The marked spots you saw on my image were for an older version of Biomes O' Plenty, but not even that is complete - it is so hard to find ALL the biomes that i stopped that temporarily out of frustration. I tried to make a testmap with worldpainter, but i failed awfully - i don't know how to use custom biomes with it.
This is why I made 3 worlds after looking in the seeds section so one has jungle which is super hard to find (plus other common ones nearby), another has mesa and other random ones and the last has the giant spruce and others. I think the only biomes I can't easily find are mushroom biomes but I haven't seen one of them for months (this is real time) so I couldn't really care less.
Or.... just download AMIDST from the tools section like I did and load in a seed or a world you started, and move yourself using it to your desired location/biome.
pink is a mushroom biome bty, the sky blue in the snowy parts are the ice spikes... and dark orange near the bottom is a mesa.
tadaaaaa...
Just load then exit a world (don't need to exit MC, or AMIDST) load up AMIDST, load up your world (all it does is grab the seed) then locate and move yourself. It don't mess with anything aside your player coords in your player file. Jump back in your world (n o need to close AMIDST) and bam... just be in creative, it pops you in the sky by default to prevent loading in the ground.
The very light green are sunflower plains, the dark greenish brown are the new roofed forests. Tan in the bottom right corner is the new savanna, birch forest is the slightly darker green touching the sky blue is the birch forest, and the lighter patch of such above the villager is the M version. gray is extream hills, and a light gray b(not shown) is M version.
What on earth are the M and + variations? Do they still use the normal mountain biome colour?
They do. they just provide you with extra variations to the biomes to it's not one big mess of the same..
Like for example a birch forest has normal birch trees, the M version has birch trees that are taller. Add a patch or two of the M in the forest, and you get areas where the trees are growing taller.
or as you see in that hills.. the + made like a allbeitsmall valley in the middle of the hill.
Now not saying they all will do that exact variation, those are the only ones I know of and bothered to check out.
is there any way of geting biome specific colormaps then :/ It would solve the altitude problem. Does the altitude shift apply to all colormaps? even the mcpatcher ones?
The new system isn't really an 'altitude problem' once you have it sorted out it works and looks very stunning in game. I've been going though my last sheet I showed and seeing what heights the colors start changing and editing the gradient to get the colors to start changing where I like and at what height. Easy when you plop down a rainbow like I showed and go 'okay blocks at ___ height are this color on the sheet at this spot."
But yeah MCPtatcher wont be updating until 1.7 comes out in full. With these snaps the code can very well change from snap to snap, and you wouldn't want tp spend hours working on support only to have to throw everything you just did away for the next snap due to code changes.
YES. If -anything- is applied to one it is applied to all, that it how its always been from the first day minecraft started using color maps for biomes. Same areas on both maps control the colors. That's how it has always been, and always will be in the future. All color maps use the same exact coding aside the 'use X sheet for Y'. a.k.a grass, trees, water, etc. That's why color maps from mcpatcher is so easy, as it just changes the 'use X sheet, for Y".
There you go. so in future if you ever feel the need to ask "does this work on X colormap?" The answer will always be, YES.
The new system isn't really an 'altitude problem' once you have it sorted out it works and looks very stunning in game. I've been going though my last sheet I showed and seeing what heights the colors start changing and editing the gradient to get the colors to start changing where I like and at what height. Easy when you plop down a rainbow like I showed and go 'okay blocks at ___ height are this color on the sheet at this spot."
But yeah MCPtatcher wont be updating until 1.7 comes out in full. With these snaps the code can very well change from snap to snap, and you wouldn't want tp spend hours working on support only to have to throw everything you just did away for the next snap due to code changes.
Once you have it completely sorted out, can you possibly post the png of your results? I've been following this thread for the past few days and am in the process of recoloring an existing texturepack. I just can't seem to get a handle on the thread as a whole.
But yeah MCPtatcher wont be updating until 1.7 comes out in full. With these snaps the code can very well change from snap to snap, and you wouldn't want tp spend hours working on support only to have to throw everything you just did away for the next snap due to code changes.
Erm... have you heard from Kahr about that?
He usually stays up-to-date with the snapshots, sometimes even releases a compatible version within the week or even within days. He probably does this with the mentality that keeping up with the snapshots will make it easier when the final stable version comes out. Plus, there haven't been any snapshots for a while until these new ones.
Maybe you're thinking of Optifine? Because Optifine does exactly what you've described (and I think I've even read somthing to that effect from Optifine's creator).
