The Meaning of Life, the Universe, and Everything.
Join Date:
10/17/2011
Posts:
115
Minecraft:
superckl
Member Details
About
BiomeTweaker seeks to provide a way for people to customize biomes. With BiomeTweaker, you can change things such as snow, rain, top block, filler block, temperature, and much more. You can even add and remove biomes. Whether this be in a modpack or for a simple Let's Play, hopefully BiomeTweaker will meet your needs. In the long run, BiomeTweaker will allow you to configure and change virtually every aspect of every biome.
Using BiomeTweaker
Everything you need to know about BiomeTweaker is documented on the wiki. For any questions you have that aren't covered by the wiki, leave a reply here or send me a PM and I'll be sure to respond. If you are having issues with Biome IDs, check the output folder that BiomeTweaker generates in it's config folder. You'll find a report on every registered bio
me. Here are just some small examples of what you can do with BiomeTweaker:
Installation & Downloads
You can install BiomeTweaker like you would any other Forge mod. BiomeTweaker is currently compiled with Forge 1291 for 1.7.10. Use it for best results, though BiomeTweaker should work on most versions for 1.7.10.
You can download supported builds of BiomeTweaker on the CurseForge page. Developments builds can be found on the Jenkins server.
You are free to use this mod in any modpacks and/or videos. Mentioning me as the author, providing a link to the mod, and letting me know would be great, but is not required.
BiomeTweaker seeks to provide a way for people to customize biomes. Whether this be in a modpack are for a simple Let's Play, hopefully BiomeTweaker will meet your needs. In the long run, BiomeTweaker will allow you to configure and change virtually every aspect of every biome, as well as remove and add them.
Using BiomeTweaker
Everything you need to know about BiomeTweaker is documented on the wiki. For any questions you have that aren't covered by the wiki, leave a reply here or send me a PM and I'll be sure to respond.
Installation & Downloads
You can install BiomeTweaker like you would any other Forge mod. BiomeTweaker is currently compiled with Forge 1291 for 1.7.10. Use it for best results, though BiomeTweaker should work on most versions for 1.7.10.
You can download supported builds of BiomeTweaker on the CurseForge page. Developments builds can be found on the Jenkins server.
2) Another mod solving problems with biomes! Awesome!
3) How your system works with more biomes and ids? (sorry, i don't have time to read github. Asking just to make sure it's compatible with this)
Ah, thanks for catching that little derp on my part. Copy pasta errors.
As for that other mod, I can't really say. I would need to take a look at when in the FML lifecycle it does it's checking. Since it doesn't seem to be open source, I can't do that. :/ What I can say, however, is that you can simply change the biome ID through BiomeTweaker if you have a conflict. BiomeTweaker generates a report on all registered biomes, so you can check for available IDs.
Ah, thanks for catching that little derp on my part. Copy pasta errors.
As for that other mod, I can't really say. I would need to take a look at when in the FML lifecycle it does it's checking. Since it doesn't seem to be open source, I can't do that. :/ What I can say, however, is that you can simply change the biome ID through BiomeTweaker if you have a conflict. BiomeTweaker generates a report on all registered biomes, so you can check for available IDs.
I have a question then: what is the sense to install AntiIdConflict and BiomeTweaker if they do same stuff (id stats)...
And another question then: what shuold WE with two nearly same mods. Because i'm creator of AntiIDConflict... (you can PM me...)
I have a question then: what is the sense to install AntiIdConflict and BiomeTweaker if they do same stuff (id stats)...
And another question then: what shuold WE with two nearly same mods. Because i'm creator of AntiIDConflict... (you can PM me...)
They do different things. BiomeTweaker isn't concerned with conflicts, it allows you to change properties of biomes. That includes things like height, humidity, top block, filler block, etc. If a biome added by someone using my mod conflicts with something else, your mod will let them know
They do different things. BiomeTweaker isn't concerned with conflicts, it allows you to change properties of biomes. That includes things like height, humidity, top block, filler block, etc. If a biome added by someone using my mod conflicts with something else, your mod will let them know
So yeah... But in this case does this mod still need report on all registered biomes[/b] if it is added by AntiIdConflict? In all the cases, what you can do with this is or to remove this report or make it generate if AIC isn't installed or leave it alone...
EDIT: forget what i just said, everything is fine and two mods are working together as they should... THAT'S AWESOME!!!
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?
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?
There is an add command:
addedBiomes = newBiomes(*biome ids here*)
As for removing all biomes, I haven't tried it. My money would be on world generation breaking terribly. Let me know how it turns out.
