The Meaning of Life, the Universe, and Everything.
Join Date:
10/17/2011
Posts:
115
Minecraft:
superckl
Member Details
Looks fine. Have you checked your log that your tweaks are being applied? If you provide it here (on pastebin) I can be a bit more useful in helping you.
Looks fine. Have you checked your log that your tweaks are being applied? If you provide it here (on pastebin) I can be a bit more useful in helping you.
Yes, all other tweaks are being applied, kind of an expert now
That one just wont go through.
In the log:
[10:36:53] [Server thread/WARN] [BiomeTweaker/BiomeTweaker]: Attempted to set property Name but corresponding property was not found for biomes. Value: "Garden-Passive"
EDIT: "Name" is case sensitive. Wiki says its lowercase, output-files have it capitalized. Needs to be lowercase in script. Works now in my local, testing my production server now.
Question, would a name replacement require a world file wipe to take effect? Or is this a run-time change?
I assume a wipe is needed. I see the output file as: Garden-Passive.json So I assume it took effect, however in game, the Biome is still just Garden, but this was an existing world. I Had hoped the name change was just cosmetic, I hope this does not effect Biome generation. I Am using RTG.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/17/2011
Posts:
115
Minecraft:
superckl
Member Details
It should just be a cosmetic change. The name is changed at runtime and I don't believe it's saved anywhere. Unless what you're using to view the names is caching data somehow. I can run some tests to confirm this, though.
It should just be a cosmetic change. The name is changed at runtime and I don't believe it's saved anywhere. Unless what you're using to view the names is caching data somehow. I can run some tests to confirm this, though.
Well.
On the preexisting world file (Hosted server). I'm seeing the Biome name in f3 as just garden. xaero minimap, under the map reports it as just "Garden". I see the output file as: Garden-Passive.json. Script is loading, no errors.
On my local, fresh world file server, this is all changed. f3 reports "Garden-Passive", Minimap reports "Garden-Passive". I see the output file as: Garden-Passive.json.
Its not a HUGE deal as i used your mod to make some biomes completely devoid of aggressive mobs and monsters, and just wanted to mark them as such to the end user.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/17/2011
Posts:
115
Minecraft:
superckl
Member Details
What MC version are you on? Testing on 1.9.4 with just BOP and BT installed, I do not need to wipe the world. Name changes are applied as they should be to pre-existing worlds.
What MC version are you on? Testing on 1.9.4 with just BOP and BT installed, I do not need to wipe the world. Name changes are applied as they should be to pre-existing worlds.
I don't have time to maintain 3 entirely different version with my schoolwork load. I'd love to be able to.
I Completely understand. So far, I have had minimal issues really, and only a few "wants" (Such as "max ever allowed of mob", and the ability to adjust the spawn caps by type ) from your mod. I use your mod to control both biomes and spawns now, and have really grown reliant on it.
Had there been more mods for 1.8 and 1.9 4 months ago when I started (Especially the big ones we want) I would have based it off something other than 1.7.10. But, its got the most mods still, and its too late to start over for me!
The Meaning of Life, the Universe, and Everything.
Location:
98248
Join Date:
5/2/2013
Posts:
42
Location:
Denile
Minecraft:
BookerTheGeek
Member Details
Hello good people, I hope you will be able to educate me on what I did wrong.
{
//If true, BiomeTweaker will generate separate files for each biome when creating the status report.
"separate files":true,
//If true, BiomeTweaker will attempt to retrieve it's listing from NotEnoughMods to perform a version check.
"version check":false,
//If true, BiomeTweaker will only perform ASM changes necessary for it to function.
//Tweaks such as color overrides and block replacement may not work in certain biomes.
//You can enable this if you are having issues with compatibility.
"enable light asm":false,
//Enable this if you want BiomeTweaker to force topBlock and fillerBlock overrides in most biomes.
//This is done by using ASM to strip some assignments that happen in the "genTerrainBlocks" method. This will not work for all biomes.
