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[1.15.2] Custom mobs spawning in air


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My mobs spawn in the sky and die.


Here is how I register them in the FMLCommonStetupEvent

        BiomeInit.BIOMES.getEntries().stream().map(RegistryObject::get).filter(biome -> biome != BiomeInit.VOID_BIOME.get()).forEach(b ->
            List<Biome.SpawnListEntry> creatures = b.getSpawns(EntityClassification.CREATURE);
            creatures.add(new Biome.SpawnListEntry(EntityInit.ONE.get(), 50, 1, 3));
            creatures.add(new Biome.SpawnListEntry(EntityInit.ZERO.get(), 50, 1, 3));

            List<Biome.SpawnListEntry> monsters = b.getSpawns(EntityClassification.MONSTER);
            monsters.add(new Biome.SpawnListEntry(EntityInit.BUG.get(), 15, 3, 4));
            monsters.add(new Biome.SpawnListEntry(EntityInit.VIRUS.get(), 15, 1, 2));


I tried overriding the CreatureEntity#getPathWeight but I feel like it's not the right thing to do and it didn't work.

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6 minutes ago, ChampionAsh5357 said:

I'm guessing you forgot all about EntitySpawnPlacementRegistry from your previous post.

Well how do I do it because there is no ForgeRegistry for it ?

EDIT: I did try with canSpawn, didn't work.

Edited by QuantumSoul
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10 hours ago, ChampionAsh5357 said:

Why do you need a registry for it? You just literally call the register method when setting up the common lifecycle.

Well, I'd like to prevent my mobs from spawning in air. My question is how do I do so ?

I saw that vanilla mobs use EntitySpawnPlacementRegistry so that's why I asked;

I just want to know what is the best method do it;


3 hours ago, diesieben07 said:

You need to use DeferredWorkQueue to do this

I already do; The function above is called using DefferedWorkQueue#runLater;

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