Jump to content

Recommended Posts

Posted

I am trying to make a custom biome and i got my custom tree to spawn but not as frequent as i would like and i cant seem to figure out how to make it spawn more. I add my flowers with the addFlowers method in the constructor  and only one spawns when i bonemeal the ground.  I cant seem to find a away that works to make my flowers randmly spawn in the biome.

 

Here is my class:

 

  Reveal hidden contents

 

Posted

What are the addFlower and plantFlower functions? Are they in BiomeGenBase? If so, just use WorldGenFlowers to generate your flowers. And maybe move your world gen code to a class that implements IWorldGenerator.

Check out my mod, Realms of Chaos, here.

 

If I helped you, be sure to press the "Thank You" button!

Posted

Yes addflowers and plant flowers are in biomegenbase.  Add flowers I think adds them to a list and when you bone meal it picks flowers based on weight.  Were would I use worldgenflowers?

Posted

Change y in your decorate method to world.getHeightValue(x, z) add the following to your decorate method:

 

new WorldGenFlowers(ModBlocks.plasticFlower).generate(world, random, x, y, z);

Check out my mod, Realms of Chaos, here.

 

If I helped you, be sure to press the "Thank You" button!

Posted

Ok that works but I have one promblem.  I have multiply flowers but just with fifferent metadata.  So how would I make it spawn all the flowers just not the first flower with metadata 0?

Posted

Make your own WorldGenFlowers class that accepts metadata as a parameter. Here is one you can copy and paste:

 

public class ModWorldGenFlowers extends WorldGenerator
{
    private Block flower;
    private int meta;

    public ModWorldGenFlowers(Block flower, int metadata)
    {
        this.flower = flower;
        this.meta = metadata;
    }

    public boolean generate(World world, Random rand, int i, int j, int k)
    {
        for (int var6 = 0; var6 < 64; ++var6)
        {
            int var7 = i + rand.nextInt( - rand.nextInt(;
            int var8 = j + rand.nextInt(4) - rand.nextInt(4);
            int var9 = k + rand.nextInt( - rand.nextInt(;

            if (world.isAirBlock(var7, var8, var9) && (!world.provider.hasNoSky || var8 < 255) && this.flower.canBlockStay(world, var7, var8, var9))
            {
                world.setBlock(var7, var8, var9, this.flower, this.meta, 2);
            }
        }

        return true;
    }
}

Check out my mod, Realms of Chaos, here.

 

If I helped you, be sure to press the "Thank You" button!

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

    • Make a test with another Launcher like the Curseforge Launcher, MultiMC or AT Launcher
    • can anyone help me i am opening forge and add modpacks and then it says unable to update native luancher and i redownlaod java and the luancher it self?
    • The problem occurs also in 1.20.1 Forge, but with an "Error executing task on client" instead. I have "Sinytra Connector" installed. On 1.21.5 Fabric, there is no problem. When this happens, the chat message before the death screen appears gets sent, with an extra dash added.
    • Well, as usual, it was user error. Naming mismatch in sounds.json.  Please delete this post if you find it necessary. 
    • Hello Forge community.  I'm running into an issue with a mod I'm working on.  To preface, I can call /playsound modId:name music @a and I can hear the sound I registered being played in game. Great!  However, I cannot get it to trigger via my mod code.    Registration: public static final RegistryObject<SoundEvent> A_WORLD_OF_MADNESS = SOUND_EVENTS.register("a_world_of_madness", () -> new SoundEvent(new ResourceLocation("tetheredsouls", "a_world_of_madness")));   Playback: Minecraft mc = Minecraft.getInstance(); if (!(mc.player instanceof LocalPlayer) || mc.level == null) return; LocalPlayer player = (LocalPlayer) mc.player; BlockPos pos = player.blockPosition(); SoundEvent track = ModSounds.A_WORLD_OF_MADNESS.get(); System.out.println(track); System.out.println(pos); System.out.println(player); // play exactly like the tutorial: client-only, at the player's position try { mc.level.playLocalSound( player.getX(), player.getY(), player.getZ(), track, SoundSource.MUSIC, // Or MASTER if needed 1f, 1f, false ); System.out.println("[DEBUG] playSound success: " + track.getLocation()); } catch (Exception e) { System.err.println("[ERROR] Failed to play sound: " + track.getLocation()); e.printStackTrace(); } Sounds.json:   { "theme_of_laura": { "category": "music", "sounds": [ { "name": "tetheredsouls:a_world_of_madness", "stream": true } ] } } Things I have tried: - multiple .ogg files. Short .ogg files (5 seconds, <100KB).  - default minecraft sounds imported from import net.minecraft.sounds.SoundEvents; These work given my code. No idea why these are different.  - playSound() method, as well as several others in past iterations that did not work   I would be forever grateful if somebody could point me in the right direction. I've looked at several mod github repositories and found extremely similar code to what I'm doing. I've also found several threads in this forum that did not solve my issue. I just cannot figure out what I'm doing differently, and why I'm able to queue sounds manually with playsound but the code won't play it (despite confirming the code is being run with the debug statements.)
  • Topics

×
×
  • Create New...

Important Information

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