The output files can't be used to change things. They're output files. Some of the entries are missing because I haven't coded an output for them yet. BiomeTweaker purely uses scripts for input, so if you aren't comfortable with that, there are other mods that could help you out such as Climate Control.
I was under the impression from the wiki that if those files were included in the main ("include":[]), it would use whats defined there. I'm not completely lost with scripting, I was simply looking for the most clear and manageable (i have some 80 biomes) way to do it. Such as using the outputs, modifying them, and using the new definition contained within. I guess outputs are just reference? Looked like the perfect way ( except for missing attributes ) to define things with the starting point of the current.
I was using this mod, due to its requirement from RTG, and I noticed (I thought) I could control entity spawns and biome distribution/weight, all in one. Guess ill have to research Climate control, I don't think it controls spawns though.
I was under the impression from the wiki that if those files were included in the main ("include":[]), it would use whats defined there. I'm not completely lost with scripting, I was simply looking for the most clear and manageable (i have some 80 biomes) way to do it. Such as using the outputs, modifying them, and using the new definition contained within. I guess outputs are just reference? Looked like the perfect way ( except for missing attributes ) to define things.
I was using this mod, due to its requirement from RTG, and I noticed (I thought) I could control entity spawns and biome distribution/weight, all in one. Guess ill have to research Climate control.
The "include" option is where you list your script files. You can easily change biome weights and entity spawns through scripts, but not the JSON output files. As you said, they are purely for reference to help you when making scripts.
Question, at the end of each example, rivers are removed. Why are rivers being removed in the examples?
###########################################################################
# Remove biomes from generation
# River biomes must be removed here, but they will still generate.
###########################################################################
vanillaExtremeHillsEdge.remove()
vanillaFrozenOcean.remove()
vanillaRiver.remove()
vanillaFrozenRiver.remove()
bopLushRiver.remove()
bopDryRiver.remove()
I want Minecraft to only generate three biomes so can I seperate the hardcoded biomes and replace them with the three I want? But I still need to remove the non-hardcoded biomes too. Do I seperate them too, do I do the allbiomedexcept the three i want? Do I need to do something with the extra biomes and just use the remove command? If I can't seperate the hardcoded biomes and generate them into three different biomes what do I do?
I want Minecraft to only generate three biomes so can I seperate the hardcoded biomes and replace them with the three I want? But I still need to remove the non-hardcoded biomes too. Do I seperate them too, do I do the allbiomedexcept the three i want? Do I need to do something with the extra biomes and just use the remove command? If I can't seperate the hardcoded biomes and generate them into three different biomes what do I do?
There's several ways you could do that... Doing 'forAllBiomesExcept' the three you want and calling replace on that will replace every other biome with one biome... not what you want.
I would recommend doing 'forAllBiomesExcept' the three you want, calling 'remove', and seeing what hardcoded biomes still generate that you don't want. Then you can choose one by one which biome of the three you want to replace it with.
There's several ways you could do that... Doing 'forAllBiomesExcept' the three you want and calling replace on that will replace every other biome with one biome... not what you want.
I would recommend doing 'forAllBiomesExcept' the three you want, calling 'remove', and seeing what hardcoded biomes still generate that youf don't want. Then you can choose one by one which biome of the three you want to replace it with.
Ok so do something like this:
myBiomes = forAllBiomesExcept(three IDs)
myBiomes.remove
So only the hardcoded biomes generate and the three biomes I want, I do this:
myBiomes1 = forBiomes(IDs)
myBiomes1.registerGenBiomeRep(ID)
and repeat the process two more times with the other biome IDs and different object name and the other two biomes I want to be replace the hardcoded biomes?
I used two codes for what i want and the first one worked with little issues and i fixed them but in the second code the biomes generated even though i said they are going to be replaced
Second Code(the allBiomes1 biomes seem to be generating):
While I research this current issue, I thought I would post here to see if anyone has encountered this before, and possibly knows what could cause
this. As you can see this is a Tainted biome, however its generation is, not correct.
