Would someone be able to offer help with what seems to be a large problem for a lot of people? Due to Biomes O' Plenty changing its config settings, you're unable to change its generation settings when NOT using world-type:BOP. Examples are for when people use another terrain controlling mod, such as Realistic Terrain Generation. However, it seems that the only foreseeable solution for those not experienced with mod creation or editing is to use BiomeTweaker. Currently, after hours of digging on the internet, I cannot seem to find any example beyond the string "removeGeneratorBOP". BiomeTweaker has listed that generators can be found within the output folder, and they can, but it seems not for any Biomes O' Plenty generators. This makes it very difficult for those that want to be able to use BOP, but don't want some of the most disliked features that they are forced to have come with it. I have found numerous threads on forums and posts on Reddit of players desperately seeking a solution for this exact problem.
Would someone here be able to help in listing or helping discover the correct strings using BiomeTweaker to disable certain generators in BOP from generating in the world generation? Currently, the most disliked BOP effects are BOP Quicksand, BOP PoisonIvy, BOP Ores, BOP Soils, BOP Flowers, BOP Foliage, BOP Mushrooms, and BOP Thorns. If there is an easy solution to this, and you know it, your help would be greatly appreciated. It seems there hasn't been a publicly available solution posted anywhere. Thank you for your attention.
Thank you greatly for your help with this. I can better understand now why there isn't any form of a stencil available somewhere. I believe that now I should be able to take the time to dig up the correct names of generators in order to disable them appropriately. I had actually previously found that list of disabling BoP ores, and use it. Thank you for making it.
One question I have is that since these generator adjustment settings are done within a biome file inside of BoP's config, is BiomeTweaker even needed for these changes to take place? I know BiomeTweaker allows you to use "forAllBiomes()", but I assume you cannot globally disable BoP generators using BiomeTweaker like that. Thank you again for your help.
I've read through the forum and the wiki (well done on the documentation, I wish every mod went appropriately in-depth), and some of the GC and RTG forums, didn't see what I'm wondering about. I'm using RTG with BoP, and I want climate zones the way Geographicraft does them, but there's plenty of BT features I want to use, (especially BoP poison ivy removal and replacement of unwanted biomes). I've noticed on anything referring to using RTG with BoP, they state you have to use GC OR BT.
So, my first question, is there a way in Biome Tweaker to make climate zones and keep hot vs snowy biomes separate?
If not, can both be used? Modifying the biomes with BT, then letting GC set the climate zones, then passing that to RTG to do the world building? I have tried using the default scripts from the github pages and tweaking what seemed obvious, but when I have all three in, GC seems to turn off as I get lots of jumbled climates.
This may have already been covered but can anyone tell me If I can use removeAllSpawns and the use addSpawn to add back in a few mobs? Essentially blacklisting everything but those stated by addSpawn?
Also when using addSpawn I see in the example the full path is given so Im assuming this is how it should be for mod mobs as well as in
The Meaning of Life, the Universe, and Everything.
Join Date:
4/29/2012
Posts:
48
Member Details
Hey would someone be willing to look at my config file? I've been heavily editing the RTG config file from their github for BiomeTweaker, and for the most part I'm satisfied. However, BOP ocean biomes are generating like land biomes, instead of in the ocean. This is especially annoying with Kelp Forest and Coral Reef (which both spawn as lakes far away from any other water) and Mangrove (Which spawns as muddy mountains with tiny puddles of water in the middle.) I know the fault lies with something I changed, but I'm not sure what.
For BiomeTweaker-1.7.10-2.0.182 how are you suppose to write the scripts since it doesn't generate the folder. Should I just create it. I just simply want to enable snow and disable rain for extrabiomesxl's screw ups in two of their snowy biomes.
Dissapointed with this mod as it is incompatible with JAS it might even remove some of the spawnage. Also it deleted my .JSON FILE for JAS spawnage(5,000+lines)over half my file is missing and the only difference is your mod was loaded.
I am using this mod on a modified 1.7.10 modpack for combining realistic terrain generation and biomes o plenty. I have a problem in that mushroom islands are everywhere. I know that there is a solution on the rtg page, but it seems to be down or removed on Minecraft forum. as such, this problem has gone unsolved. can you help me?
