Jump to content

[1.12] Biome Temperature Adjustment - Please code assist


Sopwith

Recommended Posts

Hello everyone,

 

I beseech thee coders, for I have wasted many hours trying to get close to this, but cannot. Please help a poor soul update my long out-of-date mod. I am seeking a single functional example (code preferred) of how to alter the following characteristics of a vanilla biome (no custom additions):

- Change the temperature to 0.0

- Set "EnableSnow" to true

- Set "HighHumidity" to true

For our purposes, let's select "plains" as the biome of choice. I'm looking at my standard @EventHandlers, and wondering what I can do to get these changes for one biome, after which I'll use the same logic to apply to all the biomes I see fit to do so. I just can't currently wrap my head around the whole registry thing. Nothing seems to work quite as nicely as the old BiomeGenBase did. I can see that Biome.BiomeProperties deals with a lot of the same stuff, but I can't figure out how to get it going.

 

Many thanks.

 

Link to comment
Share on other sites

Since all of these fields are final, you'll probably need to use the registry override system to replace the Vanilla biomes with your own.

 

Create an instance of the appropriate Biome class (e.g. BiomePlains) with a BiomeProperties that has the desired properties, set its registry name to the same as the Vanilla one (e.g. minecraft:plains) and then register it with IForgeRegistry#register. Since there's already a Biome registered for that name, your instance will override the Vanilla one.

 

Do this in RegistryEvent.Register<Biome>.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

That is both helpful, and not helpful. Helpful in that I think you are likely exactly correct in that what you prescribe is what I need to do in order to accomplish my goal. However it is unhelpful because I don't know how to do what you've said. Again, since it would probably be like 3-5 lines of code, could someone just write it out for me? Just one biome, people. Give me a template.

Link to comment
Share on other sites

13 minutes ago, Sopwith said:

That is both helpful, and not helpful. Helpful in that I think you are likely exactly correct in that what you prescribe is what I need to do in order to accomplish my goal. However it is unhelpful because I don't know how to do what you've said. Again, since it would probably be like 3-5 lines of code, could someone just write it out for me? Just one biome, people. Give me a template.

 

I'm not going to write the code for you.

 

Was there a specific part you didn't understand?

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

With the help of my professional programmer expert friend, I was able to update my mod as per your basic idea. We basically ended up simply overwriting the vanilla biomes with new definitions. We took the default settings (since we didn't want to change BaseHeight and such) as listed in the public static void registerBiomes() entry in Biome.class (net.minecraft.world.biome), and tinkered with the parts we did want to change. The basic idea, which I'll include here for posterity, is as follows:

 

(imports to include: import org.apache.logging.log4j.Logger)

public class Main
{
    private static Logger logger;

    @EventHandler
    public void preInit(FMLPreInitializationEvent event)
    {
        logger = event.getModLog();
        MinecraftForge.EVENT_BUS.register(this);
    }
    
    @SubscribeEvent
    public void registerBiomes(RegistryEvent.Register<Biome> event) {
    logger.info("Overriding most biomes for extra snow. There will be some warnings shown:");
    /*
     * If you want to log all biome names, you can uncomment this:
     * 
     * IForgeRegistry<Biome> registry = event.getRegistry();
     * registry.getKeys().forEach(LOGGER::info);
     */
    event.getRegistry().register(new BiomeTaiga(BiomeTaiga.Type.NORMAL, (new Biome.BiomeProperties("Taiga")).setBaseHeight(0.2F).setHeightVariation(0.2F).setTemperature(0.0F).setRainfall(0.85F).setSnowEnabled()).setRegistryName("minecraft:taiga"));
      }
}

 

I'll note that when adjusting the vanilla biomes this way, FML throws exception clauses when the game is being initialized, but accepts the changes:

[10:20:54] [main/INFO] [FML]: Potentially Dangerous alternative prefix `minecraft` for name `taiga`, expected `allsnow`. This could be a intended override, but in most cases indicates a broken mod.

 

Et voila. Updated mod.

https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1288273-1-12-2-forge-sopwiths-allsnow-mod-snow-worlds

 

Thanks for the suggestive assistance.

 

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

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