Regarding forge support. For those who are unaware, forge's latest update is essentially an ultimatum to modders: Either be incompatible with us or be incompatible with everything else. As one of MCPatcher's core design principles is to be as compatible as possible, this is completely unacceptable. Making MCPatcher forge-compliant would represent an enormous effort for an inferior result. Among other things it would mean no snapshot support, leaving texture pack artists with no way to work on new features between major Minecraft releases.
There is no technical reason for this "no jar edits" requirement. With a few hours work I was able to bypass it and get a proof-of-concept MCPatcher+forge modified jar up and running with only minor incompatibilities. The result is essentially the same as the old way of adding a forge zip to MCPatcher and clicking Patch.
I am led to conclude that this change is more about promoting an ideology than a technology, and recent public behavior by Lex and cpw only confirms that. They repeatedly insist that any modder not doing things their way is "doing it wrong", as if there were only One True Way to create Minecraft mods. The condescension is especially rich considering forge's crude binary diffs method for base class edits is light years behind what MCPatcher has been doing for over two years now.
So while perhaps I could cobble together something that will work both with and without forge, having to bend over backward to accommodate a group with so little regard for others is extremely frustrating. I would much rather work on new features for artists than constantly jump through forge's ever-changing and utterly unnecessary hoops.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Once you have it completely sorted out, can you possibly post the png of your results? I've been following this thread for the past few days and am in the process of recoloring an existing texturepack. I just can't seem to get a handle on the thread as a whole.
I already did.
Take the color sheet, and draw a line that goes from each biome to the 'snowy' biome in the bottom right corner.
Now, every color you place on that line will hue shift the biome from the default biome color, say forest at 62 blocks, and shift it to the 'snowy' biome color as you reach the max build height of the world.
Pretty much, the higher in the game you go, the 'colder' it gets.
Some biomes over lap, just blend them together.
So we go from this.
To this
Some extra noise gives a nice subtle shift in hues as well, sense the hue shift isn't a perfect line from one biome to the other, and sort of 'wobbles' a bit along the width of the lines.
We don't know exactly how wide the lines really are, but whats shown works, may be much thicker then needed, but it works.
Keep in mind, some biomes colors like the birch forest haven't been located yet on the sheet.
Kindly don't bring that up again Lemon. That was for IF a compromise between MCPatcher and Forge couldn't be reached. It was, so that's not the issue at all.
The reason MCPatcher isn't updated yet can be found in This Post. Particularly, this bit:
OK, so, does every color along those lines get used or just a finite amount per biome? Basically, if you go high enough will it always hit the bottom-right corner no matter where you start?
OK, so, does every color along those lines get used or just a finite amount per biome? Basically, if you go high enough will it always hit the bottom-right corner no matter where you start?
My general impression is "yes," though i haven't thoroughly tested it with lots of biomes. And "High Enough" seems to be y256.
Kindly don't bring that up again Lemon. That was for IF a compromise between MCPatcher and Forge couldn't be reached. It was, so that's not the issue at all.
So yea, Grum re-organized all of Minecraft giving modders a LOAD of work for 1.7. That's why MCPatcher hasn't updated.
Well... unless someone's heard anything more recent.
Well, I'm assuming what Kahr said still rings true, and the only reason there is not a "compromise" issue is because Kahr found (or got suggested) a work-around using LiteLoader to make MCpatcher work with Forge (or some other work-around?). (unless of course, it's not required, and Forge devs undid what caused MCpatcher to not work with it).
And yes, I am aware of why it's not out yet, I was just trying to explaine to Taiine that it is usually Kahr's intention to support snapshots.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
From my testing, yes every biome seems to after a bit slide down to the colder biome by the time you reach max height. I haven't tested any of the biomes that 'overlap' yet however, it could be their 'coldest' is the next biome along the line, not sure yet.
Now mine is just a basic 'gradient from one biome color to the coldest' but you can get creative with it as I will be.
It's really not that hard to sort out how far down the line = what height in game.
Just plop a rainbow gradient down the line, and look in game at what block height goes to what color, and then edit the line to the colors you want. Thats what I am doing (and it takes little time to do) to better my color maps. This map I showed may end up just being my trees so the hue shift is more subtle.
This is why I made 3 worlds after looking in the seeds section so one has jungle which is super hard to find (plus other common ones nearby), another has mesa and other random ones and the last has the giant spruce and others. I think the only biomes I can't easily find are mushroom biomes but I haven't seen one of them for months (this is real time) so I couldn't really care less.
pink is a mushroom biome bty, the sky blue in the snowy parts are the ice spikes... and dark orange near the bottom is a mesa.
tadaaaaa...