//This WILL cause issues where some biomes will have incorrect top and filler blocks if you do not override them (Extreme Hills (M), Mutated Savannah, Taiga).
//light ASM must be disabled for this to have any effect.
"remove late block assignments":true,
//This can be used to specify biome classes BiomeTweaker should not touch with ASM. You can find the class for a biome in the output files.
//You should only be using this if you understand what ASM is, and you know the issue it is causing.
"asm blacklist":[],
//An array of tweak files to include. An example tweak file is created along with this configuration file.
"include":[DustWorld.cfg]
}
#Tweaker Commands
Tweaker.setAverageBiomeSize(127)
#Set variable Names
everythingButDesert = forAllBiomesExcept(2)
myBiomes = forBiomes(2)
allBiomes = forAllBiomes()
#Replace All Biomes With Desert
everythingButDesert.registerGenBiomeRep(2)
#Add myBiomes To All Biome Types and Set Spawn Weight
myBiomes.addToGeneration("WARM", 2000)
myBiomes.addToGeneration("COOL", 2000)
myBiomes.addToGeneration("DESERT", 2000)
myBiomes.addToGeneration("ICY", 2000)
#Remove All Water
allBiomes.registerGenBlockRep("minecraft:water", "minecraft:air")
#Remove Some Features
allBiomes.removeFeature("DUNGEON")
allBiomes.removeFeature("FIRE")
allBiomes.removeFeature("ICE")
allBiomes.removeFeature("LAKE")
allBiomes.removeFeature("LAVA")
allBiomes.removeDecoration("BIG_SHROOM")
allBiomes.removeDecoration("CACTUS")
allBiomes.removeDecoration("CLAY")
allBiomes.removeDecoration("DEAD_BUSH")
allBiomes.removeDecoration("LILYPAD")
allBiomes.removeDecoration("FLOWERS")
allBiomes.removeDecoration("GRASS")
allBiomes.removeDecoration("LAKE")
allBiomes.removeDecoration("PUMPKIN")
allBiomes.removeDecoration("REED")
allBiomes.removeDecoration("SAND_PASS2")
allBiomes.removeDecoration("SHROOM")
allBiomes.removeDecoration("TREE")
allBiomes.removeDecoration("CUSTOM")
#Replace All Generated Blocks With Sand
myBiomes.registerGenBlockRep("minecraft:stone", "minecraft:sand")
myBiomes.registerGenBlockRep("minecraft:sandstone", "minecraft:sand")
myBiomes.registerGenBlockRep("minecraft:dirt", "minecraft:sand")
myBiomes.registerGenBlockRep("minecraft:grass", "minecraft:sand")
myBiomes.registerGenBlockRep("minecraft:water", "minecraft:sand")
myBiomes.registerGenBlockRep("minecraft:lava", "minecraft:sand")
myBiomes.set("topBlock", "minecraft:sand")
myBiomes.set("topBlockMeta", 0)
myBiomes.set("fillerBlock", "minecraft:sand")
myBiomes.set("fillerBlockMeta", 0)
#Set myBiomes Details To Arrakis
myBiomes.set("name", "Arrakis")
myBiomes.set("height", 0.0)
myBiomes.set("heightVariation", 0.0)
myBiomes.set("temperature", 2.0)
myBiomes.set("humidity", 0.0)
myBiomes.set("enableRain", false)
myBiomes.set("genWeight", 2000)
myBiomes.set("genVillages", false)
myBiomes.set("genStrongholds", false)
myBiomes.set("isSpawnBiome", true)
myBiomes.set("genTallPlants", false)
#Remove Other Biomes
everythingButDesert.set("genWeight", 11)
everythingButDesert.set("isSpawnBiome", false)
everythingButDesert.remove()
So... What is my issue? Why is the world not flatter, and how do I make it so? Also, structures still generate even though I believe I have set them not to. What did I do wrong?
Thank you for taking the time to read this, and any help you can provide.
The Meaning of Life, the Universe, and Everything.
