = DeferredRegister.create(ForgeRegistries.BIOMES, Reddeathmod.MOD_ID);

    public static final RegistryObject<Biome> EGO_DEATHZONE_BIOME = BIOMES.register("ego_deathzone_biome",
            () -> makeEgoDeathZoneBiome(() -> ModConfiguredSurfaceBuilders.EgoDeathZone, 0.125f, 0.05f));


    private static Biome makeEgoDeathZoneBiome(final Supplier<ConfiguredSurfaceBuilder<?>> surfaceBuilder, float depth, float scale) {

        MobSpawnInfo.Builder mobspawninfo$builder = new MobSpawnInfo.Builder();
        DefaultBiomeFeatures.withPassiveMobs(mobspawninfo$builder);
        DefaultBiomeFeatures.withBatsAndHostiles(mobspawninfo$builder);
        mobspawninfo$builder.withSpawner(EntityClassification.MONSTER,
                new MobSpawnInfo.Spawners(EntityType.WITCH, 100, 7, 10));
        mobspawninfo$builder.withSpawner(EntityClassification.MONSTER,
                new MobSpawnInfo.Spawners(EntityType.WITHER_SKELETON, 50, 4, 4));
        BiomeGenerationSettings.Builder biomegenerationsettings$builder =
                (new BiomeGenerationSettings.Builder()).withSurfaceBuilder(surfaceBuilder);

        //biomegenerationsettings$builder.withStructure(StructureFeatures.MINESHAFT);
        //biomegenerationsettings$builder.withStructure(StructureFeatures.RUINED_PORTAL_SWAMP);
        //biomegenerationsettings$builder.withStructure(StructureFeatures.BURIED_TREASURE);

        DefaultBiomeFeatures.withCavesAndCanyons(biomegenerationsettings$builder);

        DefaultBiomeFeatures.withLavaAndWaterLakes(biomegenerationsettings$builder);
        DefaultBiomeFeatures.withMonsterRoom(biomegenerationsettings$builder);
        DefaultBiomeFeatures.withCommonOverworldBlocks(biomegenerationsettings$builder);
        DefaultBiomeFeatures.withOverworldOres(biomegenerationsettings$builder);
        DefaultBiomeFeatures.withClayDisks(biomegenerationsettings$builder);
        DefaultBiomeFeatures.withNormalMushroomGeneration(biomegenerationsettings$builder);
        DefaultBiomeFeatures.withDesertVegetation(biomegenerationsettings$builder);
        DefaultBiomeFeatures.withLavaAndWaterSprings(biomegenerationsettings$builder);

        //biomegenerationsettings$builder.withFeature(GenerationStage.Decoration.LAKES, Features.LAKE_LAVA);
        DefaultBiomeFeatures.withFrozenTopLayer(biomegenerationsettings$builder);

        return (new Biome.Builder()).precipitation(Biome.RainType.NONE).category(Biome.Category.DESERT).depth(depth).scale(scale)
                .temperature(1.5F).downfall(0.9F).setEffects((new BiomeAmbience.Builder()).setWaterColor(0).setWaterFogColor(0)
                        .setFogColor(0).withSkyColor(getSkyColorWithTemperatureModifier(0F)).withFoliageColor(0).withGrassColor(0)
                        .setParticle(new ParticleEffectAmbience(ParticleTypes.LAVA, 0.003f)).withSkyColor(0)
                        .setAmbientSound(SoundEvents.AMBIENT_CRIMSON_FOREST_LOOP)
                        .setMoodSound(new MoodSoundAmbience(SoundEvents.AMBIENT_WARPED_FOREST_MOOD, 6000, 8, 2.0D))
                        .setAdditionsSound(new SoundAdditionsAmbience(SoundEvents.AMBIENT_NETHER_WASTES_ADDITIONS, 0.0111D))
                        .setMusic(BackgroundMusicTracks.getDefaultBackgroundMusicSelector(SoundEvents.MUSIC_NETHER_CRIMSON_FOREST))
                        .build())
                .withMobSpawnSettings(mobspawninfo$builder.build()).withGenerationSettings(biomegenerationsettings$builder.build()).build();

    }

    private static int getSkyColorWithTemperatureModifier(float temperature) {
        float lvt_1_1_ = temperature / 3.0F;
        lvt_1_1_ = MathHelper.clamp(lvt_1_1_, -1.0F, 1.0F);
        return MathHelper.hsvToRGB(0.2460909F - lvt_1_1_ * 0.05F, 0.5F + lvt_1_1_ * 0.1F, 1.0F);
    }

    public static void register(IEventBus eventBus) {
        BIOMES.register(eventBus);
    }
}

 

The only idea I have is to make my "stone replacement block" an ore with an exeedingly common chance to spawn in the biome to replace the stone but there has to be a more "clean" way to do this right?

Thank's in advance ^^

Edited by toocrazy
typo
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