Jump to content

Recommended Posts

Posted (edited)

Greetings. I have a custom biome in which i am trying to generate a custom village structure. I have created all the various related .nbt structures and I have copy-pasted all code from vanilla. 

I have tried two approaches. First, i tried adding the structure in the biome constructor itself, but it crashes with a NPE on RegistryObject.get(). The second approach was to add the structure via world generation using DeferredWorkQueue, and that seems to be working as far as not crashing. The issue I'm having is probably related to a lack of understanding of Forge concepts, but I am unable to pin-point the cause of it.

 

I am able to create a world with only my custom biome, and all vanilla features obviously work flawlessly, but I keep getting the same error all over the place:

[IO-Worker-20/ERROR] [minecraft/IOWorker]: Failed to store chunk [-23, -35]
java.lang.NullPointerException: null

 

Previously I had all sorts of issues, from "missing ID mapping" to "[JigsawManager] Empty or none target pool: minecraft:village/common/...", and I still haven't figured out why I always spawn underground (inside of blocks) whenever I create a Single Biome world using my biome. This last issue seems to be related to the biome's depth, because setting it to  0.5F instead of anything above 0.7F has the player spawning normally on the surface. I had never dealt with world generation before, so I apologize if some of the issues I'm bringing up might be trivial.

 

I have created a temporary GitHub repository to avoid unnecessarily copy-pasting code on this forum. Also, the debug.log file is about 15 thousand lines long, so I have hosted it on a third-party website for obvious reasons.

If I have failed to provide critical information, I will gladly do as I am told. I have dealt with these issues for the past 3 hours, solving one and getting another.

 

Thanks in advance, and have a nice day.

Edited by -fr0st-
Grammar
Posted (edited)

After tons of debugging it seems I have managed to get rid of the errors by overriding getStructureName() inside ModVillageStructure and also calling 

Structure.field_236365_a_.put()

during registration of structure pieces (which I do with the aid of DeferredWorkQueue as part of world generation), but the issue persists.

Now something weird happens: if I create a normal world I am able to locate my biome but i cannot locate my custom structure (not even with /locate); if I create a single biome world then /locate works but it always says something like "The nearest mod_village is 10 blocks away" and it's clearly false. There is nothing there. I have also noticed that this distance never exceeds 16 blocks, which is the size of a chunk, and the coordinates given are always multiples of 16... this is weird and probably has a reason, right? Here is a screenshot of what happens. I have no clue how to tackle this issue because there are no errors. The classes involved are the following:

Mod ClassModRegistry.javaModStructures.javaModWorldGen.javaModVillageStructure.javaModVillagePieces.java

 

I'm at a loss. Thanks for your patience.

 

Edited by -fr0st-
Posted (edited)
45 minutes ago, -fr0st- said:

getStructureName()

I think, this name should include your mod id (not sure)

45 minutes ago, -fr0st- said:

if I create a normal world I am able to locate my biome but i cannot locate my custom structure (not even with /locate)

May you look down in spectator mode? I wonder, if they are generated underground.

45 minutes ago, -fr0st- said:

Here is obvious problem with placement config, I can't even find, where you specify it. Vanilla makes it in DefaultBiomeFeaturesClass:

(mapping may differ, so I'll use some common descriptions)

Look at public static final StructureFeature<VillageConfig, ? extends Structure<VillageConfig>> objects initialization. If fact, they are defined as method output of some field at class Structure. And this field is public static final Structure<VillageConfig> object, in it's definition you may see some mention of surface.

So, where do you specify placement config?

Read sign.

Edited by Dzuchun

Everything said above may be absolutely wrong. No rights reserved.

Posted (edited)

I have tried going into spectator mode, but all I see is caves and lava pools, unfortunately...

 

Vanilla does it this way:

   public static final Structure<VillageConfig> field_236381_q_ = func_236394_a_("Village", new VillageStructure(VillageConfig.field_236533_a_), GenerationStage.Decoration.SURFACE_STRUCTURES);
   public static final StructureFeature<VillageConfig, ? extends Structure<VillageConfig>> VILLAGE_PLAINS = Structure.field_236381_q_.func_236391_a_(new VillageConfig(new ResourceLocation("village/plains/town_centers"), 6));

The problem is that the structure is registered through a method that stores the GenerationStage.Decoration parameter in a private map:

private static final Map<Structure<?>, GenerationStage.Decoration> field_236385_u_ = Maps.newHashMap();

which is the only mention of placement of any kind i can find. In fact, I copy-pasted everything from vanilla and you're right as far as me not specifying any placement configuration. Maybe I overlooked where vanilla does it?

 

Also, looking back at the screenshot it is apparent not all distances are within 16 blocks... just wanted to rectify.

Edited by -fr0st-
Posted
11 minutes ago, -fr0st- said:

Vanilla does it this way:

Yeah, you got right fields.

