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    posted a message on BiomeTweaker - Customize your Biomes

    I have cleaned up my config file and tried many different things, after literally reading this thread over and all of the unresolved and resolved issues on github. During which managed to learn more about Minecraft and BiomesOPlenty coding. Biometweaker is doing its thing, only that some things done by BoP and Minecraft regarding rivers and other features happens after BT config is applied. BoP keeps applying loamy dirt for Dead Swamps and other biomes, apply dirt with raised rivers/oceans, and apply cluster of dirt along with the ores which some stick out of the surface, regardless of BT modified biome generation.


    I am probably going to figure it out the answer with further trial and error...by default the BT config is applied at stage FINISHED_LOAD. If SERVER_STARTING and SERVER_STARTED are valid, can BT commands be applied after the river/ocean hardcode? At least with beaches I can replace them with the wasteland biome while keeping its generation. *goes off to try out this theoretical workaround*


    edit: Sigh, nope. Would be great to have a working post-river/ocean/ore gen stage to apply biome tweaks.


    edit2: Ah, the dirt only applies to vanilla river. If I use a BoP river and apply the top and filler blocks tweaks, I get want I want while maintaining the river lines. Woot! :)

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    I did, I edited my previous post. Human error with code and Eclipse. <.<


    It works fine now with RTG.

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    edit: Yep, completely my human error in some weird way. BoP biomes has a Fog Density setting in the code, which was missing from Dead Forest. Not sure how it still worked before, unless it was auto applied by Eclipse which I use for Java code by ctrl shift O without realizing. Whatever the case, must have got undone or added with no value when I changed the temperature and humidity. >.>

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    Only Bop configs related to fog is in misc.cfg which related to enabling Fog and Sky colors. Setting them to false only turns the issue from black/visible flickering to white/visible flickering, with no changes to the fog density. I do not have Optifine.


    What about temperature and humidity of a biome? Supposedly it has some effect with fog and biome color.


    Anyway, I tried everything. Changed the temp and humidity to match that of the wasteland with both BiomeTweaker and directly in the BiomeOPlenty code. I even tested with Ominous Woods which has the thickest fog in BoP, yet it is fine. Tried its temp and humidity for DeadForest. I looked both int he BiomeOPlenty and RTG code to see what is different (aside from me adding BoP fog to DeadForest).


    Closest I can pinpoint is whatever RTG does to default BoP Dead Forest conflicts with fog BoP Dead Forest. Fog works fine without RTG.

    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    Does RTG add fog, or have any that changes fog?


    I am testing it with BiomeTweaker-1.7.10-2.0.182 and customized BiomesOPlenty-1.7.10-2.1.0.1889. I added same BopWasteland fog to BopDeadforest, which was working fine before RTG. Even before changing any default config settings, whenever I explore Dead Forests the fog gets thick to the point of blocking visual or flickering black/visible. My only guess is that since BopDeadForest has no fog by default, RTG added or changed something with BopDeadForest that is causing a conflict. Only difference with default BopDeadforest is the inclusion of Fog in the same way BopWasteland fog is implemented.


    Thank you for any help and insight on this. :)

    Posted in: Minecraft Mods
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    posted a message on BiomeTweaker - Customize your Biomes

    I am having this issue where the world generation is ignoring some of the changes set out by the cfg file, like the custom top and filler blocks not being used despite json showing it received the changes...even though it did before.


    Also dirt will not stop appearing along parts of the river and beaches despite the top and filler set to another block. Happens more where the river is raised above the water layer by the main biome. This could be related to the dirt veins/chunks that is generated.


    Using BiomeTweaker-1.7.10-2.0.182 and modified BiomesOPlenty 1.7.10-2.1.0.1889 (only changed or removed some features of the wasteland biome) on Minecraft 1.7.10. Rest of the mods are client side like Journeymap, Not Enough Items, Waila/Wawla, and such.


    (config file edited in lieu of next post)

    Posted in: Minecraft Mods
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    posted a message on BiomeTweaker - Customize your Biomes

    Oh I am so bloody pleased that there is now a workaround for removing/minimizing unwanted biomes without crashing. Basing off the example in the documentation, able to create a world of wasteland. :D

    Posted in: Minecraft Mods
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    posted a message on BiomeTweaker - Customize your Biomes

    Then we just need to make sure there is one biome of each type left for the world gen to use? Or use removeDicType to remove the type of the biomes your removing if there will be none left after?

    Posted in: Minecraft Mods
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    posted a message on BiomeTweaker - Customize your Biomes

    How does a working biomes mod like ExtrabiomesXL (Biomes O Plenty configs is broken in comparison in 1.7.10) do it then when disabling large amount of biomes and disabling vanilla? I always got the impression that Minecraft's Biomes Manager compiles an array/dictionary of biomes, and then places a biome base of seed world generation.


    Does Biome Tweaker attempt to remove completely from the Biomes Manager, hence why the crashes? Instead of re-writing Minecraft's world generation, maybe add an a recursive blacklist before/during the biome placement of world generation.


    As in... TheseBiomes.remove() would really mean 'Add these biomes to the blacklist array, and get world gen to do a if check against it before placement'. That way, those biomes are still active in the background, but just not added to the world.


