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Posted
4 hours ago, MaiTheLord said:

Hello, I am trying to create a custom dimension but when I am using the forge command to get into it the dimension not loading and I am stuck on the "generating surface" screen.

Here is the GitHub: https://github.com/MaiTheLord/heavenmod

 

Thanks.

It's hard to tell what your error is from the code, but I'd say you should look into how you're registering the dimension, it seems really weird. For instance this is how my DimensioInit class looks:

Spoiler

public class DimensionInit
{
    public static final DeferredRegister<ModDimension> DIMENSIONS = new DeferredRegister<>(ForgeRegistries.MOD_DIMENSIONS, StevesBizarreSurvival.MOD_ID);

    public static final RegistryObject<ModDimension> D4C_DIMENSION = DIMENSIONS.register("d4c_dimension", () -> new D4CDimensionType());
    public static final RegistryObject<ModDimension> D4C_DIMENSION_NETHER = DIMENSIONS.register("d4c_dimension_nether", () -> new D4CDimensionTypeNether());
    public static final RegistryObject<ModDimension> D4C_DIMENSION_END = DIMENSIONS.register("d4c_dimension_end", () -> new D4CDimensionTypeEnd());
}

 

Look around for some examples of other people creating dimensions, or at the vanilla dimensions' code.

On a separate note, if you're planning to release the mod on CurseForge or another site, put a bit more work into texturing, being a bad artist isn't a good excuse for a terrible looking mod.

It's sad how much time mods spend saying "x is no longer supported on this forum. Please update to a modern version of Minecraft to receive support".

Posted
13 hours ago, Novârch said:

It's hard to tell what your error is from the code, but I'd say you should look into how you're registering the dimension, it seems really weird. For instance this is how my DimensioInit class looks:

  Hide contents


public class DimensionInit
{
    public static final DeferredRegister<ModDimension> DIMENSIONS = new DeferredRegister<>(ForgeRegistries.MOD_DIMENSIONS, StevesBizarreSurvival.MOD_ID);

    public static final RegistryObject<ModDimension> D4C_DIMENSION = DIMENSIONS.register("d4c_dimension", () -> new D4CDimensionType());
    public static final RegistryObject<ModDimension> D4C_DIMENSION_NETHER = DIMENSIONS.register("d4c_dimension_nether", () -> new D4CDimensionTypeNether());
    public static final RegistryObject<ModDimension> D4C_DIMENSION_END = DIMENSIONS.register("d4c_dimension_end", () -> new D4CDimensionTypeEnd());
}

 

Look around for some examples of other people creating dimensions, or at the vanilla dimensions' code.

On a separate note, if you're planning to release the mod on CurseForge or another site, put a bit more work into texturing, being a bad artist isn't a good excuse for a terrible looking mod.

Thanks for your reply.

 

I will try to change the registry method.

 

How can I see the vanilla code? I am working on IntelliJ Idea.

 

The textures are temporary, I am pretty sure I am gonna change it.

Posted (edited)
3 hours ago, MaiTheLord said:

How can I see the vanilla code? I am working on IntelliJ Idea.

I don't use IntelliJ, but in Eclipse there's a folder in my project/package listing for "Referenced Libraries", and within there is a forge jar that contains the minecraft/forge code, and a client-extras jar that contains the assets like the jsons and such.

 

*edit: Oh, and don't listen to anyone giving you crap about your graphics. There are PLENTY of mods (and lots of popular ones included) with crappy graphics. Not that good images aren't cool, but don't let that stop you IN ANY WAY (including publishing to curseforge) from continuing/finishing your mod, because the fun and creativity your ideas bring to the game are MUCH greater than any stupid images will!

Edited by Ugdhar
Posted
4 hours ago, MaiTheLord said:

How can I see the vanilla code? I am working on IntelliJ Idea.

On the left panel, change your projet view from "projet" to "packages"

Then go to Libraries > net > minecraft

Posted
3 hours ago, Ugdhar said:

I don't use IntelliJ, but in Eclipse there's a folder in my project/package listing for "Referenced Libraries", and within there is a forge jar that contains the minecraft/forge code, and a client-extras jar that contains the assets like the jsons and such.

 

*edit: Oh, and don't listen to anyone giving you crap about your graphics. There are PLENTY of mods (and lots of popular ones included) with crappy graphics. Not that good images aren't cool, but don't let that stop you IN ANY WAY (including publishing to curseforge) from continuing/finishing your mod, because the fun and creativity your ideas bring to the game are MUCH greater than any stupid images will!

Thank you very much for all the help.

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