Location:
98248
Join Date:
5/2/2013
Posts:
42
Location:
Denile
Minecraft:
BookerTheGeek
Member Details
I tried to set a new biome instead of over riding desert but for some reason I don't think I understand how to do so since it would just crash on world start. Really I'm looking for a very flat world, just not super flat.
Also, would it be possible to set the trees that spawn in a biome to use modded trees and not vanilla trees? How would one go about doing that?
Rollback Post to RevisionRollBack
I'm an Admin over at MyM.li and a Good one.
I don't put up with people's excrement. I will most likely offend you.
(Mostly) Not on purpose, but because I will always speak the truth.
All I ask is that you put your big girl panties on and get a thicker skin.
Not all whom wander are Lost, Not all that glitters is Gold.
No clue what's happening there. The log says everything is applying correctly, and from what I can tell your script should have the desired effect. You'll have to tell me more of what you see happening. There is currently no way to set a modded tree to gen instead, either.
No clue what's happening there. The log says everything is applying correctly, and from what I can tell your script should have the desired effect. You'll have to tell me more of what you see happening. There is currently no way to set a modded tree to gen instead, either.
I'm trying to set it with only a max of 5 block between top and bottom block of the biome. Imagine a super flat with slight variations. What I am seeing is that it is creating "hills" and "valleys" in the generation. Very sad.
For an idea of what I am going for is the default world from Crash Landing. My son wants to play it, but on 1.7 instead of 1.6, so I am attempting to do so. This is actually the final hurdle.
I tried to have it create a new biome instead of overwriting desert, but I feel kinda stupid as it did not work.
Rollback Post to RevisionRollBack
I'm an Admin over at MyM.li and a Good one.
I don't put up with people's excrement. I will most likely offend you.
(Mostly) Not on purpose, but because I will always speak the truth.
All I ask is that you put your big girl panties on and get a thicker skin.
Not all whom wander are Lost, Not all that glitters is Gold.
I'm trying to set it with only a max of 5 block between top and bottom block of the biome. Imagine a super flat with slight variations. What I am seeing is that it is creating "hills" and "valleys" in the generation. Very sad.
For an idea of what I am going for is the default world from Crash Landing. My son wants to play it, but on 1.7 instead of 1.6, so I am attempting to do so. This is actually the final hurdle.
I tried to have it create a new biome instead of overwriting desert, but I feel kinda stupid as it did not work.
What's wrong with this landscape? Too many hills? It won't get flatter than this with BiomeTweaker. - This is what you get when feeding 0 into Vanilla gen.
Desert temples will still generate, but you can fix that by using a biome you create. What have you tried? It should just consist of having this at the beginning of your script:
arrakis = forBiomes(57) # Some unoccupied ID
arrakis.create("DESERT", 200)
Is it possible to use this mod to change the type of block that's at the bottom of a generated section of terrain? So like if a floating island is generated, change the bottom of the floating island to be covered with vines, or something like that?
Thanks!
Rollback Post to RevisionRollBack
Have a modding question? PM me and hopefully I'll be able to help.
Is it possible to use this mod to change the type of block that's at the bottom of a generated section of terrain? So like if a floating island is generated, change the bottom of the floating island to be covered with vines, or something like that?
Thanks!
No, not really. This is BiomeTweaker, not island tweaker
Looks fine. Have you checked your log that your tweaks are being applied? If you provide it here (on pastebin) I can be a bit more useful in helping you.
Yes, all other tweaks are being applied, kind of an expert now
That one just wont go through.
In the log:
EDIT: "Name" is case sensitive. Wiki says its lowercase, output-files have it capitalized. Needs to be lowercase in script. Works now in my local, testing my production server now.
Question, would a name replacement require a world file wipe to take effect? Or is this a run-time change?
I assume a wipe is needed. I see the output file as: Garden-Passive.json So I assume it took effect, however in game, the Biome is still just Garden, but this was an existing world. I Had hoped the name change was just cosmetic, I hope this does not effect Biome generation. I Am using RTG.
