Does this mod work with mods such as biomes o plenty, highlands and extrabiomes xl? I really want to make a custom world for when i start a modded single player series
Like I would travel, find a biome and cut it out but is there an option to kind of smooth the edges on the biomes and not make it square? Cause I want it to look natural
This isn't a mod, but a stand alone program for editing your save game file.
If you want to change biomes in game, there are mods for that, like the biome painter from the random things mod, and I think Witchery has a biome change spell. But both would be fairly labor intensive to change a large area.
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D_B
To tell them how to live is to prevent them living.
whenever i try loading a world, it doesnt load and instead opens the worlds files
I don't know what you mean. It's been a long time since I used this program, but I recall you select the save file and it shows you the biome map. You might have to select the "level.dat" file in the world save folder, I don't remember exactly.
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D_B
To tell them how to live is to prevent them living.
Hey. I tried to open a 1.12.2 world with Biome Painter and it refuses to open the world. This is the contents of the error log. If anyone can help me out with this I'd appreciate it. Thanks!
System.InvalidOperationException: Failed to compare two elements in the array. ---> System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at Minecraft.World.CompareRegionNames(String r1, String r2)
at System.Array.FunctorComparer`1.Compare(T x, T y)
at System.Collections.Generic.ArraySortHelper`1.DepthLimitedQuickSort(T[] keys, Int32 left, Int32 right, IComparer`1 comparer, Int32 depthLimit)
at System.Collections.Generic.GenericArraySortHelper`1.Sort(T[] keys, Int32 index, Int32 length, IComparer`1 comparer)
--- End of inner exception stack trace ---
at System.Collections.Generic.GenericArraySortHelper`1.Sort(T[] keys, Int32 index, Int32 length, IComparer`1 comparer)
at System.Array.Sort[T](T[] array, Int32 index, Int32 length, IComparer`1 comparer)
at System.Collections.Generic.List`1.Sort(Comparison`1 comparison)
at Minecraft.World.GetRegionPaths(Dimension dim)
at BiomePainter.Form1.OpenWorld(String path)
at BiomePainter.Form1.openWorldToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
The program is just about one month away from being seven years old. I'm surprised it works at all anymore, but the post above yours mentions adding biome code numbers, maybe look into that? No idea what you'd add, so you may have to trial and error it.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Hey. Thanks for the response. I tried updating Biomes.user.txt using this: https://github.com/mblaine/BiomePainter/commit/4952e0999076b5d97617d8f0a0bbdbeb459c4c03. Still getting the same error. Also, other 1.12.2 worlds open fine, it's just the one I actually need to modify that won't open. Any other ideas what the problem could be? Only thing I can think of is that the world is pretty big (318MB).
Not sure what to tell you, I don't think it would be the world size, as it only loads a region at a time. I downloaded the program and updated the biome colors from the github page and once I found an ancient non-modded world on my computer, they opened fine. So there must be something in that particular world you're trying to open that it doesn't like. You can try posting an issue on the github page but it doesn't look like there's been any activity on that in years, so you might not get an answer.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Hey, Thanks for the suggestions. I had a look in MCEdit and it actually has a similar feature to change biomes. It isn't as easy to see what you're changing or what you have changed, but it does work. I'll just say this here in case anyone else runs into the issue I had.
Try it on a backup world save, see what happens. If not, MC Edit may be able to do it as the post above yours mentions. I haven't used either program in years so I have no idea if they work at all anymore.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Well, is it still possible with this or some other program to "paint" a new biome into my world? For example replace forest with an ocean.
Not if it was created/last opened in 1.13 or later since they changed the way chunks are saved, especially in more recent versions (I don't think 1.13 changed the biome data itself but 1.16 definitely did; otherwise, they changed the way blocks are stored in 1.13 and from the screenshots on the first page Biome Painter will read this data to make a map of the world); even MCEdit hasn't been updated to support 1.13 and newer versions, so you'll have to work with a world created in 1.12.2 or earlier, which can then be updated (you can add 1.13+ biomes by using their numerical IDs; I'm not certain about 1.12.2 but 1.6.4 will treat invalid biome IDs as Plains in-game but it does not alter the save data, so you may be able to test the world in 1.12.2).
Does this mod work with mods such as biomes o plenty, highlands and extrabiomes xl? I really want to make a custom world for when i start a modded single player series
Like I would travel, find a biome and cut it out but is there an option to kind of smooth the edges on the biomes and not make it square? Cause I want it to look natural
This isn't a mod, but a stand alone program for editing your save game file.
