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Posted (edited)

I am experiencing troubles trying to add a custom structure into a custom biome. The problem is that my biome is registering before my structure and so of course i get a "Registry object not present" error on startup:

Quote

Exception message: java.lang.NullPointerException: Registry Object not present: betterendforge:mountain_structure

I saw this post a while ago but this seems to not be applicable concerning structure registration: https://forums.minecraftforge.net/topic/93134-solved-1163-registering-biome-with-modded-features/ at least not in a way i can figure out. It seems that there is not an overload of BiomeGenerationSettings.Builder#withStructure that accepts a Supplier. I should mention that both the biome and the structure works perfectly on their own. My biome is correctly added and generated in the End and i can generate my structure in vanilla biomes using the BiomeLoadingEvent, so the problem shows up only when trying to register the structure in my custom biome. Code for reference:

 

BiomeTemplate is just workaround wrapper to help constructing the biome, and BetterEndBiome stores a Biome object internally

public class CrystalMountainsBiome extends BetterEndBiome
{
	public CrystalMountainsBiome() 
	{
		super(new BiomeTemplate("crystal_mountains").setGrassColor(255, 133, 211).
				                  setFoliageColor(255, 133, 211).
				                  setMobSpawn(EntityClassification.MONSTER, EntityType.ENDERMAN, 50, 1, 2).
				                  addStructure(ModConfiguredStructures.MOUNTAIN_STRUCTURE)); // This will crash on startup
	}
}

Biome registry:

public class ModBiomes 
{
	public static final DeferredRegister<Biome> BIOMES = 
			DeferredRegister.create(ForgeRegistries.BIOMES, BetterEnd.MOD_ID);

	public static final RegistryObject<Biome> CRYSTAL_MOUNTAINS = BIOMES.register("crystal_mountains",
			() -> new CrystalMountainsBiome().getBiome());
}

Structure registry:

public class ModStructures 
{
    public static final Map<Structure<?>, StructureSeparationSettings> BETTEREND_STRUCTURES = new HashMap<>();
	
	public static final DeferredRegister<Structure<?>> STRUCTURES = 
			DeferredRegister.create(ForgeRegistries.STRUCTURE_FEATURES, BetterEnd.MOD_ID);
	
	public static final RegistryObject<Structure<NoFeatureConfig>> MOUNTAIN = registerStructure("mountain_structure", 
			new MountainStructure(NoFeatureConfig.field_236558_a_));
    
    private static <T extends Structure<?>> RegistryObject<T> registerStructure(String name, T structure) 
    {
        return STRUCTURES.register(name, () -> structure);
    }
    
    public static void setupStructures()
    {
    	setupStructure(MOUNTAIN.get(), 
    			new StructureSeparationSettings(5, 2, 1234567890));
    }
    
    private static <F extends Structure<?>> void setupStructure(F structure, 
    		StructureSeparationSettings structureSeparationSettings)
    {
       	//NAME_STRUCTURE_BIMAP
    	Structure.field_236365_a_.put(structure.getRegistryName().toString(), structure);

    	DimensionStructuresSettings.field_236191_b_ = // Default structures
                ImmutableMap.<Structure<?>, StructureSeparationSettings>builder()
                        .putAll(DimensionStructuresSettings.field_236191_b_)
                        .put(structure, structureSeparationSettings)
                        .build();
    	
    	BETTEREND_STRUCTURES.put(structure, structureSeparationSettings);
      }
 }

Configured structures:

public class ModConfiguredStructures 
{
    public static final StructureFeature<NoFeatureConfig, ? extends Structure<NoFeatureConfig>> MOUNTAIN_STRUCTURE = 
    		ModStructures.MOUNTAIN.get().func_236391_a_(IFeatureConfig.NO_FEATURE_CONFIG);

    private static <FC extends IFeatureConfig, F extends Structure<FC>> StructureFeature<FC, F> register(String name, StructureFeature<FC, F> structureFeature)
    {
        return WorldGenRegistries.register(WorldGenRegistries.CONFIGURED_STRUCTURE_FEATURE, name, structureFeature);
    }
    
    public static void registerStructureFeatures()
    {
    	WorldGenRegistries.register(WorldGenRegistries.CONFIGURED_STRUCTURE_FEATURE, 
    			new ResourceLocation(BetterEnd.MOD_ID, "mountain_structure"), MOUNTAIN_STRUCTURE);
    }
}

Relevant main class code:

    public BetterEnd() 
    {
    	IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus();

        modEventBus.addListener(this::setupCommon);
    	
        ModStructures.STRUCTURES.register(modEventBus);
    	ModBiomes.BIOMES.register(modEventBus);
    }

    private void setupCommon(final FMLCommonSetupEvent event)
    {
    	event.enqueueWork(() -> {
            ModStructures.setupStructures();
            ModConfiguredStructures.registerStructureFeatures();
        });     
    }

 

Does anyone know which way to go about this?