12 minutes ago, -fr0st- said:

The problem is that the structure is registered through a method that stores the GenerationStage.Decoration parameter in a private map:

It does, but here's what I found in same class:

   public GenerationStage.Decoration func_236396_f_() {
      return field_236385_u_.get(this);
   }

So, you may try override this method for your structure and return GenerationStage.Decoration instance (they are public, don't worry).

Everything said above may be absolutely wrong. No rights reserved.

Posted (edited)
8 minutes ago, Dzuchun said:

So, you may try override this method for your structure and return GenerationStage.Decoration instance (they are public, don't worry).

You're absolutely right, why didn't I think of this? Let's see if anything changes...

 

Edit: Turns out nothing changed. The /locate command always tells me there's a village nearby, but there is none. There's still this annoying thing that every time i create a world with my biome only, I spawn at y=65 even though the surface level is around at y>90 ish... which results in slow death if in survival mode.

Edited by -fr0st-
  • Confused 1
Posted

It turns out my only issue was coding late at night and not noticing I had failed to rename my town center structures to correctly match what I was registering with JigsawManager. The fix was literally renaming three files, the starting points for village generation. The problem is that I did not see any errors in console, otherwise this would haven been trivial. 

 

Now I kinda have the opposite problem, extremely abundant village generation. Where does vanilla specify generation chance? Is it related to the fact that the generation happens via DeferredWorkQueue instead of the biome constructor like vanilla? (which gives me a NPE because RegistryObject<Structure> is not present at that time)

Posted (edited)
7 hours ago, -fr0st- said:

Now I kinda have the opposite problem, extremely abundant village generation.

Actually, no. Probem left the same. Minecraft generated village in any chuck (which you can see in /locate command output). So, now you still need to configure generation.

After burrying a little inside vanilla code I found

protected boolean func_230363_a_(ChunkGenerator, BiomeProvider, long, SharedSeedRandom, int, int, Biome, ChunkPos, C) at Structure class. You may try to override it and return true only if some small probability happens (not very good at English). I think, these two ints in the middle are chuck coordinates.

 

P.S.:

Man, this looks awesome!

 

EDIT: I feel like this may help to reduce actual generation, but your structure still will be detected at every chunk.

Edited by Dzuchun

Everything said above may be absolutely wrong. No rights reserved.

Posted

You helped me greatly, thank you so much! Now I am able to affect the spawning chance of my  village, but i feel like it's still a couple of steps away from vanilla ones: here's what I'm talking about.

Vanilla villages are rigidly placed but somehow they "extend" the foundations to match the terrain they're on, and also I kind of noticed that if the houses spawn inside of mountains they are basically unaccessible since the air inside of the house is not replacing the terrain blocks, I guess...

Is there a way to get rid of these issues? Would be very appreciated.

 

P.S: Thanks a lot for the compliment! :)

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

    • When I first heard about Bitcoin back in 2018, I was skeptical. The idea of a decentralized, digital currency seemed too good to be true. But I was intrigued as I learned more about the technology behind it and its potential. I started small, investing just a few hundred dollars, dipping my toes into the cryptocurrency waters. At first, it was exhilarating to watch the value of my investment grow exponentially. I felt like I was part of the future, an early adopter of this revolutionary new asset. But that euphoria was short-lived. One day, I logged into my digital wallet only to find it empty - my Bitcoin had vanished without a trace. It turned out that the online exchange I had trusted had been hacked, and my funds were stolen. I was devastated, both financially and emotionally. All the potential I had seen in Bitcoin was tainted by the harsh reality that with decentralization came a lack of regulation and oversight. My hard-earned money was gone, lost to the ether of the digital world. This experience taught me a painful lesson about the price of trust in the uncharted territory of cryptocurrency. While the technology holds incredible promise, the risks can be catastrophic if you don't approach it with extreme caution. My Bitcoin investment gamble had failed, and I was left to pick up the pieces, wiser but poorer for having placed my faith in the wrong hands. My sincere appreciation goes to MUYERN TRUST HACKER. You are my hero in recovering my lost funds. Send a direct m a i l ( muyerntrusted ( @ ) mail-me ( . )c o m ) or message on whats app : + 1 ( 4-4-0 ) ( 3 -3 -5 ) ( 0-2-0-5 )
    • You could try posting a log (if there is no log at all, it may be the launcher you are using, the FAQ may have info on how to enable the log) as described in the FAQ, however this will probably need to be reported to/remedied by the mod author.
    • So me and a couple of friends are playing with a shitpost mod pack and one of the mods in the pack is corail tombstone and for some reason there is a problem with it, where on death to fire the player will get kicked out of the server and the tombstone will not spawn basically deleting an entire inventory, it doesn't matter what type of fire it is, whether it's from vanilla fire/lava, or from modded fire like ice&fire/lycanites and it's common enough to where everyone on the server has experienced at least once or twice and it doesn't give any crash log. a solution to this would be much appreciated thank you!
    • It is 1.12.2 - I have no idea if there is a 1.12 pack
  • Topics

×
×
  • Create New...

Important Information

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