This only happened when I added this biome to the script system. When i as the player approached this area, i got this error on the server, as well as a forced client disconnect.
[12:19:10] [Server thread/WARN] [FML/]: * There is an attempt to load a chunk (-29,58) in dimension 0 that is already being loaded. This will cause weird chunk breakages.
[12:19:10] [Server thread/WARN] [FML/]: * at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:154)
[12:19:10] [Server thread/WARN] [FML/]: * at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
[12:19:10] [Server thread/WARN] [FML/]: * at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
[12:19:10] [Server thread/WARN] [FML/]: * at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199)
[12:19:10] [Server thread/WARN] [FML/]: * at net.minecraft.world.World.func_72964_e(World.java:419)
[12:19:10] [Server thread/WARN] [FML/]: * at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:313)...
While I research this current issue, I thought I would post here to see if anyone has encountered this before, and possibly knows what could cause
this. As you can see this is a Tainted biome, however its generation is, not correct.
This only happened when I added this biome to the script system. When i as the player approached this area, i got this error on the server, as well as a forced client disconnect.
[12:19:10] [Server thread/WARN] [FML/]: * There is an attempt to load a chunk (-29,58) in dimension 0 that is already being loaded. This will cause weird chunk breakages.
[12:19:10] [Server thread/WARN] [FML/]: * at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:154)
[12:19:10] [Server thread/WARN] [FML/]: * at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
[12:19:10] [Server thread/WARN] [FML/]: * at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
[12:19:10] [Server thread/WARN] [FML/]: * at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199)
[12:19:10] [Server thread/WARN] [FML/]: * at net.minecraft.world.World.func_72964_e(World.java:419)
[12:19:10] [Server thread/WARN] [FML/]: * at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:313)...
Thank you for any assistance.
Mind posting your script, or at least the part that modifies the tainted biome?
The above is a merging of two of the previously provided examples (BoP, Thaumcraft), all IDs are correct. No overlaps, or missing. Only thing I'm trying to do at this point is even out, and add, biomes to the tweaker so i can latter set mob spawns.
What is wrongly generated about that? That the terrain colour isn't showing purple correctly is probably because of whatever shader you are using.
What ID did you assign to the Thaumcraft Tainted Land biome? 255 perhaps?
No shaders used. Whats wrong is the area is supposed to be comprised of Crusted Taint and Tainted Soil, not Minecraft.dirt. As you can see in the Config/scripts the Biome ID is 192. None of my scripts change any of the ID assignments from Vanilla/default mod assignment.
The Meaning of Life, the Universe, and Everything.
Location:
Between F$&*ed Up and All Right.
Join Date:
4/12/2016
Posts:
71
Location:
Places. You Know.
Minecraft:
(PE) minecraftpsyco99
Xbox:
Minecraftpsyco0
PSN:
Heyjoe99
Member Details
A great feature to add would be the ability to add an interface before you create a new world, A Biomes setting, and be able to save settings for a Custom Biome, of the players creation, (Enable/Disable Water, Sand, Fire, Snow, Rain, Heck, Even Make a Biome completely out of Crafting Tables!) Then it's added to a list of biomes which you can enable/disable before making a new world, that way, they're discovered through Exploration!!
No shaders used. Whats wrong is the area is supposed to be comprised of Crusted Taint and Tainted Soil, not Minecraft.dirt. As you can see in the Config/scripts the Biome ID is 192. None of my scripts change any of the ID assignments from Vanilla/default mod assignment.
I've never had a taint biome generate like this straight away. They always start off with vanilla trees and dirt, just coloured purple, with only occasional "boulders" of crusted taint. The fibres then start to grow and spread, converting everything to tainted soil and crusted taint over time.
Not sure why yours wasn't showing up purple however, but maybe that's your texture pack, or maybe the biome colouring just simply hadn't updated yet.
I've never had a taint biome generate like this straight away. They always start off with vanilla trees and dirt, just coloured purple, with only occasional "boulders" of crusted taint. The fibres then start to grow and spread, converting everything to tainted soil and crusted taint over time.