Edited by Beethoven92

Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

Posted
58 minutes ago, Beethoven92 said:

Does anyone know which way to go about this?

I am not super familiar with the world generation part of Minecraft, so forgive me if I am way off, but could you not just wait and add the structure to the biome until after your structure is registered (i.e. last in setupCommon)?

Posted
19 minutes ago, Beethoven92 said:

Does that imply i need to grab the structures list from the BiomeGenerationSettings and manually adding my own structure to the list?

Yes, use the getStructures() method, and add your custom structure.

Posted (edited)

I tried with this line at the end of the enqueueWork:

ModBiomes.CRYSTAL_MOUNTAINS.get().getGenerationSettings().structures.add(() -> ModConfiguredStructures.MOUNTAIN_STRUCTURE);

No crash but the structure is nowhere to be found inside the biome, and using the /locate command shows that in fact it is not generating anywhere

Edited by Beethoven92

Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

  • Beethoven92 changed the title to [1.16.3] Generate structure in custom biome
Posted
On 11/8/2020 at 9:15 PM, Beethoven92 said:

No crash but the structure is nowhere to be found inside the biome, and using the /locate command shows that in fact it is not generating anywhere

Alright, let's try another way: If you extend the BiomeGenerationSettings.Builder class, and add your own method that takes a structure supplier, i.e. something like this:

public static class Builder extends BiomeGenerationSettings.Builder {
  public BiomeGenerationSettings.Builder withStructureSupplier(Supplier<StructureFeature<?, ?>> structure) {
    this.structures.add(structure);
    return this;
  }
}

and then use this builder to create your biome instead. Does that work?

  • Like 1
Posted

Oh sorry Vemerion, i actually solved that issue yesterday and forgot to say that in the post..i have not tried what you suggest so i don't know if it works but it seems it actually could. Anyway i solved it by giving away the structure deferred register and by using static initializers for the Structure and the StructureFeature. Those are then registered inside the RegistryEvent.Register<Structure<?>. This way the code above works because now the structure is known at the time the biome is initalized. I was kinda hoping to do the job without giving away the deferred register though..so i may also try your idea. World generation stuff really seems to be a dirty job to handle right now..

  • Like 1

Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

Posted
9 hours ago, Beethoven92 said:

Oh sorry Vemerion, i actually solved that issue yesterday and forgot to say that in the post..i have not tried what you suggest so i don't know if it works but it seems it actually could. Anyway i solved it by giving away the structure deferred register and by using static initializers for the Structure and the StructureFeature. Those are then registered inside the RegistryEvent.Register<Structure<?>. This way the code above works because now the structure is known at the time the biome is initalized. I was kinda hoping to do the job without giving away the deferred register though..so i may also try your idea. World generation stuff really seems to be a dirty job to handle right now..

Ah, I am glad you were able to solve it! I agree with you, world generation is such a hassle right now, I am hesitant to even go near those systems. But it will get better down the line I guess. Also, just because I am curious, are you working on a port of the fabric BetterEnd mod, or are you creating your mod from scratch? Either way, interesting mod idea!

Posted
3 hours ago, vemerion said:

Also, just because I am curious, are you working on a port of the fabric BetterEnd mod, or are you creating your mod from scratch? Either way, interesting mod idea!

Yep, i am porting the BetterEnd fabric mod to Forge, because i find their asthetics crazy good (not really minecrafty though) and i think this mod deserves to be played by forge users also. Luckily they are working under the MIT license!

  • Like 1

Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

Posted
1 hour ago, Beethoven92 said:

Yep, i am porting the BetterEnd fabric mod to Forge, because i find their asthetics crazy good (not really minecrafty though) and i think this mod deserves to be played by forge users also. Luckily they are working under the MIT license!

Alright, cool! Be sure to give me a ping when you release the mod :) 

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