Sorry about my idiocy, i'm just not very familiar with this stuff
So the top line should be 'move 75' (with an acceptance value of 0.00).
The second line should be 'bedrock' (with an acceptance of 0.00).
The third line should be ? (I can't seem to find the option 'sky' in the positioning or move options, do you mean something else? only options for positioning I can find are bedrock, world height and sea level).
The fourth line should be average surface (acceptance 0.00).
The last line should be Mark -2 (with an acceptance value of ~1.04).
What does the acceptance value do?
Also I'm trying to put in the command /#replace biomesoplenty:log_4 5 minecraft:log 1 doesn't work
I'm trying to replace the vanilla spruce log with a biomes o plenty dead wood log
Reasoning is that the ray moves up to Y75, then marks all the positions down to Y35 as spawnable, then it finds the surface (if there is one) and spawns either on level or 2 blocks lower.
BTW I'm having some trouble figuring out the new generation system for structures. I'm currently modifying the 'limit' in the generation section with the positioning options.
What does the 'mark' mean?
And what is with the later or earlier options?
E.g. I want my structure to gen on the surface but go down a max of 2 blocks, I also want it to not spawn above Y75.
Currently my selections are;
Top (World Height)
Move -2
Average Surface
Mark -1
Lastly, I also can't figure out how to do mod dependencies. For example I'm trying to get a structure to spawn in the xeric shrubland from BOP, but for some reasons its not spawning so I assume I need to put in a dependency for BOP.
When I've been messing around with tree gen in jungles, forests, etc. it often occurs that many of the trees get bunched up together a lot, making the forest very thick. I also want to replace all the oak trees that spawn in the jungle biome.
Is there a way to replace all of the oak trees in the jungle biome with custom trees?
Is there a way to prevent tree from grouping up so they can be more spread out?
Does the tree gen added through this mod replace tree added by mods such as Biomes o Plenty when custom tree are set to gen in the correct biomes (e.g. mountainfoothills)?
Below are two images, taken from different angles, as you can see there is a lighting error. The bugged object are BOP's medium, short and damp grass types.
Would anyone be able to tell me how I might fix this bug? Perhaps adding the blocks tot eh shader config?
Currently I have my latitudinal climate band width set to 4 with half and quarter size climate zones disabled. Approximately z: 4000-8000 is entirely the 'Hot' biome type (in this case I don't need to worry about 2's bordering 4's). I have the BOP wasteland, mountain peaks, mountain foothills, outback, bayou, mangrove, xeric shrubland and the vanilla desert, savanna (+variants), mesa (+variants) and jungle (+variants) spawning.
Sometimes I get a BOP Mountain peaks biome bordering a bayou, mangrove or jungle. In each case the transition looks unnatural and ugly, Another example is when jungle borders a desert, wasteland or mountain foothills.
I would like to be able to create a more natural transition using the biomes I have. For example, mountain foothills and mountain peaks look best when bordering a savanna, outback, desert or wasteland. These biomes themselves border nicely with most other biomes. Jungle borders best with the xeric shrubland, outback, savanna or mesa due to the subtle change in color and vegetation, much less than a jungle bordering a flat, white desert with no vegetation for example.
Of course specific biome transitions are subject to one's aesthetic tastes, but I hope you can see the feature that I think should be added.
Thankyou for the information, I'll see how I can use this new feature
Anyway, I've got one more question to ask.
The new 'Sea' climate type appears to be an addition, a climate type that encompass type other types (Ocean/Deep_Ocean). Given this, I would like to ask if sometime in the future you could make what I call a transitional climate type; namely a climate that resides in between the standard climate types that are currently available.
For example, you could make a 'Temperate' climate which transitions to the warm and hot climates, and a 'Chilly' climate which transitions between cool and snowy. This would allow players, like myself, to create better biome transitions. E.g. desert bordering biomes like the jungle, plains, forest, and other biomes of the lush type creates a severe transition which is often unrealistic. Most deserts transition to a semi-lush area before leading onto a more wet/tropical biome.
I'll give a better example of how this is advantageous.
Look at the image attached with the plains-forest-mountain transition. Now normally you would make the mountain 'Snowy', the forest 'Cool' and the pains 'Warm' to get a guaranteed transition. A problem occurs when you want different biome transitions to occur. For example, you might also want a world which has a savanna transitioning to a desert. To do this desert needs to be 'Hot' and the savanna 'Warm', now there's an issue. You can now have savanna's bordering spruce forests bordering snowy mountains, very unrealistic and ugly.
Is it possible for you to explain the functionality of this addition so it can be best utilized?
For example, if I changed the jungle climate from Warm to Sea, would that result in jungle biomes only spawning in ocean by them selves? I' am somewhat confused, since GC creates a world littered with islands which spawn in the sea, would jungle biomes with a Sea climate simply merge with standard biomes?
I woudl appreciate any feedback you can give me, keep up the good work Zeno
Does anyone know a way in which I can give modded blocks (e.g. BOP's damp grass) shade properties such as a waving effect. The BOP grass types have some issues, the side which is not facing the sun is always extremely dark compared to the normal grass texture, this effect beign removed when looking at the side which does face the sun. Is there any way to fix this?
0
Sorry about my idiocy, i'm just not very familiar with this stuff
So the top line should be 'move 75' (with an acceptance value of 0.00).
The second line should be 'bedrock' (with an acceptance of 0.00).
The third line should be ? (I can't seem to find the option 'sky' in the positioning or move options, do you mean something else? only options for positioning I can find are bedrock, world height and sea level).
The fourth line should be average surface (acceptance 0.00).
