Im updating a custom dimension from 1.7.10 to 1.8, and for the most part things haven't changed. It should be working, but for some reason it keeps throwing this error at me, I'd really appreciate help. I know it wants me to look at my dimension's WorldChunkManager, and that its erroring at the list of biomes to spawn, but I'm not sure why.
The WorldChunkManagerChocolate.myGenBiomes field is null for some reason. I suggest setting a breakpoint in the WorldChunkManagerChocolate(long, WorldType, String) constructor (after the this() call) and stepping through the code to see where the null comes from.
In future, please post code with syntax highlighting. To get syntax highlighting on Gist, give each file the appropriate extension (.java for Java code).
I also recommend updating straight to 1.11.2, 1.8 is quite old and not really supported by Forge any more.
Rollback Post to RevisionRollBack
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
The WorldChunkManagerChocolate.myGenBiomes field is null for some reason. I suggest setting a breakpoint in the WorldChunkManagerChocolate(long, WorldType, String) constructor (after the this() call) and stepping through the code to see where the null comes from.
In future, please post code with syntax highlighting. To get syntax highlighting on Gist, give each file the appropriate extension (.java for Java code).
I also recommend updating straight to 1.11.2, 1.8 is quite old and not really supported by Forge any more.
There don't appear to be any errors in the constructor. everything has a checkmark. However it does error at line 145 saying that the par1 does equal null. Although I guess we already know that. the problem is why does it equal null. As far as I can tell for some odd reason the genLayer isn't getting filled because both myGenBiomes and myBiomeIndexLayer are both null. But I don't know why that is, I should be putting a genlayer into both of them.
There don't appear to be any errors in the constructor. everything has a checkmark. However it does error at line 145 saying that the par1 does equal null. Although I guess we already know that. the problem is why does it equal null. As far as I can tell for some odd reason the genLayer isn't getting filled because both myGenBiomes and myBiomeIndexLayer are both null. But I don't know why that is, I should be putting a genlayer into both of them.
That's why I told you to set a breakpoint and step through the code.
Rollback Post to RevisionRollBack
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
heres my chunk provider code. But its basically just the normal minecraft code, I personally don't see a reason to change what already works.
As for any good tutorials for updating to 1.11, idk. All I know is that a lot of the code has changed, which is why I personally plan to slowly update my mod from 1.7 to 1.8, 1.9, etc until I get to 1.11. that way there are fewer changes between each individual update rather than tons of changes from 1.7 to 1.11.
i was thinking about adding some custom methods for getting blocks and items etc and only calling them in my code, then would only need to edit them for changed? what do you guys/girls think?
That's exactly what I do. I have one class for metadata and one class for single blocks/items. It works well if you have a really monotone mod that's a lot of repeated code. Rather than giving bricks, storage blocks, and stone their own individual classes, I have them all use the same class and just use different names. It works well.
Im updating a custom dimension from 1.7.10 to 1.8, and for the most part things haven't changed. It should be working, but for some reason it keeps throwing this error at me, I'd really appreciate help. I know it wants me to look at my dimension's WorldChunkManager, and that its erroring at the list of biomes to spawn, but I'm not sure why.
WorldChunkManager
GenLayer
GenLayerBiomes
BiomeGenChocolateBase
The WorldChunkManagerChocolate.myGenBiomes field is null for some reason. I suggest setting a breakpoint in the WorldChunkManagerChocolate(long, WorldType, String) constructor (after the this() call) and stepping through the code to see where the null comes from.
In future, please post code with syntax highlighting. To get syntax highlighting on Gist, give each file the appropriate extension (.java for Java code).
I also recommend updating straight to 1.11.2, 1.8 is quite old and not really supported by Forge any more.
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
There don't appear to be any errors in the constructor. everything has a checkmark. However it does error at line 145 saying that the par1 does equal null. Although I guess we already know that. the problem is why does it equal null. As far as I can tell for some odd reason the genLayer isn't getting filled because both myGenBiomes and myBiomeIndexLayer are both null. But I don't know why that is, I should be putting a genlayer into both of them.
That's why I told you to set a breakpoint and step through the code.
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
heres my chunk provider code. But its basically just the normal minecraft code, I personally don't see a reason to change what already works.
As for any good tutorials for updating to 1.11, idk. All I know is that a lot of the code has changed, which is why I personally plan to slowly update my mod from 1.7 to 1.8, 1.9, etc until I get to 1.11. that way there are fewer changes between each individual update rather than tons of changes from 1.7 to 1.11.
That's exactly what I do. I have one class for metadata and one class for single blocks/items. It works well if you have a really monotone mod that's a lot of repeated code. Rather than giving bricks, storage blocks, and stone their own individual classes, I have them all use the same class and just use different names. It works well.
Yea, heres an example of what I do.