If you want to change biomes in game, there are mods for that, like the biome painter from the random things mod, and I think Witchery has a biome change spell. But both would be fairly labor intensive to change a large area.
D_B
To tell them how to live is to prevent them living.
whenever i try loading a world, it doesnt load and instead opens the worlds files
I don't know what you mean. It's been a long time since I used this program, but I recall you select the save file and it shows you the biome map. You might have to select the "level.dat" file in the world save folder, I don't remember exactly.
D_B
To tell them how to live is to prevent them living.
haha yeah that is true, figured it out..thanks anyways
Wut a great tool, it even work in 1.12, I just need to add new biome code number to "Biomes.txt" manually.
Hey. I tried to open a 1.12.2 world with Biome Painter and it refuses to open the world. This is the contents of the error log. If anyone can help me out with this I'd appreciate it. Thanks!
Biome Painter version 1.1.0, modified 5.12.2013 10.06.48 PM
Time: 4.9.2020 9.31.45 PM
System.InvalidOperationException: Failed to compare two elements in the array. ---> System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at Minecraft.World.CompareRegionNames(String r1, String r2)
at System.Array.FunctorComparer`1.Compare(T x, T y)
at System.Collections.Generic.ArraySortHelper`1.DepthLimitedQuickSort(T[] keys, Int32 left, Int32 right, IComparer`1 comparer, Int32 depthLimit)
at System.Collections.Generic.GenericArraySortHelper`1.Sort(T[] keys, Int32 index, Int32 length, IComparer`1 comparer)
--- End of inner exception stack trace ---
at System.Collections.Generic.GenericArraySortHelper`1.Sort(T[] keys, Int32 index, Int32 length, IComparer`1 comparer)
at System.Array.Sort[T](T[] array, Int32 index, Int32 length, IComparer`1 comparer)
at System.Collections.Generic.List`1.Sort(Comparison`1 comparison)
at Minecraft.World.GetRegionPaths(Dimension dim)
at BiomePainter.Form1.OpenWorld(String path)
at BiomePainter.Form1.openWorldToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
The program is just about one month away from being seven years old. I'm surprised it works at all anymore, but the post above yours mentions adding biome code numbers, maybe look into that? No idea what you'd add, so you may have to trial and error it.
D_B
To tell them how to live is to prevent them living.
Hey. Thanks for the response. I tried updating Biomes.user.txt using this: https://github.com/mblaine/BiomePainter/commit/4952e0999076b5d97617d8f0a0bbdbeb459c4c03. Still getting the same error. Also, other 1.12.2 worlds open fine, it's just the one I actually need to modify that won't open. Any other ideas what the problem could be? Only thing I can think of is that the world is pretty big (318MB).
Not sure what to tell you, I don't think it would be the world size, as it only loads a region at a time. I downloaded the program and updated the biome colors from the github page and once I found an ancient non-modded world on my computer, they opened fine. So there must be something in that particular world you're trying to open that it doesn't like. You can try posting an issue on the github page but it doesn't look like there's been any activity on that in years, so you might not get an answer.
D_B
To tell them how to live is to prevent them living.
Hey, Thanks for the suggestions. I had a look in MCEdit and it actually has a similar feature to change biomes. It isn't as easy to see what you're changing or what you have changed, but it does work. I'll just say this here in case anyone else runs into the issue I had.
Well, is it still possible with this or some other program to "paint" a new biome into my world? For example replace forest with an ocean.
those that are last, may yet be first
Try it on a backup world save, see what happens. If not, MC Edit may be able to do it as the post above yours mentions. I haven't used either program in years so I have no idea if they work at all anymore.
D_B
To tell them how to live is to prevent them living.
Not if it was created/last opened in 1.13 or later since they changed the way chunks are saved, especially in more recent versions (I don't think 1.13 changed the biome data itself but 1.16 definitely did; otherwise, they changed the way blocks are stored in 1.13 and from the screenshots on the first page Biome Painter will read this data to make a map of the world); even MCEdit hasn't been updated to support 1.13 and newer versions, so you'll have to work with a world created in 1.12.2 or earlier, which can then be updated (you can add 1.13+ biomes by using their numerical IDs; I'm not certain about 1.12.2 but 1.6.4 will treat invalid biome IDs as Plains in-game but it does not alter the save data, so you may be able to test the world in 1.12.2).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?