Posted December 9, 20222 yr I'm trying to add features to a biome via a datapack, but for a long time I can't figure out how to register ConfiguredFeature and PlacedFeature after the last update... DifferedRegister has only FEATURES key, and the old way (as in 1.19.2) to register a PlacedFeature does not work, because the registration methods in PlacementUtils have been significantly changed and I don’t understand if it’s possible to use them at all now. How should I register ConfiguredFeature and PlacedFeature now? T_T Edited December 11, 20222 yr by FoxBox
December 9, 20222 yr Can't say I understand the new way of doing the builtin registries in 1.19.3. 🙂 But you can always register your features using json files in your src/main/resources/data That's probably the way most likely to be portable across versions? Although, Mojang still describe the new worldgen first introduced in 1.16 as "experimental". The only part that needs to be registered manually is the Feature, because that is code. e.g. vanilla iron ore's configured and placed feature as json https://github.com/misode/mcmeta/blob/data/data/minecraft/worldgen/configured_feature/ore_iron.json https://github.com/misode/mcmeta/blob/data/data/minecraft/worldgen/placed_feature/ore_iron_middle.json 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.
December 11, 20222 yr Author On 12/9/2022 at 10:48 PM, warjort said: Can't say I understand the new way of doing the builtin registries in 1.19.3. 🙂 But you can always register your features using json files in your src/main/resources/data That's probably the way most likely to be portable across versions? Although, Mojang still describe the new worldgen first introduced in 1.16 as "experimental". The only part that needs to be registered manually is the Feature, because that is code. e.g. vanilla iron ore's configured and placed feature as json https://github.com/misode/mcmeta/blob/data/data/minecraft/worldgen/configured_feature/ore_iron.json https://github.com/misode/mcmeta/blob/data/data/minecraft/worldgen/placed_feature/ore_iron_middle.json Thanks, now I've figured it out, ConfiguredFeature and PlacedFeature have indeed been moved to the datapack files
December 20, 20222 yr On 12/10/2022 at 7:24 PM, FoxBox said: Thanks, now I've figured it out, ConfiguredFeature and PlacedFeature have indeed been moved to the datapack files Hey maybe you can help me out. I'm learning how to mod Minecraft, and the guides are written for older versions which has mostly been fine, since I've been able to figure out what needs to get changed by checking the forge api blog post for 1,.19.3 and looking over the code but this has stumped me. I created two files src/main/resources/data/mod/worldgen/configured_feature/myore_ore.json and src/main/resources/data/mod/worldgen/placed_feature/myore_ore_lower.json (which are essentially clones of the coal ore ones) But I cannot for the life figure out how to actually register the features. I assumed it would be something like this but maybe I'm way off. public static Feature MYORE_ORE_BURIED = registerConfiguredFeature(MYORE_ORE_BURIED_KEY) public static final RegistryKey<ConfiguredFeature<?, ?>> MYORE_ORE_BURIED_KEY = ConfiguredFeatures.of("myore_ore_buried"); private static Feature registerConfiguredFeature(String name, RegistryKey registryKey) { return Registry.register(Registries.FEATURE, registryKey, {no clue what this third parameter is supposed to be}); } Edited December 20, 20222 yr by MBektic formatting
December 20, 20222 yr Quote But I cannot for the life figure out how to actually register the features. If you have created those files, the game will register them for you when it loads the datapacks. But they won't do anything unless they are used by a biome. https://forge.gemwire.uk/wiki/Biome_Modifiers#Builtin_Biome_Modifier_Types Edited December 20, 20222 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.
December 21, 20222 yr 2 hours ago, warjort said: If you have created those files, the game will register them for you when it loads the datapacks. But they won't do anything unless they are used by a biome. https://forge.gemwire.uk/wiki/Biome_Modifiers#Builtin_Biome_Modifier_Types Thank you, that was all i was missing. You also replied so fast, I wish I saw this 2 hours earlier because I would have not wasted more time lol!
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