Jump to content

Errors with Biome


SkillCakey

Recommended Posts

I tried taking my biome from 1.6 to 1.7, but got some errors with it. Here are the lines with errors:

 

CakeyMod.java:

 

public static BiomeGenBase ShroomBiome(58).setBiomeName("ShroomBiome").setMinMaxHeight(0.2F, 1F);

 

GameRegistry.addBiome(ShroomBiome);

 

 

ShroomBiome.java:

 

topBlock = (byte)CakeyMod.ShroomGrass.blockID;

 

fillerBlock = (byte)CakeyMod.ShroomGrass.blockID;

 

(I have got the ShroomGrass block working, so it can't be causing the errors in ShroomBiome.java.

Link to comment
Share on other sites

As far as I understand the code the biomes are pretty much hard-coded into GenLayerBiome in 1.7, which is why GameRegistry.addBiome is currently removed.

There is a way though, even if its pretty hacky.

Listen to the

WorldTypeEvent.InitBiomeGens

event.

The way the low-level world-generation works is by multiple instances of the

GenLayer

class which recursively generate the terrain based on integers. Somewhere in the chain there is the GenLayerBiome which you need to find, based on the "final" GenLayers you get from the event. It will take some reflection hacks and stuff but it's possible.

Once you find the GenLayerBiome you can modify the BiomeGenBase arrays in it.

 

I am not sure if this is the only way at the moment, but to me it seems like it.

 

Your obviously on to something here, I really want to find out more about this. I just looked up the the array, I'm in the process of digging through it, but one thing I'm wondering is what accesses the GenLayerBiome. In theory if you make a new GenModdedLayerBiome you can add your new biomes into the array THEN access the new file through that. but it doesn't seem to use a specific method to use this. If you can shed more light on this that would be AWESOME. I want to figure this crap out so we can start making biomes again!

Link to comment
Share on other sites

I feel like a pro now. I got it working!! No errors at the moment. Haven't just found my biome yet though and the generating is pretty laggy. I gotta leave for school now, but when i come back home I'll check if the biome is working and if it is, i can post the solution here and someone can make it even better. :)

Link to comment
Share on other sites

Thank you!

 

Did you find your biome yet? I have no errors but I can't find my biome.

I did change one line of code, simply because there was no other way to go about this.

diamondBiome = new BiomeGenBase(245)

I changed to

diamondBiome = new DiamondBiome(245)

Should have then accessed it all and rendered... right?

Link to comment
Share on other sites

If you look at the GenLayerBiome class you will see 4 Biome arrays. I am not 100% sure what each of them does. You should experiment a bit.

A few things.

The arrays in GenLayerBiome control the temperature. The new biomes have been reconstructed around the idea of temperate areas so, in theory, it is less likely that a desert will spawn near a snowy biome.

field_151623_c = Hot biomes (desert)

field_151623_d Temperate forest area (So forest biomes would go here)

field_151623_e Temperate Other (Hills, general biomes here)

field_151623_f Cold Biomes (Snowy tiaga ect.)

 

So most biomes really should go into e, however when I try anything BUT d (Which was the original field your code said) it throws the error. Is there something I'm missing? I feel like the biome is definitely in there... just I'm not getting it so I have two questions.

1) To change the array in your code I just change the field right? If so why would it error? It make no logical sense.

2) Is there a back door existing or one I can create to force the game to spawn in or near the biome I just created?

 

Thanks for all your help, you've helped us newbies more then you have to xD.

Link to comment
Share on other sites

nevermind I feel stupid. The field name isn't as simple as just changing a letter, the field name has different numbers... freshmen mistake.

Now as far as the second portion of my question. Is there an easy way to test that my biome is in the game? Cause even changing the fields I can't seem to find it anywhere.

Link to comment
Share on other sites

I'll say it again: I can't guarantee you that this method works. For finding your Biome in-game: I don't think there is a better way than just flying around.

YES IT DOES!!!!

