kbigtrees txt doesn't seem to do anything anymore, yeah. You'll want to edit biomegroups.cfg and individualbiomes.cfg. The default tree height option would be really difficult to get working with a Forge mod, so don't expect it to come back.
You could probably edit the bigtrees files to produce a taller branchless tree, though, or replicate vanilla big oaks. That second thing is something I'm gonna try.
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What should I change it to? In individualbiomes.cfg, they are all like
S:"minecraft.Beach Big Birch 0"=
S:"minecraft.Beach Big Pine 0"=
S:"minecraft.Beach Block Oak 0"=
S:"minecraft.Beach Cyprus Oak 0"=
S:"minecraft.Beach Dead Tree 0"=
S:"minecraft.Beach Great Oak 0"=
S:"minecraft.Beach Hat Tree 0"=
S:"minecraft.Beach Swamp Oak 0"=
S:"minecraft.Beach Tall Oak 0"=
Without an example to reference, I have no idea how these lines affect world generation.
After some experimentation with a decent replica large oak as the only BigTree:
Below 1000 produces sparse forests, pretty much vanilla density.
1000-1500 produces moderate forests, not much to say about them.
1500-2000 produces dense "black" forests that spawn mobs during the day as if they were caves.
Above 2000 starts producing solid masses of tree, even with a "thin" tree type.
Nice information there. To supplement it a little, I use a value of 1 for petrified trees in the desert. (Smooth stone logs, no leaves). That makes about one tree per biome. Values of 10-50 or so make a nice occasional tree in a meadow or field type biome. (I really like the appearance of using occasional swamp oaks with no other trees in the plains.) If you wanted, for example, vanilla density forests with five tree types of equal frequencies, you could set them all to 200, giving a total frequency of 1000.
As you've probably noticed, the frequencies are set up so that 1 is the minimum value that actually generates trees, and there is no maximum. The number represents how many times the game will try to generate a tree in a given area. Above 2000, of course, existing trees will prevent more from spawning, so somewhere about there is the practical maximum.
If I remember correctly, kbigtrees.txt is still read and used for a few things. Many of the options no longer work since the conversion to forge, but I believe some of the default template values are taken from there.
For the record, the config file doesn't appear to do anything. I wanted to make the big trees more rare of a find by lowering the frequencies, but nothing I change did anything after a regeneration of my world. I also changed the default-tree-height option to true, no change.
Tree frequencies and vanilla tree height configuration in kbigtrees.txt no longer do anything, but I think everything else still works. The next update is going to clean up the configuration files to make more sense. That update is 50% complete, has been for a while though.
Unless NEI is somehow modifying dark oak logs, I'm pretty sure it's on this end. I set up an instance with just NEI, CodeChickenCore, Biomes O'Plenty (because I'm using the configs from the OP), and this mod, and dark oak logs are still being labelled as acacia when I look at them, and I still can't craft them into planks. I can cheat planks in with /give and use those for crafting, but I can't use the logs.
Unless NEI is somehow modifying dark oak logs, I'm pretty sure it's on this end. I set up an instance with just NEI, CodeChickenCore, Biomes O'Plenty (because I'm using the configs from the OP), and this mod, and dark oak logs are still being labelled as acacia when I look at them, and I still can't craft them into planks. I can cheat planks in with /give and use those for crafting, but I can't use the logs.
I did. Any instance without BigTrees works just fine. The only thing I don't understand is why it only happens with dark oak. Every single other log works just fine, even modded ones.
@unapologeticromantic:
I do not have this issue with BigTrees-1.7.2b on Minecraft 1.7.10 (forge version 1.7.10-10.13.2.1230). Dark Oak logs are properly labeled and they are craftable into planks. I feel confident that it is not a BigTrees issue, and I don't even see how BigTrees could cause that problem. Perhaps it is some weird interaction of mods, something to do with overlapping ids? BigTrees does add six new blocktypes, the six big saplings. You can try changing their block ID numbers in kbigtrees.txt, but I don't think that will help.
@BlocklockCity:
Is it in a usable state, by dev build standards? I read your question, then I look at the source code, then I laugh. No, it is not. Half of the code is updated to new variable names and usage, and half is not, so it won't even compile.
I also doubt changing ids would help, considering that 1.7.10 dynamically assigns them. There are only a few things I can think of that could be going on here: 1) NEI is somehow affecting rendering. I find this unlikely, since that shouldn't render planks uncraftable. 2) Odd interaction with Biomes O'Plenty. Possible, but considering how many people use it with BigTrees, I also find it unlikely. 3) Some weird interaction between Biomes O'Plenty and the BigTrees config files you link to in the first post. Of the three, I find this the most likely, but I don't think anyone else is having this issue.
