Posted September 16, 20223 yr This is log error: Caused by: com.google.gson.JsonParseException: Error loading registry data: No key feature in MapLike[{"type":"epictrees:epic_trees_codec","replace":false,"entries":[{"biomes":["minecraft:plains","minecraft:meadow"],"feature":"epictrees:weep_tree"},{"biomes":"minecraft:beach","feature":"epictrees:beach_palm"}],"forge:registry_name":"forge:biome_modifier"}]; No key biomes in MapLike[{"type":"epictrees:epic_trees_codec","replace":false,"entries":[{"biomes":["minecraft:plains","minecraft:meadow"],"feature":"epictrees:weep_tree"},{"biomes":"minecraft:beach","feature":"epictrees:beach_palm"}],"forge:registry_name":"forge:biome_modifier"}] This is my file located at data/epictrees/forge/biome_modifier/epic_trees_codec.json { "type":"epictrees:epic_trees_codec", "replace":false, "entries": [ { "biomes":["minecraft:plains","minecraft:meadow"], "feature":"epictrees:weep_tree" }, { "biomes":"minecraft:beach", "feature":"epictrees:beach_palm" } ],"forge:registry_name":"epictrees:epic_trees_codec" } And I get the same error with this code: { "type":"epictrees:epic_trees_codec", "replace":false, "entries": [ { "biomes":["minecraft:plains","minecraft:meadow"], "feature":"epictrees:weep_tree" }, { "biomes":"minecraft:beach", "feature":"epictrees:beach_palm" } ],"forge:registry_name":"forge:biome_modifier" } My main class: static DeferredRegister<Codec<? extends BiomeModifier>> BIOME_MODIFIER_SERIALIZERS = DeferredRegister.create(ForgeRegistries.Keys.BIOME_MODIFIER_SERIALIZERS, MODID); public static final RegistryObject<Codec<EpicTreesBiomeModifier>> EPIC_TREES_CODEC = BIOME_MODIFIER_SERIALIZERS.register("epic_trees_codec", () -> RecordCodecBuilder.create(builder -> builder.group( // declare fields Biome.LIST_CODEC.fieldOf("biomes").forGetter(EpicTreesBiomeModifier::biomes), PlacedFeature.CODEC.fieldOf("feature").forGetter(EpicTreesBiomeModifier::feature) // declare constructor ).apply(builder, EpicTreesBiomeModifier::new))); public EpicTrees() { final IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); // Register the Deferred Register to the mod event bus so blocks get registered BLOCKS.register(modEventBus); // Register the Deferred Register to the mod event bus so items get registered ITEMS.register(modEventBus); BLOCK_ENTITIES.register(modEventBus); ModFeatures.register(modEventBus); BIOME_MODIFIER_SERIALIZERS.register(modEventBus); // Register ourselves for server and other game events we are interested in MinecraftForge.EVENT_BUS.register(this); //ModEntities.ENTITIES.register(modEventBus); //MinecraftForge.EVENT_BUS.register(WanderingArboristSpawner.class); //modEventBus.addListener(this::clientSetup); // Register the commonSetup method for modloading modEventBus.addListener(this::commonSetup); } public record EpicTreesBiomeModifier(HolderSet<Biome> biomes, Holder<PlacedFeature> feature) implements BiomeModifier { @Override public void modify(Holder<Biome> biome, Phase phase, ModifiableBiomeInfo.BiomeInfo.Builder builder) { if (phase == Phase.ADD && biomes.contains(biome)) { // add things to biomes builder.getGenerationSettings().addFeature(GenerationStep.Decoration.VEGETAL_DECORATION, feature); } } @NotNull public Codec<? extends BiomeModifier> codec() { // This must return a registered Codec, see Biome Modifier Serializers below. return EpicTrees.EPIC_TREES_CODEC.get(); } } And I have printed out the names of the Deferred Register objects to confirm the feature names are specified correctly and each feature, configured feature and the placed feature versions are registered with the same name.
September 16, 20223 yr You don't need to write your write your own biome modifier for this. https://github.com/MinecraftForge/MinecraftForge/blob/b0caea8e204a7f026646396558d6d58a02bff9d6/src/main/java/net/minecraftforge/common/world/ForgeBiomeModifiers.java#L31 You put your "entries" in different files. Example from the testsuite: https://github.com/MinecraftForge/MinecraftForge/blob/1.19.x/src/generated_test/resources/data/biome_modifiers_test/forge/biome_modifier/add_basalt.json If you want to get yours to work with that json format, then you will need to change your codec and BiomeModifier implementation so it knows what you mean by "entries"s. Edited September 16, 20223 yr by warjort Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post.
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