Jump to content

Bad Generation Biome


xGamer_Allx

Recommended Posts

Hello all,

Tpday a create new Biome but the generation have a problem,

I searched and I find tutorial but not work;

I used the tutorial in this link: http://www.minecraftforum.net/topic/1804965-how-to-create-a-biome-using-forge-152-151-15/

The Biome generate have a problem with the topblock and filler block...

In my biome class the topblock is DirtyOrange, but in the game the block generate is the redstone ore block...

Help me;

Link to comment
Share on other sites

It may be helpful if you were to post a picture/C+P a bit of the generation code for the biome, so people may be able to see what is wrong.

If we can't see it, we can't really help you.

 

All I can suggest without seeing it is maybe you have the wrong "reference" for the top block (I dunno, I am not good with biomes)

Why bother?

Link to comment
Share on other sites

You cant want from us to help you with that kind of problem without posing at least a bit of your code

also

the code is equal at the code on the link of the tutorial

Your code is not equal if you changed top block or unless you just copied whole code from that tutorial

 

Also i strongly recommend Wuppy29´s sutorials at wiki page or http://wuppy29.blogspot.nl/2012/10/forge-modding.html

 

Link to comment
Share on other sites

My Generatiom Biome Code is:

public class BiomeGenConaminatedPlain extends BiomeGenBase {

public BiomeGenConaminatedPlain(int par1) {
		super(par1);
		this.topBlock = (byte)mod_modding.RadioactiveDirt.blockID;
		this.fillerBlock = (byte)mod_modding.BoneBlock.blockID;
		 }

Link to comment
Share on other sites

Then:

The biome exist but as top block and filler block generate random block;

GenBaseBiomeCode:

public BiomeGeBetaPlain(int par1) {
		super(par1);
		this.topBlock = (byte)mod_modding.RadioactiveDirt.blockID;
		this.fillerBlock = (byte)mod_modding.BoneBlock.blockID;
		 }
		 }

 

Main Code:(I removed inutil part)

public class mod_modding {
    public static BiomeGenBase BetaPlains;
public static Block RadioactiveDirt;
public static int RadioactiveDirtID;
public static Block BoneBlock;
public static int BoneBlockID;
@PreInit
    public void preInit(FMLPreInitializationEvent event) {
    	Configuration config = new Configuration(event.getSuggestedConfigurationFile());
config.load();
    	RadioactiveDirtID= config.get(Configuration.CATEGORY_BLOCK, "RadioactiveDirtID", 2816).getInt();
    	BoneBlockID= config.get(Configuration.CATEGORY_BLOCK, "BoneBlockID", 2817).getInt();
config.save();
RadioactiveDirtID= new BlockDirtR(RadioactiveDirtID).setHardness(0.3F).setUnlocalizedName("RDirt");
BoneBlock= new BlockBB(BoneBlockID).setHardness(0.3F).setUnlocalizedName("BB");
}
@Init
	public void load(FMLInitializationEvent event)
{
	BetaPlains = new BiomeGenBetaPlain(57).setBiomeName("Beta Plain").setDisableRain().setTemperatureRainfall(1F, 0.5F).setMinMaxHeight(0.2F, 1F);
GameRegistry....ect...
}

Help me

Link to comment
Share on other sites

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.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Great that is working in your case. Are there any other solutions I can try? Mine is not working for a week.
    • We tried but now it doesnt even load, it gets stuck on loading. https://mclo.gs/sYJGdXx
    • the modpack start but when i close crash DEBUG LOG : https://paste.ee/p/3WjHl#section0
    • Looks like an issue with betterpingdisplay - make a test without it
    • I made a basic homing arrow, which I am going to refine further, but as of now I have the problem of the Arrow not rendering properly. It works fine on the server side, but on the client it always appears as if the arrow was flying normally, until it synchs and teleports around.   [https://gemoo.com/tools/upload-video/share/661346070437036032?codeId=MpmzxaW0pBpE1&card=661346066800603136&origin=videolinkgenerator] the white particles are created by the entity every tick on the server side and represent its actual flying path.   My best guess is that this behaviour is caused, because minecraft appears to try to predict the projectiles path on the client side instead of constantly synching (perhaps something to do with it implementing the TracableEntity interface??). I am thinking I need help with either 1. Getting the client to use my custom Tick function in its path prediction, or 2. (the less elegant solution) getting the game to synch up the direction, position and movement etc. every tick.     Note that my custom arrow class extends AbstractArrow. everything important it does: private static final EntityDataAccessor<Integer> TARGET_ENTITY = SynchedEntityData.defineId(ReachArrow.class, EntityDataSerializers.INT); @Override public void addAdditionalSaveData(CompoundTag pCompound) { super.addAdditionalSaveData(pCompound); pCompound.putInt("TargetEntity", this.getTargetEntity()); } @Override public void readAdditionalSaveData(CompoundTag pCompound) { super.readAdditionalSaveData(pCompound); this.setTargetEntity(pCompound.getInt("TargetEntity")); } @Override protected void defineSynchedData() { super.defineSynchedData(); this.entityData.define(TARGET_ENTITY, -1); } @Override public void shootFromRotation(Entity pShooter, float pX, float pY, float pZ, float pVelocity, float pInaccuracy) { LivingEntity target = ReachArrow.findNearestTarget(this.level(),(LivingEntity) pShooter,50d); if(pShooter instanceof LivingEntity && target !=null){ //pShooter.sendSystemMessage(Component.literal("setting id "+target.getId()+" as target")); setTargetEntity(target.getId()); //pShooter.sendSystemMessage(Component.literal("target set")); } super.shootFromRotation(pShooter, pX, pY, pZ, pVelocity, pInaccuracy); } public static LivingEntity findNearestTarget(Level world, LivingEntity shooter, double range) { AABB searchBox = shooter.getBoundingBox().inflate(range); List<LivingEntity> potentialTargets = world.getEntitiesOfClass(LivingEntity.class, searchBox, EntitySelector.NO_SPECTATORS); LivingEntity nearestTarget = null; double closestDistance = Double.MAX_VALUE; for (LivingEntity potentialTarget : potentialTargets) { if (potentialTarget != shooter && potentialTarget.isAlive()) { double distance = shooter.distanceToSqr(potentialTarget); if (distance < closestDistance) { closestDistance = distance; nearestTarget = potentialTarget; } } } return nearestTarget; } I tried fixing the problem by storing the Target using SynchedEntityData, which not only didn't fix the problem, but also added unwanted, blue particles to the arrow (like on tipped arrow) Thank you in advance for any help or hints, I am quite new at this so you could probably help me a lot. :)
  • Topics

×
×
  • Create New...

Important Information

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