I actually found the fork of Matmos in the gitHub a few hours ago, but who did PF? There's no fork!?
Crushed that this mod is no longer supported I've played with DS for months and I went back recently to play in a 1.7 world and the difference between DS and Matmos is night and day. It made me sad and nostalgic, and it's such a bummer that Matmos only made it to 1.11. We were so close to the new standard!
@Remove, whoops, sorry about that. I'm on the 1.10.2 edition of the mod, so I'm not sure what features you'd have available to you.
@Remove, Zeno is talking about in the RTG config for forests (config/RTG/biomes/vanilla/forest.cfg) you should find the following lines which give you block control on a per-biome basis:
# [default: ] S:"RTG Surface: Filler Block"= # [range: 0 ~ 15, default: 0] I:"RTG Surface: Filler Block Meta"=0 # [default: ] S:"RTG Surface: Mix Block"= # [range: 0 ~ 15, default: 0] I:"RTG Surface: Mix Block Meta"=0 # [default: ] S:"RTG Surface: Top Block"= # [range: 0 ~ 15, default: 0] I:"RTG Surface: Top Block Meta"=0
So, if I do this, it doesn't load the Vanilla.xml in the custom folder. When I create a new world, no vanilla ores spawn.
EDIT: I ought to mention that if you open the World Gen Options again after already creating a world and returning to the main menu to create another, the game crashes.
Lol @Remove no need to be so vehement. If you really hate it so much you could just retexture it. I mean you're modding the game anyhow. And while I'm no expert, I believe getting rid of Podzol is possible with either Climate Control or BiomeTweaker.
I can't seem to get the 1.10.2 version working. I try creating the CustomOreGen_Config.xml, editing it, and specifying things like:
Which is in the custom xml folder, and when I launch the game and try to create a new world, the Ore Gen Options screen is blank, and there is a log error:
CustomOreGen.Config.ParserException: CustomOreGen Config Error at Element <OptionChoice> [line 40]: An Option named 'vanillaOreGen' already exists.
From what I understand, the wiki explicitly states that this is supposed to overwrite default configs. Anybody have an idea of what I'm doing wrong?
Apparently, my error was using Import vs. OptionalImport. Perhaps this could be mentioned in the Config Header, or if not there, then in the wiki.
I still can't get it working. If I include <OptionalImport file='modules/custom/Vanilla.xml'/> it crashes. However, all of the other files can successfully be loaded like this.
Instead of The Custom Spawner of Mo'Creatures. It's kind of buggy...
I'm sorry if I'm asking an ignorant question, but I have reasonable doubt: I've looked all over Curse, Curseforge, and GitHub, and I haven't been able to find a version that supports anything other than 1.7.10. I'm in the market for something for 1.10.2 to go along with MOC. I have seen references on the Wiki which seems pretty recently updated to post 1.7 configs. Was this just for the 1.8 beta version that someone was working on last year?
@srs-bsns Regarding Notepad++, I'm just starting to get used to using it to edit multiple files, both side by side and all at once. I wasn't aware of this particular functionality though, so thanks! I realize what you mean regarding the other files. I had always had the impression that BiomeTweaker and ClimateControl were mutually exclusive, so it's great to hear that they aren't. Thanks for addressing my question.
So I'm curious as to why you split up the configs? Before I could just search in a single file get all instances of a setting, now I have to go file by file. Also, I'm using Climate Control to turn off biomes (You can't turn off Biomes in BOP without it crashing, at least from what I've experienced), so why generate configs based on their supposed generation? I'm not questioning the decision, just curious about the reasoning.