On a side note, BiomeTweaker 0.6.39 is now released on the CurseForge page. It contains the following changes:
- BiomeTweaker no longer requires itself to be installed on both server and client.
- Bug fixes
- Added commands to modify the BiomeDictionary
- Added commands to remove decorations such as flowers, trees, and grass.
- Removed 'removeTreeGen' and 'removeBigTreeGen' commands, use 'removeDecoration' instead. It's much better. I promise.
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?
Is there an array in Minecraft for trees/decorations?
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?
Is there an array in Minecraft for trees/decorations?
The wiki isn't outdated, I update it before every release. You want to use this to remove decorations like that:
I'll be the first to admit I'm not very knowledgable when it comes to running mods so I apologise if this is a total oversight on my part.
I'm currently trying to run 0.8.67 with Forge .1291 and no other mods installed (just to make sure it's not a mod compatibility issue), when I launch for the first time everything runs just fine, I exit out and go to the BiomeTweaker.cfg to tell it to include the tweak files and after that it crashes on startup. I've even tried to just reference the unaltered example tweaks: //An array of tweak files to include. An example tweak file is created along with this configuration file.
"include”:[“ExampleTweaks.cfg”] with no success.
I'll be the first to admit I'm not very knowledgable when it comes to running mods so I apologise if this is a total oversight on my part.
I'm currently trying to run 0.8.67 with Forge .1291 and no other mods installed (just to make sure it's not a mod compatibility issue), when I launch for the first time everything runs just fine, I exit out and go to the BiomeTweaker.cfg to tell it to include the tweak files and after that it crashes on startup. I've even tried to just reference the unaltered example tweaks: //An array of tweak files to include. An example tweak file is created along with this configuration file.
"include”:[“ExampleTweaks.cfg”] with no success.
Can you post you configuration file? The error is caused by malformed JSON. It's saying there is an undetermined object at line 18, column 2, which doesn't exist in the unaltered config...
Can you post you configuration file? The error is caused by malformed JSON. It's saying there is an undetermined object at line 18, column 2, which doesn't exist in the unaltered config...
Thanks for the quick reply!
I've changed nothing in the configs except referencing ExampleTweaks.cfg to be included in the "array of tweak files" and incase referencing it creates the issues I tried copying the file renaming it to ExampleTweaks2.cfg and then referencing that. No luck.
I've changed nothing in the configs except referencing ExampleTweaks.cfg to be included in the "array of tweak files" and incase referencing it creates the issues I tried copying the file renaming it to ExampleTweaks2.cfg and then referencing that. No luck.
JSON is very picky about what characters you use. On line 9: "enable light asm'':... You've used a different kind of quotation mark to close the beginning one. This is true again on line 17.
JSON is very picky about what characters you use. On line 9: "enable light asm'':... You've used a different kind of quotation mark to close the beginning one. This is true again on line 17.
Oh goodness! Thank you I would've never picked that up!
About
BiomeTweaker seeks to provide a way for people to customize biomes. With BiomeTweaker, you can change things such as snow, rain, top block, filler block, temperature, and much more. You can even add and remove biomes. Whether this be in a modpack or for a simple Let's Play, hopefully BiomeTweaker will meet your needs. In the long run, BiomeTweaker will allow you to configure and change virtually every aspect of every biome.
Using BiomeTweaker
Everything you need to know about BiomeTweaker is documented on the wiki. For any questions you have that aren't covered by the wiki, leave a reply here or send me a PM and I'll be sure to respond. If you are having issues with Biome IDs, check the output folder that BiomeTweaker generates in it's config folder. You'll find a report on every registered bio
me. Here are just some small examples of what you can do with BiomeTweaker:
Installation & Downloads
You can install BiomeTweaker like you would any other Forge mod. BiomeTweaker is currently compiled with Forge 1291 for 1.7.10. Use it for best results, though BiomeTweaker should work on most versions for 1.7.10.
You can download supported builds of BiomeTweaker on the CurseForge page. Developments builds can be found on the Jenkins server.
Other Links
Source Code: https://github.com/superckl/BiomeTweaker
My Patreon: http://www.patreon.com/superckl
My Twitter: https://twitter.com/superckl
A Note on Usage
You are free to use this mod in any modpacks and/or videos. Mentioning me as the author, providing a link to the mod, and letting me know would be great, but is not required.
1) isn't source link == https://github.com/superckl/BiomeTweaker ?
2) Another mod solving problems with biomes! Awesome!
3) How your system works with more biomes and ids? (sorry, i don't have time to read github. Asking just to make sure it's compatible with this)
Check out all my mods here: Link Removed!