Not sure why yours wasn't showing up purple however, but maybe that's your texture pack, or maybe the biome colouring just simply hadn't updated yet.
Could Optfine be an issue here? RE: OptiFine_1.7.10_HD_U_D4
However, as a client side mod, that can't explain the server log errors. But i guess it COULD explain the biome colouring. Time to test.
Not optfine, its the texture pack surprisingly. Thank you for the assistance in pointing me in the right area tehFoxx0rz. Still and issue however, is the server error. Witch at this point, my be completely unrelated to the visuals.
Sadly, I'm not finding what the conflict is. I Have removed both grass.png and Foliage.png from the texture pack (Dokucraft BTW). No change, same result. Back when I used to make texture packs, anything not included in the pack would default to vanilla resource. Not sure why this didn't work, but its been a while since I worked with texture packs.
Secondly I removed all Connected textures from the pack for dirt/grass. No change.
I have tried using Biome tweaker scrip to gain control of the various color settings:
Sadly, I'm not finding what the conflict is. I Have removed both grass.png and Foliage.png from the texture pack (Dokucraft BTW). No change, same result. Back when I used to make texture packs, anything not included in the pack would default to vanilla resource. Not sure why this didn't work, but its been a while since I worked with texture packs.
Secondly I removed all Connected textures from the pack for dirt/grass. No change.
I have tried using Biome tweaker scrip to gain control of the various color settings:
I was under the impression from the wiki that if those files were included in the main ("include":[]), it would use whats defined there. I'm not completely lost with scripting, I was simply looking for the most clear and manageable (i have some 80 biomes) way to do it. Such as using the outputs, modifying them, and using the new definition contained within. I guess outputs are just reference? Looked like the perfect way ( except for missing attributes ) to define things with the starting point of the current.
I was using this mod, due to its requirement from RTG, and I noticed (I thought) I could control entity spawns and biome distribution/weight, all in one. Guess ill have to research Climate control, I don't think it controls spawns though.
The "include" option is where you list your script files. You can easily change biome weights and entity spawns through scripts, but not the JSON output files. As you said, they are purely for reference to help you when making scripts.
Example scripts:
https://github.com/Team-RTG/Realistic-Terrain-Generation/tree/master/etc/biometweaker
https://github.com/jadedcat/AS2Configs/tree/master/config/BiomeTweaker
https://github.com/superckl/BiomeTweaker/wiki/Example-Scripts#creating-a-desert-world
Thank you for the further examples.
Question, at the end of each example, rivers are removed. Why are rivers being removed in the examples?
Alright, thank you.
I want Minecraft to only generate three biomes so can I seperate the hardcoded biomes and replace them with the three I want? But I still need to remove the non-hardcoded biomes too. Do I seperate them too, do I do the allbiomedexcept the three i want? Do I need to do something with the extra biomes and just use the remove command? If I can't seperate the hardcoded biomes and generate them into three different biomes what do I do?
There's several ways you could do that... Doing 'forAllBiomesExcept' the three you want and calling replace on that will replace every other biome with one biome... not what you want.
I would recommend doing 'forAllBiomesExcept' the three you want, calling 'remove', and seeing what hardcoded biomes still generate that you don't want. Then you can choose one by one which biome of the three you want to replace it with.
Ok so do something like this:
myBiomes = forAllBiomesExcept(three IDs)
myBiomes.remove
So only the hardcoded biomes generate and the three biomes I want, I do this:
myBiomes1 = forBiomes(IDs)
myBiomes1.registerGenBiomeRep(ID)
and repeat the process two more times with the other biome IDs and different object name and the other two biomes I want to be replace the hardcoded biomes?