I also doubt changing ids would help, considering that 1.7.10 dynamically assigns them. There are only a few things I can think of that could be going on here: 1) NEI is somehow affecting rendering. I find this unlikely, since that shouldn't render planks uncraftable. 2) Odd interaction with Biomes O'Plenty. Possible, but considering how many people use it with BigTrees, I also find it unlikely. 3) Some weird interaction between Biomes O'Plenty and the BigTrees config files you link to in the first post. Of the three, I find this the most likely, but I don't think anyone else is having this issue.
The meta values in the config files for dark oak wood are the most likely problem. They should be 1 for dark oak, looks like they're 3 in the configs. (Fixing this will not correct preexisting trees).
Oh, I thought you meant dark oak wood from the creative inventory was mislabeled. I didn't even think to check the Biomes O'Plenty configuration - I actually forgot it existed since I didn't make it. Anyway, I'm glad the issue is resolved now. I guess that means the config files available for download are faulty.
There seem to be a few biomes that BigTrees generate abnormally rarely in -- the BOP thicket and maple woods, off the top of my head, but I'll start writing this down as I continue to tweak worldgen. Is it possible I'm just getting really unlucky, even with total tree frequencies set to 2000-3000, or is BigTrees "not turning on" during chunk generation sometimes?
I'm using Forge 1240 and the latest version of the mod (172b-1060) and big trees are not generating. Is this a mod conflict? If it's not could you release an update for newer versions of forge?
Mods I'm using require the newest versions of forge.
How I can disable craft of saplings? I want only tree generation. (I have bad english, sorry)
If you cant find a option for it in the configs you could use a mod like minetweaker 3 to remove the recipes its really simple
if youd like i could make up some minetweakers scripes real fast to remove the recipes if youd like
You could probably edit the bigtrees files to produce a taller branchless tree, though, or replicate vanilla big oaks. That second thing is something I'm gonna try.
Without an example to reference, I have no idea how these lines affect world generation.
Nice information there. To supplement it a little, I use a value of 1 for petrified trees in the desert. (Smooth stone logs, no leaves). That makes about one tree per biome. Values of 10-50 or so make a nice occasional tree in a meadow or field type biome. (I really like the appearance of using occasional swamp oaks with no other trees in the plains.) If you wanted, for example, vanilla density forests with five tree types of equal frequencies, you could set them all to 200, giving a total frequency of 1000.
As you've probably noticed, the frequencies are set up so that 1 is the minimum value that actually generates trees, and there is no maximum. The number represents how many times the game will try to generate a tree in a given area. Above 2000, of course, existing trees will prevent more from spawning, so somewhere about there is the practical maximum.
If I remember correctly, kbigtrees.txt is still read and used for a few things. Many of the options no longer work since the conversion to forge, but I believe some of the default template values are taken from there.
These lines work the same way as the similar lines for biome groups in the other config. Values in here override biome group values.
Tree frequencies and vanilla tree height configuration in kbigtrees.txt no longer do anything, but I think everything else still works. The next update is going to clean up the configuration files to make more sense. That update is 50% complete, has been for a while though.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Did you try an instance without BigTrees?
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Is it in a usable state, by dev build standards?
I do not have this issue with BigTrees-1.7.2b on Minecraft 1.7.10 (forge version 1.7.10-10.13.2.1230). Dark Oak logs are properly labeled and they are craftable into planks. I feel confident that it is not a BigTrees issue, and I don't even see how BigTrees could cause that problem. Perhaps it is some weird interaction of mods, something to do with overlapping ids? BigTrees does add six new blocktypes, the six big saplings. You can try changing their block ID numbers in kbigtrees.txt, but I don't think that will help.
@BlocklockCity:
Is it in a usable state, by dev build standards? I read your question, then I look at the source code, then I laugh. No, it is not. Half of the code is updated to new variable names and usage, and half is not, so it won't even compile.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
The meta values in the config files for dark oak wood are the most likely problem. They should be 1 for dark oak, looks like they're 3 in the configs. (Fixing this will not correct preexisting trees).
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Mods I'm using require the newest versions of forge.
If you cant find a option for it in the configs you could use a mod like minetweaker 3 to remove the recipes its really simple
if youd like i could make up some minetweakers scripes real fast to remove the recipes if youd like