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Posted

I need to store a biome as NBT for an item. Unfortunately that does not seem to be possible, and even if it were if would probably be horribly inneficient. So I decided to opt for a different method. I want to try and store the name of the biome instead, or an ID of some sort. The issue is that whatever i try it never seems to work. I tried looking for some sort of getName() function inside of the Biome class to no avail. I also tried to use

ForgeRegistries.BIOMES.getKey(biome).getPath();

And other similar functions such as using the resourceKey and resource location but for some reason those simply return an empty string. I did verify and biome is an actual biome.

Please help me ive been stuck on this problem for about 2 days now and no one seems to have had this problem before, at least not in 1.19.

Posted

On the contrary, this question has been asked and answered many times before in this forum, e.g.

https://forums.minecraftforge.net/topic/113668-1182-force-clientsided-chunk-update/?do=findComment&comment=505208

For 1.19.4, Mojang moved the resource keys for registries to the Registries class. 

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.

Posted

Huh. I have no clue why i couldn't find those then. My google results have always been terrible so that might be why. Either way, i actually realized i had asked the same question for 1.16 so i kinda had a hint as for what to look for except i would never have guessed they changed that class too. Either way thanks for the help and ill go and try that out right now

Posted

Alright, so. I tried looking through the topic you sent and i can't quite figure it out. The thing is that its converting a Biome to a Holder<Biome> which isn't quite what i need it to do.  The actual problem im having is the i need to store the Biome as NBT and somehow retrive it. The only way i can think of doing that is with the registryName which if memory serves me right was able to be used to get a biome with and the biome could be used to get that. I assume that it uses the Registries#BIOME which i believe you mentioned, but im not quite sure what to do from there as there doesn't seem to be any usefull methods for it. It's been a while since ive worked with forge so im sorry if im just failing at something simple.

Posted (edited)

Do you want me to write your mod for you as well? 🙂

Something like (untested code):

    public static ResourceLocation nameOfBiome(Level level, Biome biome) {
        return level.registryAccess().registryOrThrow(Registries.BIOME).getKey(biome);
    }

 

Edited 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.

Posted

Alright well i have absolutely no clue what happened but i saw that yet somehow misread resource location as... frankly i have no clue what. And the only thing i have to say about this is... UGHHHHHHHHHHHHHHHHHHHHH. I was about to say that it still didn't work but as it turns out i just had an if statement that was made to check for something irrelevent. It wouldn't have changed the fact that i needed to ask help for this but could at least have save me quite a few minutes of headaches. Either way thank you it works perfectly now! I haven't tested it with modded biomes yet so ill just ask instead, Registries#BIOME does detect modded biomes as well correct? I know that in older versions vanilla and modded registries were seperated. Although thank you once again for the help!

Posted

There's only one Biome registry per server. It contains vanilla and datapack biomes, the latter of which includes modded biomes.

If you load a different save you get a seperate registry with different objects (datapacks can vary per save/server).

 

In older versions of minecraft there was a BuiltinRegistry that only included vanilla biomes (unless modders hacked theirs into it).

It still wasn't the real registry used at runtime. It was the "templates" I referred to in the link above.

It doesn't work that way anymore.

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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