Ah, thanks for catching that little derp on my part. Copy pasta errors.
As for that other mod, I can't really say. I would need to take a look at when in the FML lifecycle it does it's checking. Since it doesn't seem to be open source, I can't do that. :/ What I can say, however, is that you can simply change the biome ID through BiomeTweaker if you have a conflict. BiomeTweaker generates a report on all registered biomes, so you can check for available IDs.
I have a question then: what is the sense to install AntiIdConflict and BiomeTweaker if they do same stuff (id stats)...
And another question then: what shuold WE with two nearly same mods. Because i'm creator of AntiIDConflict... (you can PM me...)
Check out all my mods here: Link Removed!
They do different things. BiomeTweaker isn't concerned with conflicts, it allows you to change properties of biomes. That includes things like height, humidity, top block, filler block, etc. If a biome added by someone using my mod conflicts with something else, your mod will let them know
So yeah...
But in this case does this mod still need report on all registered biomes[/b] if it is added by AntiIdConflict? In all the cases, what you can do with this is or to remove this report or make it generate if AIC isn't installed or leave it alone...EDIT: forget what i just said, everything is fine and two mods are working together as they should... THAT'S AWESOME!!!
Check out all my mods here: Link Removed!
Version 0.2 has been released on the CurseForge page which contains the following changes:
- Added a new property that can be set 'actualFillerBlock'.
- Fixed a few script commands not working with 'forAllBiomes'.
- Cleaned up script commands parsing.
Version 0.4 is now released on the CurseForge. You can find the changelogs there.
I've also added a video to the main post which contains a basic example of using BiomeTweaker.
Sounds interesting. Good job
Version 0.5 has been released on the CurseForge page. It contains the following changes:
- Several bug fixes including color overrides not appearing in some biomes and issues replacing biome blocks in biomes with shortened block arrays
- Added more info to output files
- Created ways to reload scripts. Either through the Forge config gui or by using '/btreload' in-game.
- Created '/btinfo' command that will output information similar to the output files in-game.
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?
There is an add command:
As for removing all biomes, I haven't tried it. My money would be on world generation breaking terribly. Let me know how it turns out.
On a side note, BiomeTweaker 0.6.39 is now released on the CurseForge page. It contains the following changes:
- BiomeTweaker no longer requires itself to be installed on both server and client.
- Bug fixes
- Added commands to modify the BiomeDictionary
- Added commands to remove decorations such as flowers, trees, and grass.
- Removed 'removeTreeGen' and 'removeBigTreeGen' commands, use 'removeDecoration' instead. It's much better. I promise.
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?
Is there an array in Minecraft for trees/decorations?
The wiki isn't outdated, I update it before every release. You want to use this to remove decorations like that:
https://github.com/superckl/BiomeTweaker/wiki/Basic-Script-Commands#removedecoration
If you want help with the remove command, I'll need to see the script you're running.
BiomeTweaker 0.7.49 has been released. This contains the following changes:
- Added more flexible ways of specifying biomes IDs. Check the wiki.
- Added ability to disable forcing of color event calls. This will fix the issue with QuiverBows on servers if disabled.
- Added a few custom BiomeTweakEvent for other mods to hook into.
- Added a logo file.
I'll be the first to admit I'm not very knowledgable when it comes to running mods so I apologise if this is a total oversight on my part.
I'm currently trying to run 0.8.67 with Forge .1291 and no other mods installed (just to make sure it's not a mod compatibility issue), when I launch for the first time everything runs just fine, I exit out and go to the BiomeTweaker.cfg to tell it to include the tweak files and after that it crashes on startup. I've even tried to just reference the unaltered example tweaks: //An array of tweak files to include. An example tweak file is created along with this configuration file.
"include”:[“ExampleTweaks.cfg”] with no success.
Can anyone offer assistance?
Here is the log: http://pastebin.com/7xdC4k4L
Can you post you configuration file? The error is caused by malformed JSON. It's saying there is an undetermined object at line 18, column 2, which doesn't exist in the unaltered config...
Thanks for the quick reply!
I've changed nothing in the configs except referencing ExampleTweaks.cfg to be included in the "array of tweak files" and incase referencing it creates the issues I tried copying the file renaming it to ExampleTweaks2.cfg and then referencing that. No luck.
-> BiomeTweaker.cfg ExampleTweaks.cfg
JSON is very picky about what characters you use. On line 9: "enable light asm'':... You've used a different kind of quotation mark to close the beginning one. This is true again on line 17.
Oh goodness! Thank you I would've never picked that up!