I am using this mod on a modified 1.7.10 modpack for combining realistic terrain generation and biomes o plenty. I have a problem in that mushroom islands are everywhere. I know that there is a solution on the rtg page, but it seems to be down or removed on Minecraft forum. as such, this problem has gone unsolved. can you help me?
If I recall correctly, you'd need to disable BoP's alternatives to vanilla biomes to get that to work.
In particular: Oceans.
You can do this in the BoP configs.
And the RTG thread was deleted, because WhichOnesPink was marked European and has been gone for about 5 months now, so he hasn't been able to respond to the "please accept this thingy or we remove all of your hard work" message.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
Does anyone know if there is a trick to getting this mod to affect biomes in The Twilight Forest? I'm especially interested in replacing or removing the unfinished "final area" biomes.
So far all I've been able to do is replace top blocks and filler blocks (so at least I know the biome IDs are correct and it does something). I haven't even been able to get it to replace the useless "deadrock" block that makes up most of the underground in these biomes, let alone the entire biome.
There are no relevant errors in the MultiMC log, and I have not disabled light ASM.
i can set the depth of ocean? or deep ocean?
How would i use this to say change the weights of Vanilla and BOP biomes? any example configs or such?
MC SERVER(THERMOS) 1.7.10
I'm trying to change mob spawn configuration for provide Mo's Creatures in RTG generation leveltype, but it is not working.
My steps:
1)made a separate file mob.cfg
2)putted it to config/BiomeTweaker/
3)changed BiomeTweaker.cfg : ""include":["RTG.cfg", "mob.cfg"]"
And only vanilla mobs is spawning around, and rary rary mo's creatures mob. What is wrong?
One of my biome configuration example from mob.cfg:
lavenderFields = forBiomes(69)
lavenderFields.removeAllSpawns("CREATURE")
lavenderFields.removeAllSpawns("WATER_CREATURE")
lavenderFields.removeAllSpawns("CAVE_CREATURE")
lavenderFields.removeAllSpawns("MONSTER")
lavenderFields.addSpawn("net.minecraft.entity.passive.EntitySheep", "CREATURE", 1, 2, 2)
lavenderFields.addSpawn("net.minecraft.entity.passive.EntityPig", "CREATURE", 1, 2, 2)
lavenderFields.addSpawn("net.minecraft.entity.passive.EntityChicken", "CREATURE", 1, 2, 2)
lavenderFields.addSpawn("net.minecraft.entity.passive.EntityCow", "CREATURE", 1, 2, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityBear", "CREATURE", 6, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityBigCat", "CREATURE", 6, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityBird", "CREATURE", 10, 2, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityBoar", "CREATURE", 8, 2, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityBunny", "CREATURE", 8, 2, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityDeer", "CREATURE", 8, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityDuck", "CREATURE", 8, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityElephant", "CREATURE", 4, 1, 1)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityEnt", "CREATURE", 4, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityFox", "CREATURE", 8, 1, 1)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityGoat", "CREATURE", 8, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityKitty", "CREATURE", 8, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityMole", "CREATURE", 7, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityMouse", "CREATURE", 7, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityOstrich", "CREATURE", 4, 1, 1)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityRaccoon", "CREATURE", 8, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntitySnake", "CREATURE", 8, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityTurkey", "CREATURE", 8, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.passive.MoCEntityHorse", "CREATURE", 8, 1, 2)
lavenderFields.addSpawn("net.minecraft.entity.monster.EntitySpider", "MONSTER", 10, 2, 2)
lavenderFields.addSpawn("net.minecraft.entity.monster.EntityZombie", "MONSTER", 10, 2, 2)
lavenderFields.addSpawn("net.minecraft.entity.monster.EntitySkeleton", "MONSTER", 10, 2, 2)
lavenderFields.addSpawn("net.minecraft.entity.monster.EntityCreeper", "MONSTER", 10, 2, 2)
