Posted November 26, 201410 yr Hello, We are creating a custom village by just replacing the blocks with other blocks styled to fit the biome. We do this by listening to the BiomeEvent.GetVillageBlockID event, like this: @SubscribeEvent public void event(BiomeEvent.GetVillageBlockID event){ if (WorldChunkManagerNorthrend.allowedBiomes.indexOf(event.biome) != -1){ event.setResult(Event.Result.DENY); event.replacement = ...; } What we has found is that there are two reasons why the biome can be null: The structure is a well, in which case mojang sets startPiece to null, for understandable reasons since the well is the origin of the village. Even though we would like to get the biome here as well, I can understand and accept this. For some strange reason, whole villages sometimes has a null biome. Sadly enough, we've not been able to find the cause of this. The only way out seems to be making a custom version of all the biome gen things, which is several really fat files. As you probably can understand, we would love to avoid that. What would you suggest we should do?
November 28, 201410 yr Maybe this solution is to simple, but I think(I don't know exactly what you mean) but if you get a numm pinter Exception, you could try it with a !null statement Creator of Extra Shoes Watch out, I'm total jerk, and I'll troll anybody if it feels like its necessary. Pls report me then
November 29, 201410 yr Author Maybe this solution is to simple, but I think(I don't know exactly what you mean) but if you get a numm pinter Exception, you could try it with a !null statement The problem with it being null is that we don't know if it's a vanilla village or one of our own villages, so that would not work
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