Just load then exit a world (don't need to exit MC, or AMIDST) load up AMIDST, load up your world (all it does is grab the seed) then locate and move yourself. It don't mess with anything aside your player coords in your player file. Jump back in your world (n o need to close AMIDST) and bam... just be in creative, it pops you in the sky by default to prevent loading in the ground.
The very light green are sunflower plains, the dark greenish brown are the new roofed forests. Tan in the bottom right corner is the new savanna, birch forest is the slightly darker green touching the sky blue is the birch forest, and the lighter patch of such above the villager is the M version. gray is extream hills, and a light gray b(not shown) is M version.
It even shows the + versions.
They do. they just provide you with extra variations to the biomes to it's not one big mess of the same..
Like for example a birch forest has normal birch trees, the M version has birch trees that are taller. Add a patch or two of the M in the forest, and you get areas where the trees are growing taller.
or as you see in that hills.. the + made like a allbeitsmall valley in the middle of the hill.
Now not saying they all will do that exact variation, those are the only ones I know of and bothered to check out.
There is no MCPatcher compatable the snapshot, nor likely will be until sometime after the final 1.7 is out.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
But yeah MCPtatcher wont be updating until 1.7 comes out in full. With these snaps the code can very well change from snap to snap, and you wouldn't want tp spend hours working on support only to have to throw everything you just did away for the next snap due to code changes.
There you go. so in future if you ever feel the need to ask "does this work on X colormap?" The answer will always be, YES.
Once you have it completely sorted out, can you possibly post the png of your results? I've been following this thread for the past few days and am in the process of recoloring an existing texturepack. I just can't seem to get a handle on the thread as a whole.
Erm... have you heard from Kahr about that?
He usually stays up-to-date with the snapshots, sometimes even releases a compatible version within the week or even within days. He probably does this with the mentality that keeping up with the snapshots will make it easier when the final stable version comes out. Plus, there haven't been any snapshots for a while until these new ones.
Maybe you're thinking of Optifine? Because Optifine does exactly what you've described (and I think I've even read somthing to that effect from Optifine's creator).
EDIT: I've also found a post from Kahr in July:
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I already did.
Take the color sheet, and draw a line that goes from each biome to the 'snowy' biome in the bottom right corner.
Now, every color you place on that line will hue shift the biome from the default biome color, say forest at 62 blocks, and shift it to the 'snowy' biome color as you reach the max build height of the world.
Pretty much, the higher in the game you go, the 'colder' it gets.
Some biomes over lap, just blend them together.
So we go from this.
To this
Some extra noise gives a nice subtle shift in hues as well, sense the hue shift isn't a perfect line from one biome to the other, and sort of 'wobbles' a bit along the width of the lines.
We don't know exactly how wide the lines really are, but whats shown works, may be much thicker then needed, but it works.
Keep in mind, some biomes colors like the birch forest haven't been located yet on the sheet.
"Swamp" isn't anywhere on the colormap.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
The reason MCPatcher isn't updated yet can be found in This Post. Particularly, this bit:
So yea, Grum re-organized all of Minecraft giving modders a LOAD of work for 1.7. That's why MCPatcher hasn't updated.
Well... unless someone's heard anything more recent.
OK, so, does every color along those lines get used or just a finite amount per biome? Basically, if you go high enough will it always hit the bottom-right corner no matter where you start?
My general impression is "yes," though i haven't thoroughly tested it with lots of biomes. And "High Enough" seems to be y256.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Well, I'm assuming what Kahr said still rings true, and the only reason there is not a "compromise" issue is because Kahr found (or got suggested) a work-around using LiteLoader to make MCpatcher work with Forge (or some other work-around?). (unless of course, it's not required, and Forge devs undid what caused MCpatcher to not work with it).
And yes, I am aware of why it's not out yet, I was just trying to explaine to Taiine that it is usually Kahr's intention to support snapshots.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Now mine is just a basic 'gradient from one biome color to the coldest' but you can get creative with it as I will be.
It's really not that hard to sort out how far down the line = what height in game.
Just plop a rainbow gradient down the line, and look in game at what block height goes to what color, and then edit the line to the colors you want. Thats what I am doing (and it takes little time to do) to better my color maps. This map I showed may end up just being my trees so the hue shift is more subtle.