I found it! You know what the problem was? I accidentally erased @EventHandler. You're the bomb! Thanks for being so patient! :)

Link to comment
Share on other sites

I'll say it again: I can't guarantee you that this method works. For finding your Biome in-game: I don't think there is a better way than just flying around.

YES IT DOES!!!!

I found it! You know what the problem was? I accidentally erased @EventHandler. You're the bomb! Thanks for being so patient! :)

 

Hi.

I was following along with this to see if any major revelations were made in the getting biomes to work in 1.7. Was just wanting to ask you if you are declaring your new biomes any differently from 1.6? Or something different in the biome files themselves?

 

I have successfully managed to add in a new biome, but the name that pops up is "null" rather than the custom biome name I have set, and it is rather laggy. The only thing I figure is that I have missed something that wasn't mentioned in-topic, and I thought I would ask.

 

Thanks.

Link to comment
Share on other sites

I would guess if you copied his code that you didn't actually do anything other then make a non-existent biome.

This should help in the

MinecraftForge.TERRAIN_GEN_BUS.register(this);

        TestBiome = (new TestBiome(56))[b][i].setBiomeName("Test Biome")[/i][/b].setHeight(height_LowPlains)
        
        {

        };	

i've put the .setbiomeName in bold because that is what names the biome. I'm not sure why it is laggy, mine isn't laggy and I've followed the code with only a few minor differences that shouldn't effect anything.

