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[1.16.1] Error Occurs During mod Loading


Pickle_Face5

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1 hour ago, diesieben07 said:

You cannot just call get() on your registry objects in a static initializer. They are not initialized by then. In general do not store the result of get(), just call get() when you need the block/item/etc.

So what do I do? Sorry, but I'm really bad at following tips. :<

 

1 hour ago, diesieben07 said:

Also: You cannot add features in FMLLoadCompleteEvent. Use FMLCommonSetupEvent and DeferredWorkQueue.

This tip I get.

The weird thing is is that this is almost exactly the same code than other mods I have made, like the registry and the main java file. That's why I said I think the Flower Gen is the problem, I havent't really done it before.

TL,DR: please elaborate a little more.

Have some lorem ispum.

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// Initialize Stuff
    public static final BlockClusterFeatureConfig BLUEBERRY_BUSH_CONFIG = (new net.minecraft.world.gen.feature.BlockClusterFeatureConfig.Builder(new SimpleBlockStateProvider(Registry.BLUEBERRY_BUSH.get().getDefaultState().with(SweetBerryBushBlock.AGE, 3)), SimpleBlockPlacer.field_236447_c_)).tries(64).whitelist(ImmutableSet.of(Blocks.GRASS_BLOCK.getDefaultState().getBlock())).func_227317_b_().build();
    }

So do this?

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Alright, here's the final code:

package com.pickleface.survival.world.gen;

import com.google.common.collect.ImmutableSet;
import com.pickleface.survival.Registry;
import com.pickleface.survival.Survival;
import net.minecraft.block.Blocks;
import net.minecraft.block.SweetBerryBushBlock;
import net.minecraft.world.biome.Biome;
import net.minecraft.world.gen.GenerationStage;
import net.minecraft.world.gen.blockplacer.SimpleBlockPlacer;
import net.minecraft.world.gen.blockstateprovider.SimpleBlockStateProvider;
import net.minecraft.world.gen.feature.BlockClusterFeatureConfig;
import net.minecraft.world.gen.feature.Feature;
import net.minecraft.world.gen.placement.FrequencyConfig;
import net.minecraft.world.gen.placement.Placement;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.event.lifecycle.FMLCommonSetupEvent;
import net.minecraftforge.registries.ForgeRegistries;

@Mod.EventBusSubscriber(modid = Survival.MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD)
public class SurfaceGen {
    public static final BlockClusterFeatureConfig BLUEBERRY_BUSH_CONFIG =
            (new net.minecraft.world.gen.feature.BlockClusterFeatureConfig.Builder
                    (new SimpleBlockStateProvider
                            (Registry.BLUEBERRY_BUSH.get().getDefaultState().with
                                    (SweetBerryBushBlock.AGE, 3)),
                            SimpleBlockPlacer.field_236447_c_)).tries(64).whitelist
                    (ImmutableSet.of(Blocks.GRASS_BLOCK.getDefaultState().getBlock()))
                    .func_227317_b_().build();

    @SubscribeEvent
    public static void genSurfaceDecorations(FMLCommonSetupEvent event) {
        for (Biome biome: ForgeRegistries.BIOMES) {
            biome.addFeature(GenerationStage.Decoration.VEGETAL_DECORATION, Feature.RANDOM_PATCH.withConfiguration(BLUEBERRY_BUSH_CONFIG).withPlacement(Placement.COUNT_HEIGHTMAP_DOUBLE.configure(new FrequencyConfig(1))));
        }
    }
}

Like I said earlier, I'm bad at listening to tips, so a little list of instructions and a clear saying of what to do will speed this up. Like I said earlier, I'm sorry this is taking a while and thank you for helping.

Have some lorem ispum.

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Assign their values when they are being registered.

For example

public static Item TEST_ITEM = null;

@SubscribeEvent
public static void registerItems(RegistryEvent.Register<Item> event)
{
   event.getRegistry().registerAll(
         TEST_ITEM = new Item();
   );
}
Edited by poopoodice
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2 hours ago, poopoodice said:

Assign their values when they are being registered.

For example


public static Item TEST_ITEM = null;

@SubscribeEvent
public static void registerItems(RegistryEvent.Register<Item> event)
{
   event.getRegistry().registerAll(
         TEST_ITEM = new Item();
   );
}

I can’t test this right now, but thank you!

Have some lorem ispum.

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6 hours ago, poopoodice said:

Assign their values when they are being registered.

For example


public static Item TEST_ITEM = null;

@SubscribeEvent
public static void registerItems(RegistryEvent.Register<Item> event)
{
   event.getRegistry().registerAll(
         TEST_ITEM = new Item();
   );
}

Final message hopefully:

    // Items
    @SubscribeEvent
    public static void registerItems(RegistryEvent.Register<Item> event)
    {
        event.getRegistry().registerAll(
                NETHERITE_HORSE_ARMOR = new HorseArmorItem(16, new ResourceLocation(Survival.MOD_ID + ":textures/entity/horse/armor/horse_armor_netherite.png"), new Item.Properties().group(ItemGroup.MISC)),
                BLUEBERRY = new BlockItem(BLUEBERRY_BUSH.getBlock(), new Item.Properties().group(ItemGroup.FOOD).food(new Food.Builder().hunger(2).build()))
          
        );
    }

So this?

Also, if I do this way how would I make the model for it in the resources folder (like the modid:name thing)? I nevered specified a name.

Have some lorem ispum.

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