The last line should be Mark -2 (with an acceptance value of ~1.04).
What does the acceptance value do?
Also I'm trying to put in the command /#replace biomesoplenty:log_4 5 minecraft:log 1 doesn't work
I'm trying to replace the vanilla spruce log with a biomes o plenty dead wood log
0
Would this fix it;
Move 75
Mark -30
Average Surface
Mark -2
Reasoning is that the ray moves up to Y75, then marks all the positions down to Y35 as spawnable, then it finds the surface (if there is one) and spawns either on level or 2 blocks lower.
Is this correct?
0
BTW I'm having some trouble figuring out the new generation system for structures. I'm currently modifying the 'limit' in the generation section with the positioning options.
What does the 'mark' mean?
And what is with the later or earlier options?
E.g. I want my structure to gen on the surface but go down a max of 2 blocks, I also want it to not spawn above Y75.
Currently my selections are;
Top (World Height)
Move -2
Average Surface
Mark -1
Lastly, I also can't figure out how to do mod dependencies. For example I'm trying to get a structure to spawn in the xeric shrubland from BOP, but for some reasons its not spawning so I assume I need to put in a dependency for BOP.
0
Just another question.
When I've been messing around with tree gen in jungles, forests, etc. it often occurs that many of the trees get bunched up together a lot, making the forest very thick. I also want to replace all the oak trees that spawn in the jungle biome.
Is there a way to replace all of the oak trees in the jungle biome with custom trees?
Is there a way to prevent tree from grouping up so they can be more spread out?
0
Do all shaders have this issue, or just chocapic's? (e.g. I might want to use a pack that is an edit of this one)
0
Does the tree gen added through this mod replace tree added by mods such as Biomes o Plenty when custom tree are set to gen in the correct biomes (e.g. mountainfoothills)?
0
Below are two images, taken from different angles, as you can see there is a lighting error. The bugged object are BOP's medium, short and damp grass types.
Would anyone be able to tell me how I might fix this bug? Perhaps adding the blocks tot eh shader config?
0
Are you aware of the issue WhichOnesPink posted on the issue tracker concerning leaf decay?
0
Thanks Zeno for the help anyway even if at the moment it isn't possible, I'll be fine
0
Thankyou for the comments Zeno, hmmmmm.
What I'm actually trying to do is this.
Currently I have my latitudinal climate band width set to 4 with half and quarter size climate zones disabled. Approximately z: 4000-8000 is entirely the 'Hot' biome type (in this case I don't need to worry about 2's bordering 4's). I have the BOP wasteland, mountain peaks, mountain foothills, outback, bayou, mangrove, xeric shrubland and the vanilla desert, savanna (+variants), mesa (+variants) and jungle (+variants) spawning.
Sometimes I get a BOP Mountain peaks biome bordering a bayou, mangrove or jungle. In each case the transition looks unnatural and ugly, Another example is when jungle borders a desert, wasteland or mountain foothills.
I would like to be able to create a more natural transition using the biomes I have. For example, mountain foothills and mountain peaks look best when bordering a savanna, outback, desert or wasteland. These biomes themselves border nicely with most other biomes. Jungle borders best with the xeric shrubland, outback, savanna or mesa due to the subtle change in color and vegetation, much less than a jungle bordering a flat, white desert with no vegetation for example.
Of course specific biome transitions are subject to one's aesthetic tastes, but I hope you can see the feature that I think should be added.
0
Can anyone help me remove the BOP grass types: medium, short and damp, from terrain generation?
I'm unfamiliar with JSON syntax and are having trouble find out enough info to correctly remove these objects.
Any help woudl be appreciated.
0
Thankyou for the information, I'll see how I can use this new feature
Anyway, I've got one more question to ask.
The new 'Sea' climate type appears to be an addition, a climate type that encompass type other types (Ocean/Deep_Ocean). Given this, I would like to ask if sometime in the future you could make what I call a transitional climate type; namely a climate that resides in between the standard climate types that are currently available.
For example, you could make a 'Temperate' climate which transitions to the warm and hot climates, and a 'Chilly' climate which transitions between cool and snowy. This would allow players, like myself, to create better biome transitions. E.g. desert bordering biomes like the jungle, plains, forest, and other biomes of the lush type creates a severe transition which is often unrealistic. Most deserts transition to a semi-lush area before leading onto a more wet/tropical biome.
I'll give a better example of how this is advantageous.
Look at the image attached with the plains-forest-mountain transition. Now normally you would make the mountain 'Snowy', the forest 'Cool' and the pains 'Warm' to get a guaranteed transition. A problem occurs when you want different biome transitions to occur. For example, you might also want a world which has a savanna transitioning to a desert. To do this desert needs to be 'Hot' and the savanna 'Warm', now there's an issue. You can now have savanna's bordering spruce forests bordering snowy mountains, very unrealistic and ugly.
Is there anything that can be done?
0
Is it possible for you to explain the functionality of this addition so it can be best utilized?
For example, if I changed the jungle climate from Warm to Sea, would that result in jungle biomes only spawning in ocean by them selves? I' am somewhat confused, since GC creates a world littered with islands which spawn in the sea, would jungle biomes with a Sea climate simply merge with standard biomes?
I woudl appreciate any feedback you can give me, keep up the good work Zeno
0
Does anyone know a way in which I can give modded blocks (e.g. BOP's damp grass) shade properties such as a waving effect. The BOP grass types have some issues, the side which is not facing the sun is always extremely dark compared to the normal grass texture, this effect beign removed when looking at the side which does face the sun. Is there any way to fix this?
0
Thankyou very much for the help, it is greatly appreciated