Link to comment
Share on other sites

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

    • Join one of the largest civilization experiments in Minecraft under our banner!   Our goal is to create the largest and most prominent civilization across the entirety of Minecraft, and we’d like you to join! We offer lots of unique roles and jobs that tailor to your specific skillset in Minecraft! You can build a city, participate in the government, or fight for Gold, God, and Glory on the battlefield!   Join our nation today! https://discord.gg/hb3cuaDezA
    • SOLVED: I had to make my own markDirty method, in that method I just call serializenbt. I have an issue where after I exit the world the capability data does not save when I reload the world. It will save the initial data such as village name but if I modify any data during gameplay theres a 5% chance the data saves when I exit then reload the world. I read the docs and was told that chunks need to be marked dirty but the docs does not say how to mark the chunk dirty... Heres the provider: public class ChunkCapProvider implements ICapabilityProvider, ICapabilitySerializable<CompoundTag> { private final Capability<IChunk> capability = ChunkCapability.CHUNK_CAPABILITY; private final ChunkCapability instance = new ChunkCapability(); private final LazyOptional lazy = LazyOptional.of(()->instance).cast(); public void invalidate(){ lazy.invalidate(); } @Nonnull @Override public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap, @Nullable Direction direction) { if(cap == capability ) return lazy; return LazyOptional.empty(); } @Override public CompoundTag serializeNBT() { return instance.serializeNBT(); } @Override public void deserializeNBT(CompoundTag tag) { instance.deserializeNBT(tag); } }   Heres the capability class: public class ChunkCapability implements IChunk { public static final ResourceLocation ID = new ResourceLocation(Main.MODID, "owner"); public static final String VILLAGE_NAME = "village_name"; public static final String SAVED_ROLES = "saved_roles"; public static final String SAVED_POINTS = "saved_points"; public static final String BAD_CHUNK = "BAD_VILLAGE_CHUNK"; public static Capability<IChunk> CHUNK_CAPABILITY = null; private String villageName = "BAD_VILLAGE_CHUNK"; private String savedRoles = ""; private String savedPoints = ""; public ChunkCapability(){ this.getClass(); } @Override public CompoundTag serializeNBT() { CompoundTag nbt = new CompoundTag(); nbt.putString(SAVED_ROLES, this.savedRoles); nbt.putString(SAVED_POINTS, this.savedPoints); nbt.putString(VILLAGE_NAME, this.villageName); return nbt; } public void deserializeNBT(CompoundTag tag) { this.setVillageName(tag.getString(VILLAGE_NAME)); this.setSavedRoles(tag.getString(SAVED_ROLES)); this.setSavedPoints(tag.getString(SAVED_POINTS)); } public String getVillageName() { return this.villageName; } public void setVillageName(String str) { this.villageName = str; } public void setSavedRoles(String str) { this.savedRoles = str; } public void setRole(String name, String role){ if(!this.hasRole(name)) { this.savedRoles += (name + ":" + role + ","); this.savedPoints += (name + ":" + 10 + ","); return; } String roleName = this.getRole(name); String firstStr = this.savedRoles.substring(0, this.savedRoles.indexOf(name + ":") + name.length() + 1); String lastStr = this.savedRoles.substring(this.savedRoles.indexOf(name + ":") + ((name.length() + 1) + roleName.length())); this.savedRoles = firstStr + role + lastStr; } public String getRole(String name){ if(this.savedRoles.isEmpty() || !this.savedRoles.contains(name)) { this.setRole(name, Roles.Role.FOREIGNER.getName()); } String fStr = this.savedRoles.substring(this.savedRoles.indexOf(name + ":"), this.savedRoles.indexOf(',')); return fStr.substring(fStr.indexOf(':') + 1); } public boolean hasRole(String name) { if(this.savedRoles.isEmpty()) return false; return this.savedRoles.contains(name); } public String getSavedRoles() { return this.savedRoles; } public String getSavedPoints() { return this.savedPoints; } public void setSavedPoints(String name) { this.savedPoints = name; } public int getPoints(String name) { if(this.savedPoints.isEmpty() || !this.savedRoles.contains(name)) this.setPoints(name, 10); String fStr = this.savedPoints.substring(this.savedPoints.indexOf(name + ':')); return Integer.parseInt(fStr.substring(fStr.indexOf(':') + 1, fStr.indexOf(','))); } public void setPoints(String name, int rV) { if(!this.hasPoints(name)){ this.savedPoints += (name + ":" + rV + ","); return; } String oldPoints = String.valueOf(this.getPoints(name)); String points = String.valueOf(rV); String firstStr = this.savedPoints.substring(0, this.savedPoints.indexOf(name + ":") + name.length() + 1); String lastStr = this.savedPoints.substring(this.savedPoints.indexOf(name + ":") + ((name.length() + 1) + oldPoints.length())); Minecraft.getInstance().player.displayClientMessage(Component.nullToEmpty("Saved String: " + (firstStr + points + lastStr)), false); this.savedPoints = (firstStr + points + lastStr); } public boolean hasPoints(String name) { if(this.savedPoints.isEmpty()) return false; return this.savedPoints.contains(name); } }   Heres where I attach/register: @Mod.EventBusSubscriber(modid = Main.MODID) public class CapabilityEvents { @SubscribeEvent public static void attachCapability(AttachCapabilitiesEvent<LevelChunk> event){ ChunkCapProvider provider = new ChunkCapProvider(); event.addCapability(ChunkCapability.ID, provider); event.addListener(provider::invalidate); } }  
    • Id use this ServerLevel#findNearestMapFeature  