    Actually, I am sure biomes mods have/has done this in their code. Would explain how for example can disable a magical grove biome from Thaumcraft or whatever from being placed during world generation, yet able to 'terraform' a biome into one or flux tainted. In turn, explains why settings the Biome Ids to zero in their configs crashes the client even if they are set to disabled/false.


    I hope that make sense. >.>

    Posted in: Minecraft Mods
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    posted a message on BiomeTweaker - Customize your Biomes

    Would setting the genWeight to 0 for those biomes? Like... EverythingButThese.set("genWeight", 0)


    *goes to try it*


    Crashes still. Sigh. :/

    Posted in: Minecraft Mods
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    posted a message on BiomeTweaker - Customize your Biomes

    At the moment trying to remove most biomes and keep certain ones, yet keeps crashing the client if I use remove command.


    DeadlandsBiomes = forBiomes(7, 16, 25, 26, 37, 52, 53, 54, 95, 106)
    OceanBiomes = forBiomes(0, 10, 24, 99, 100)
    NetherBiomes = forBiomes(8, 115, 116, 117, 118, 119, 120)
    EverythingButDeadlands = forAllBiomesExcept(DeadlandsBiomes, OceanBiomes, NetherBiomes)
    EverythingButDeadlands.remove()


    I am not sure how exactly to use Biometweaker to keep certain biomes. This is with Biomes O Plenty as well.

    Posted in: Minecraft Mods
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    posted a message on BiomeTweaker - Customize your Biomes


    -Lastly, I'm trying to use "treesPerChunk" and "flowersPerChunk" on a BoP biome. On the wiki it states "You must set the application stage to "INIT" or earlier for this to have any effect" so I've tried to use the Tweaker object: Tweaker.setStage("PRE_INIT") Tweaker.set(58, "treesPerChunk", 2)
    Tweaker.set(58, "flowersPerChunk", 6)
    I must be doing something wrong as the console spits out [07:49:54] [main/ERROR] [BiomeTweakerCore]: Failed to find meaning in command set(58, "treesPerChunk", 2). It will be ignored.
    [07:49:54] [main/ERROR] [BiomeTweakerCore]: Failed to find meaning in command set(58, "flowersPerChunk", 6). It will be ignored. What would be the proper way to use this command?
    [/quote]
    I have not tried yet, but thinking it works something like...
    Tweaker.setStage("PRE_INIT")
    myBiomes.set("treesPerChunk", 2)
    myBiomes.set("flowersPerChunk", 6)

    Tweaker is just to set the stage, but still need to specify the biomes group.
    I am curious if it would accept the XXXPerChunk types from Biomes O Plenty.
    Posted in: Minecraft Mods
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    posted a message on BiomeTweaker - Customize your Biomes

    It appears to ignore the remove command. I tried both Default and with Biomes o Plenty, does nothing. Replacing the surface blocks for all biomes work though.


    Wait, can remove tree generation? Uh, was hoping for that, I guess the wiki is a bit outdated. :)


    Now next step is to maybe specify what sort of trees or other decoration are generated, and frequency? :D


    Is there an array in Minecraft for trees/decorations?

    Posted in: Minecraft Mods
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    posted a message on BiomeTweaker - Customize your Biomes

    If there is a 'remove' command for Biomes, shouldn't there be 'add' command too? Unless defining a biome object adds the designated biomes...?


    For example, I create an allBiomes object and then do 'dot remove brackets'. After that, create a new Biomes object that includes a few biomes.


    Would that work as a quick way to define those few biomes to be included in world generation, or would removing all before before that break any defining of new objects?

    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from TheAdubbz jump

    It's absolutely infuriating to see such misinformation being spread like wildfire. Please get your facts straight before making such statements, it's downright deceptive and misleading.


    The facts is the configs on BoP 1.7.10 versus BoP 1.6.4 has less options and the options that are included, doesn't recognize half of them and apply it even when setting the level type to BIOMESOP. Then state have no interest in fixing or updating the configs for 1.7.10? Abandonment is a valid statement, even if I said it out of frustration. In BoP 1.6.4, one could disable all other biomes including vanilla ones and have just a single biome to generate. BoP 1.7.10 does not allow that.


    Totally understand that modders may need re-write their mods or parts of so they can be compatible for the next big version, yet there is reason majority of modders and modpackers and launchermakers stick with a stable version. As Biomes o Plenty is popular, because it is awesome and thank you guys for it, it is used in most big modpacks that involves many mods. Depending on theme of a modpack, configs and options are wonderful to help fine tune.

    In my case, a single biome for a particular survival which I would like to share on private server or two. Instead of something simple like before, spending more time getting a square to fit a circle. On a plus side, this frustration motivation getting me to refreshing my Java'fu to either modify your mod or create an addon to get the things I seek.


    As for Forge, maybe from not putting as much effort due to lack of most mods that I care about not being on 1.8 yet, Forge 1.8 is not being runned and in turn not loading BoP 1.8. May be because of the few different launchers I tried, as I remember doing the same with 1.7 before they were ready, but to manually modify minecraft to include each time is a pain. So, waiting for 1.8 becoming the majority build.

    Posted in: Minecraft Mods
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