It should just be a cosmetic change. The name is changed at runtime and I don't believe it's saved anywhere. Unless what you're using to view the names is caching data somehow. I can run some tests to confirm this, though.
Well.
On the preexisting world file (Hosted server). I'm seeing the Biome name in f3 as just garden. xaero minimap, under the map reports it as just "Garden". I see the output file as: Garden-Passive.json. Script is loading, no errors.
On my local, fresh world file server, this is all changed. f3 reports "Garden-Passive", Minimap reports "Garden-Passive". I see the output file as: Garden-Passive.json.
Its not a HUGE deal as i used your mod to make some biomes completely devoid of aggressive mobs and monsters, and just wanted to mark them as such to the end user.
What MC version are you on? Testing on 1.9.4 with just BOP and BT installed, I do not need to wipe the world. Name changes are applied as they should be to pre-existing worlds.
forge-1.7.10-10.13.4.1614-1.7.10-universal
BiomeTweaker-1.7.10-2.0.182
BiomesOPlenty-1.7.10-2.1.0.1889-universal
RTG-1.7.10-0.8.0
Sorry, I'm not supporting 1.7.10 anymore :/
If you can confirm it's still an issue in 1.8+, I'll look into it.
I know, but its what my pack is based on.
Any progress on https://github.com/superckl/BiomeTweaker/issues/86
EDIT: Oh, never mind, I guess you wont be fixing that for me ether. Such sadness. Well, glad I could help I guess. I'm MrBloodworth.
Really sorry D:
I don't have time to maintain 3 entirely different version with my schoolwork load. I'd love to be able to.
I Completely understand. So far, I have had minimal issues really, and only a few "wants" (Such as "max ever allowed of mob", and the ability to adjust the spawn caps by type ) from your mod. I use your mod to control both biomes and spawns now, and have really grown reliant on it.
Had there been more mods for 1.8 and 1.9 4 months ago when I started (Especially the big ones we want) I would have based it off something other than 1.7.10. But, its got the most mods still, and its too late to start over for me!
Hello good people, I hope you will be able to educate me on what I did wrong.
Console Log
So... What is my issue? Why is the world not flatter, and how do I make it so? Also, structures still generate even though I believe I have set them not to. What did I do wrong?
Thank you for taking the time to read this, and any help you can provide.
I tried to set a new biome instead of over riding desert but for some reason I don't think I understand how to do so since it would just crash on world start. Really I'm looking for a very flat world, just not super flat.
Also, would it be possible to set the trees that spawn in a biome to use modded trees and not vanilla trees? How would one go about doing that?
@superckl Any idea?
I am using BiomeTweaker-1.7.10-2.0.182.
Is there a way to set the average biome size for individual biomes? For example, Jungle set to 4, plains set to 8, etc.
I looked through the wiki, and all I could find was the "setAverageBiomeSize" which seems to only work on all biomes.
No clue what's happening there. The log says everything is applying correctly, and from what I can tell your script should have the desired effect. You'll have to tell me more of what you see happening. There is currently no way to set a modded tree to gen instead, either.
No. That functionality would have to be added through ASM. I might add that later.
I'm trying to set it with only a max of 5 block between top and bottom block of the biome. Imagine a super flat with slight variations. What I am seeing is that it is creating "hills" and "valleys" in the generation. Very sad.
For an idea of what I am going for is the default world from Crash Landing. My son wants to play it, but on 1.7 instead of 1.6, so I am attempting to do so. This is actually the final hurdle.
I tried to have it create a new biome instead of overwriting desert, but I feel kinda stupid as it did not work.
What's wrong with this landscape? Too many hills? It won't get flatter than this with BiomeTweaker. - This is what you get when feeding 0 into Vanilla gen.
Desert temples will still generate, but you can fix that by using a biome you create. What have you tried? It should just consist of having this at the beginning of your script:
Is it possible to use this mod to change the type of block that's at the bottom of a generated section of terrain? So like if a floating island is generated, change the bottom of the floating island to be covered with vines, or something like that?
Thanks!
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
No, not really. This is BiomeTweaker, not island tweaker