    • Trying to play with the mods: Tinkers Construct, Buildcraft and the Blood Magic addon Blood Arsenal; the game crashes. I noticed that when trying to use only two of the three in any combination the game opens without problems, but when trying to put all three together the error occurs. Is there any configuration I can modify or any other way to solve the problem?   ---- Minecraft Crash Report ---- // Hi. I'm Minecraft, and I'm a crashaholic. Time: 5/22/24 8:48 PM Description: There was a severe problem during mod loading that has caused the game to fail cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: tconstruct/library/weaponry/AmmoWeapon     at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)     at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)     at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)     at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)     at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)     at net.minecraft.client.main.Main.main(SourceFile:148)     at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)     at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)     at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)     at java.lang.reflect.Method.invoke(Unknown Source)     at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)     at net.minecraft.launchwrapper.Launch.main(Launch.java:28) Caused by: java.lang.NoClassDefFoundError: tconstruct/library/weaponry/AmmoWeapon     at java.lang.Class.forName0(Native Method)     at java.lang.Class.forName(Unknown Source)     at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:42)     at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512)     at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)     at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)     at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)     at java.lang.reflect.Method.invoke(Unknown Source)     at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)     at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)     at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)     at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)     at com.google.common.eventbus.EventBus.post(EventBus.java:275)     at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)     at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)     at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)     at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)     at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)     at java.lang.reflect.Method.invoke(Unknown Source)     at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)     at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)     at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)     at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)     at com.google.common.eventbus.EventBus.post(EventBus.java:275)     at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)     at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)     ... 10 more Caused by: java.lang.ClassNotFoundException: tconstruct.library.weaponry.AmmoWeapon     at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)     at java.lang.ClassLoader.loadClass(Unknown Source)     at java.lang.ClassLoader.loadClass(Unknown Source)     ... 36 more Caused by: java.lang.NoClassDefFoundError: tconstruct/library/weaponry/AmmoItem     at java.lang.ClassLoader.defineClass1(Native Method)     at java.lang.ClassLoader.defineClass(Unknown Source)     at java.security.SecureClassLoader.defineClass(Unknown Source)     at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)     ... 38 more Caused by: java.lang.ClassNotFoundException: tconstruct.library.weaponry.AmmoItem     at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)     at java.lang.ClassLoader.loadClass(Unknown Source)     at java.lang.ClassLoader.loadClass(Unknown Source)     ... 42 more A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- System Details -- Details:     Minecraft Version: 1.7.10     Operating System: Windows 10 (x86) version 10.0     Java Version: 1.8.0_411, Oracle Corporation     Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation     Memory: 271923192 bytes (259 MB) / 402653184 bytes (384 MB) up to 536870912 bytes (512 MB)     JVM Flags: 9 total; -Xmx512M -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M -XX:+IgnoreUnrecognizedVMOptions -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump     AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used     IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0     FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 14 mods loaded, 14 mods active     States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored     UC    mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)      UC    FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)      UC    Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)      UC    AWWayofTime{v1.3.3} [Blood Magic: Alchemical Wizardry] (BloodMagic-1.7.10-1.3.3-17.jar)      UC    Mantle{1.7.10-0.3.2.jenkins191} [Mantle] (Mantle-1.7.10-0.3.2b.jar)      UE    TConstruct{1.7.10-1.8.8.build991} [Tinkers' Construct] (TConstruct-1.7.10-1.8.8.build991.jar)      UC    BloodArsenal{1.2-5} [Blood Arsenal] (BloodArsenal-1.7.10-1.2-5.jar)      UC    BuildCraft|Core{7.1.25} [BuildCraft] (buildcraft-7.1.25.jar)      UC    BuildCraft|Builders{7.1.25} [BC Builders] (buildcraft-7.1.25.jar)      UC    BuildCraft|Robotics{7.1.25} [BC Robotics] (buildcraft-7.1.25.jar)      UC    BuildCraft|Silicon{7.1.25} [BC Silicon] (buildcraft-7.1.25.jar)      UC    BuildCraft|Energy{7.1.25} [BC Energy] (buildcraft-7.1.25.jar)      UC    BuildCraft|Transport{7.1.25} [BC Transport] (buildcraft-7.1.25.jar)      UC    BuildCraft|Factory{7.1.25} [BC Factory] (buildcraft-7.1.25.jar)      GL info: ' Vendor: 'Intel' Version: '4.4.0 - Build 21.20.16.4541' Renderer: 'Intel(R) HD Graphics 610'     Mantle Environment: Environment healthy.     TConstruct Environment: Environment healthy.
    • fixed this problem but now i have a new one  java.lang.RuntimeException: java.lang.NoSuchFieldException: processor  Help 
  • Topics

×
×
  • Create New...

Important Information

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