Jump to content

[1.16] Add custom features to a custom biome


kiou.23

Recommended Posts

I have a custom biome, and I want to add custom features to it. however, using ".withFeature()", in the biome generation settings isn't working, because the biome gets initialized before the features does, giving me a Null Pointer Exception

 

Biome (gets initialized through a deferred register):

@Mod.EventBusSubscriber(modid = Main.MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD)
public class ModBiomes {

    public static final DeferredRegister<Biome> BIOMES = DeferredRegister.create(ForgeRegistries.BIOMES, Main.MOD_ID);

    public static final RegistryObject<Biome> EFFETE_FOREST = BIOMES.register("effete_forest", Maker::EffeteForest);

    @SubscribeEvent
    public static void setupBiomes(FMLCommonSetupEvent event) {
        event.enqueueWork(() ->
            setupBiome(EFFETE_FOREST.get(), BiomeManager.BiomeType.WARM, 10000000, //1000
                Type.NETHER, Type.FOREST, Type.HOT, Type.DRY)
        );
    }

    private static void setupBiome(Biome biome, BiomeManager.BiomeType type, int weight, Type... types) {
        RegistryKey<Biome> key = RegistryKey.getOrCreateKey(
            ForgeRegistries.Keys.BIOMES,
            Objects.requireNonNull(ForgeRegistries.BIOMES.getKey(biome), "Biome registry name was null")
        );

        BiomeDictionary.addTypes(key, types);
        BiomeManager.addBiome(type, new BiomeManager.BiomeEntry(key, weight));
    }

    private static class Maker {

        private static Biome EffeteForest() {
            BiomeGenerationSettings genset = new BiomeGenerationSettings.Builder()
                .withFeature(GenerationStage.Decoration.VEGETAL_DECORATION, ModFeatures.EFFETE_STEM_CONFIG)
              	// Above line gives a null pointer exception since EFFETE_STEM_CONFIG hasn't been initialized yet
                .withFeature(GenerationStage.Decoration.VEGETAL_DECORATION, Features.RED_MUSHROOM_NETHER)
                .withFeature(GenerationStage.Decoration.VEGETAL_DECORATION, Features.NETHER_SPROUTS)
                .withFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Features.ORE_GOLD_NETHER)
                .withFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Features.ORE_QUARTZ_NETHER)
                .withStructure(StructureFeatures.BASTION_REMNANT)
                .withStructure(StructureFeatures.NETHER_FOSSIL)
                .withStructure(StructureFeatures.RUINED_PORTAL_NETHER)
                .withSurfaceBuilder(ModConfiguredSurfaceBuilders.EFFETE_SURFACE_BUILDER)
                .build();

            MobSpawnInfo mobspawn = new MobSpawnInfo.Builder()
                .withSpawner(EntityClassification.MONSTER, new MobSpawnInfo.Spawners(EntityType.CAT, 4, 2, 4))
                .copy();


            BiomeAmbience ambience = new BiomeAmbience.Builder()
                .withGrassColor(0xDA67C1)
                .setFogColor(0xEEEEEE)
                .setWaterColor(0xCF21B8)
                .setWaterFogColor(0xCF78C5)
                .withSkyColor(0xE83452)
                .withFoliageColor(0xCA57C1)
                .build();

            return new Biome.Builder()
                .category(Biome.Category.NETHER)
                .withTemperatureModifier(Biome.TemperatureModifier.NONE)
                .withGenerationSettings(genset)
                .withMobSpawnSettings(mobspawn)
                .depth(0.09f)
                .scale(0.2f)
                .downfall(0.1f)
                .precipitation(Biome.RainType.NONE)
                .temperature(1.1f)
                .setEffects(ambience)
                .build();
        }
    }

}

 

Feature (gets initialized in Common setup):

@Mod.EventBusSubscriber(modid = Main.MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD)
public class ModFeatures {

    public static ConfiguredFeature<?, ?> EFFETE_STEM_CONFIG;

    @SubscribeEvent
    public static void setup(FMLCommonSetupEvent e) {
        EFFETE_STEM_CONFIG = register("effete_stem_feature",
            Feature.RANDOM_PATCH
                .withConfiguration(
                    (new BlockClusterFeatureConfig.Builder(
                        new SimpleBlockStateProvider(ModBlocks.EFFETE_STEM.get().getDefaultState()),
                        new EffeteColumnBlockPlacer(1, 2)
                    )).tries(3).ySpread(0).func_227317_b_().build()
                ).withPlacement(
                    Placement.COUNT_MULTILAYER.configure(new FeatureSpreadConfig(5)).square()
                )
        );
    }

    private static <FC extends IFeatureConfig> ConfiguredFeature<FC, ?> register(String key, ConfiguredFeature<FC, ?> configuredFeature) {
        return Registry.register(WorldGenRegistries.CONFIGURED_FEATURE, key, configuredFeature);
    }
}

 

Link to comment
Share on other sites

You should register your features inside their apposite registry event. Also, there is another version of the BiomeGenerationSettings.Builder#withFeature method that takes in a Supplier<ConfiguredFeature<?, ?>>. You can look here to see an example on registering custom biomes with their custom features: https://github.com/Beethoven92/BetterEndForge/blob/master/src/main/java/mod/beethoven92/betterendforge/BetterEnd.java

  • Thanks 1

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

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.

Announcements



×
×
  • Create New...

Important Information

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