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Posted

As the title says i'm having trouble getting entities that do not extend entitywatermob to spawn on water. I add to my entity code then code canspawnhere set to true and register as EnumCreatureType.WATER_CREATURE but they just keep spawning on land. I even pulled the code from the squid entity and changed the name and texture as well registered spawn as a WATER_CREATURE but even like that they wanted to spawn on land. As an alternative i'm using EntityJoingWorldEvent to make them spawn with squids but i'm getting way to many spawns. If i could get any help on what to add to my code to make entities only spawn a fraction of the time with squids it would be greatly appreciated thanks and sorry if this is common sense but i just cant find a reference to do so.

 

I register my water entity spawn like so

Spoiler

        EntityRegistry.addSpawn(EntityShark.class, 1, 1, 3, EnumCreatureType.WATER_CREATURE, ocean.toArray(new Biome[0]));

 

This is my code i'm using for my entity to spawn with squids

Spoiler

    @SubscribeEvent(priority=EventPriority.NORMAL, receiveCanceled=true)
    public void onSharkEvent(EntityJoinWorldEvent event)
    {
        if (event.getEntity() instanceof EntitySquid && event.getEntity().world.getBiome(new BlockPos(event.getEntity())) == Biomes.OCEAN)
        {
            int i = 0 + ((EntityLivingBase) event.getEntity()).getRNG().nextInt(2);

            for (int j = 0; j < i; ++j)
            {
                System.out.println("piranha spawn event");
                EntityShark shark = new EntityShark(event.getEntity().world);
                shark.copyLocationAndAnglesFrom(event.getEntity());
                event.getEntity().world.spawnEntity(shark);
                event.getEntity().setDead();
            }
        }
    }

 

Posted

ItAre you using a custom chunk generator or biomes? 

 

Okay, I tried to trace the execution and it is actually kinda confusing. The initial natural generation is called by chunk generator populate method which calls the WorldEntitySpawner.performWorldGenSpawning() method. That method specifically pulls up entity lists based on the biome.getSpawnableList() and checks for EnumCreatureType.CREATURE only.

 

The Biome class also has a getSpawnableList() method which picks the different lists based on the EnumCreatureType. So for EnumCreatureType.WATER_CREATURE it will return the biome's spawnableWaterCreatureList. The Forge EntityRegistry.addSpawn() method will call that getSpawnableList() for every biome you indicate.

 

So basically it should all work. However, the key is the specification of the biomes. In your code example you have ocean.toArray(new Biome[0]) -- what exactly is ocean?

 

Even then though, it should only spawn as water creature in those biomes. The ChunkGeneratorOverworld also calls up the spawn list for the biome with the getPossibleCreatures() methods which filters by creature type which is called (through a chain of calls) by WorldEntitySpawner.findChunksForSpawning() method. That cycles through all creature types but a very weird thing is that it checks if the creature would "collide" with any block or liquid and will kill it if it does. So I'm really not sure how water creatures really spawn.

 

The EnumCreatureType class has a material field which is Material.WATER for WATER_CREATURE. However, it doesn't seem to be used anywhere in the code -- there is no getter method at all and the field is private.

 

If I look at BiomeOcean and BiomeRiver, in their constructors they clear the regular spawn list, but not the water creature one. Therefore, after all that explanation I the way I think it all works is that you must make sure you do NOT add a water creature spawn to biome that also generates regular creatures, unless you handle the CanSpawn or related events to provide further judgement on the spawning. Otherwise, water creatures get no special extra treatment to check for being in water.

 

Maybe someone else knows better, but that is what I concluded. I suggest double-checking the biomes you're actually adding spawn for.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted
13 hours ago, jabelar said:

ItAre you using a custom chunk generator or biomes? 

 

Okay, I tried to trace the execution and it is actually kinda confusing. The initial natural generation is called by chunk generator populate method which calls the WorldEntitySpawner.performWorldGenSpawning() method. That method specifically pulls up entity lists based on the biome.getSpawnableList() and checks for EnumCreatureType.CREATURE only.

 

The Biome class also has a getSpawnableList() method which picks the different lists based on the EnumCreatureType. So for EnumCreatureType.WATER_CREATURE it will return the biome's spawnableWaterCreatureList. The Forge EntityRegistry.addSpawn() method will call that getSpawnableList() for every biome you indicate.

 

So basically it should all work. However, the key is the specification of the biomes. In your code example you have ocean.toArray(new Biome[0]) -- what exactly is ocean?

 

Even then though, it should only spawn as water creature in those biomes. The ChunkGeneratorOverworld also calls up the spawn list for the biome with the getPossibleCreatures() methods which filters by creature type which is called (through a chain of calls) by WorldEntitySpawner.findChunksForSpawning() method. That cycles through all creature types but a very weird thing is that it checks if the creature would "collide" with any block or liquid and will kill it if it does. So I'm really not sure how water creatures really spawn.

 

The EnumCreatureType class has a material field which is Material.WATER for WATER_CREATURE. However, it doesn't seem to be used anywhere in the code -- there is no getter method at all and the field is private.

 

If I look at BiomeOcean and BiomeRiver, in their constructors they clear the regular spawn list, but not the water creature one. Therefore, after all that explanation I the way I think it all works is that you must make sure you do NOT add a water creature spawn to biome that also generates regular creatures, unless you handle the CanSpawn or related events to provide further judgement on the spawning. Otherwise, water creatures get no special extra treatment to check for being in water.

 

Maybe someone else knows better, but that is what I concluded. I suggest double-checking the biomes you're actually adding spawn for.

Hey buddy thanks for trying to help, all biomes are what they are named

Spoiler

        Set<Biome> ocean=new HashSet<Biome>(BiomeDictionary.getBiomes(Type.OCEAN));

. Although i tried everything i could think of i could not get any creatures to spawn, i even tried making a custom mob material placement. I did find a way to make my spawns from my evenhandler to spawn a smaller rate tho, which seem to be the only thing working for my water spawns at the moment. I really appreciate you trying to help everyone out there, thanks and keep up the good work.

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