I used two codes for what i want and the first one worked with little issues and i fixed them but in the second code the biomes generated even though i said they are going to be replaced
Second Code(the allBiomes1 biomes seem to be generating):
myBiomes = forAllBiomesExcept(41, 46, 58, 8, 9)
myBiomes.remove
allBiomes = forBiomes(1, 2, 3, 4, 5, 6, 7, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30)
allBiomes.registerGenBiomeRep(45)
allBiomes1 = forBiomes(31, 32, 33, 34, 35, 36,, 37, 38, 39, 40, 41, 43, 44 , 45, 46, 47, 48, 49 , 50, 52, 53, 54, 55, 56, 57, 59)
allBiomes1.registerGenBiomeRep(46)
allBiomes2 = forBiomes(60, 61, 62, 63, 64, 65, 66, 67, 129, 130, 131, 132, 133, 134, 140, 149, 151, 155, 156, 157, 158, 160, 161, 162, 163, 164, 165, 166, 167)
allBiomes2.registerGenBiomeRep(58)
Tweaker.setAverageBiomeSize("largeBiomes", 4)
What is my Issue should i use the first code or use a different setup?
Edit: i see my error but if there are any issues i will let you know.
Greetings,
While I research this current issue, I thought I would post here to see if anyone has encountered this before, and possibly knows what could cause
this. As you can see this is a Tainted biome, however its generation is, not correct.
This only happened when I added this biome to the script system. When i as the player approached this area, i got this error on the server, as well as a forced client disconnect.
Thank you for any assistance.
Mind posting your script, or at least the part that modifies the tainted biome?
The above is a merging of two of the previously provided examples (BoP, Thaumcraft), all IDs are correct. No overlaps, or missing. Only thing I'm trying to do at this point is even out, and add, biomes to the tweaker so i can latter set mob spawns.
Relevant Mods: BiomeTweaker-1.7.10-2.0.182, RTG-1.7.10-0.7.0, Thaumcraft-1.7.10-4.2.3.5, forge-1.7.10-10.13.4.1614-1.7.10-universal.
No shaders used. Whats wrong is the area is supposed to be comprised of Crusted Taint and Tainted Soil, not Minecraft.dirt. As you can see in the Config/scripts the Biome ID is 192. None of my scripts change any of the ID assignments from Vanilla/default mod assignment.
This is what it should look like:
http://thaumcraft-4.wikia.com/wiki/Taint
A great feature to add would be the ability to add an interface before you create a new world, A Biomes setting, and be able to save settings for a Custom Biome, of the players creation, (Enable/Disable Water, Sand, Fire, Snow, Rain, Heck, Even Make a Biome completely out of Crafting Tables!) Then it's added to a list of biomes which you can enable/disable before making a new world, that way, they're discovered through Exploration!!
🎶these are a Few of my favorite things🎶
I've never had a taint biome generate like this straight away. They always start off with vanilla trees and dirt, just coloured purple, with only occasional "boulders" of crusted taint. The fibres then start to grow and spread, converting everything to tainted soil and crusted taint over time.
Not sure why yours wasn't showing up purple however, but maybe that's your texture pack, or maybe the biome colouring just simply hadn't updated yet.
Still researching.
Could Optfine be an issue here? RE: OptiFine_1.7.10_HD_U_D4
However, as a client side mod, that can't explain the server log errors. But i guess it COULD explain the biome colouring. Time to test.
Not optfine, its the texture pack surprisingly. Thank you for the assistance in pointing me in the right area tehFoxx0rz. Still and issue however, is the server error. Witch at this point, my be completely unrelated to the visuals.
Sadly, I'm not finding what the conflict is. I Have removed both grass.png and Foliage.png from the texture pack (Dokucraft BTW). No change, same result. Back when I used to make texture packs, anything not included in the pack would default to vanilla resource. Not sure why this didn't work, but its been a while since I worked with texture packs.
Secondly I removed all Connected textures from the pack for dirt/grass. No change.
I have tried using Biome tweaker scrip to gain control of the various color settings:
No change, outputs do not even pick up the changes. I'm at a loss now.
Maybe try with a script that can actually be read
Oh Jesus, I see what I did. Too many scripting languages. Thanks, will report back.