lavenderFields.addSpawn("net.minecraft.entity.monster.EntitySlime", "MONSTER", 10, 2, 2)
lavenderFields.addSpawn("net.minecraft.entity.monster.EntityEnderman", "MONSTER", 10, 1, 2)
lavenderFields.addSpawn("net.minecraft.entity.monster.EntityWitch", "MONSTER", 5, 1, 1)
lavenderFields.addSpawn("drzhark.mocreatures.entity.monster.MoCEntityGolem", "MONSTER", 3, 1, 1)
lavenderFields.addSpawn("drzhark.mocreatures.entity.monster.MoCEntityFlameWraith", "MONSTER", 5, 1, 1)
lavenderFields.addSpawn("drzhark.mocreatures.entity.monster.MoCEntityHorseMob", "MONSTER", 8, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.monster.MoCEntityMiniGolem", "MONSTER", 6, 1, 1)
lavenderFields.addSpawn("drzhark.mocreatures.entity.monster.MoCEntityOgre", "MONSTER", 8, 1, 1)
lavenderFields.addSpawn("drzhark.mocreatures.entity.monster.MoCEntityRat", "MONSTER", 7, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.monster.MoCEntityScorpion", "MONSTER", 6, 1, 1)
lavenderFields.addSpawn("drzhark.mocreatures.entity.monster.MoCEntitySilverSkeleton", "MONSTER", 6, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.monster.MoCEntityWerewolf", "MONSTER", 8, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.monster.MoCEntityWraith", "MONSTER", 1, 1, 1)
lavenderFields.addSpawn("drzhark.mocreatures.entity.monster.MoCEntityWWolf", "MONSTER", 8, 1, 2)
lavenderFields.addSpawn("net.minecraft.entity.passive.EntitySquid", "WATER_CREATURE", 10, 2, 2)
lavenderFields.addSpawn("net.minecraft.entity.passive.EntityBat", "CAVE_CREATURE", 10, 2, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.ambient.MoCEntityAnt", "CAVE_CREATURE", 7, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.ambient.MoCEntityBee", "CAVE_CREATURE", 6, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.ambient.MoCEntityButterfly", "CAVE_CREATURE", 8, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.ambient.MoCEntityCricket", "CAVE_CREATURE", 8, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.ambient.MoCEntityDragonfly", "CAVE_CREATURE", 6, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.ambient.MoCEntityFirefly", "CAVE_CREATURE", 8, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.ambient.MoCEntityFly", "CAVE_CREATURE", 8, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.ambient.MoCEntityMaggot", "CAVE_CREATURE", 8, 1, 2)
lavenderFields.addSpawn("drzhark.mocreatures.entity.ambient.MoCEntitySnail", "CAVE_CREATURE", 7, 1, 2)
"EntitySheep" weight is 1, but they are around this biome.
My server mods folder:
Would someone be able to offer help with what seems to be a large problem for a lot of people? Due to Biomes O' Plenty changing its config settings, you're unable to change its generation settings when NOT using world-type:BOP. Examples are for when people use another terrain controlling mod, such as Realistic Terrain Generation. However, it seems that the only foreseeable solution for those not experienced with mod creation or editing is to use BiomeTweaker. Currently, after hours of digging on the internet, I cannot seem to find any example beyond the string "removeGeneratorBOP". BiomeTweaker has listed that generators can be found within the output folder, and they can, but it seems not for any Biomes O' Plenty generators. This makes it very difficult for those that want to be able to use BOP, but don't want some of the most disliked features that they are forced to have come with it. I have found numerous threads on forums and posts on Reddit of players desperately seeking a solution for this exact problem.
Would someone here be able to help in listing or helping discover the correct strings using BiomeTweaker to disable certain generators in BOP from generating in the world generation? Currently, the most disliked BOP effects are BOP Quicksand, BOP PoisonIvy, BOP Ores, BOP Soils, BOP Flowers, BOP Foliage, BOP Mushrooms, and BOP Thorns. If there is an easy solution to this, and you know it, your help would be greatly appreciated. It seems there hasn't been a publicly available solution posted anywhere. Thank you for your attention.
Thank you greatly for your help with this. I can better understand now why there isn't any form of a stencil available somewhere. I believe that now I should be able to take the time to dig up the correct names of generators in order to disable them appropriately. I had actually previously found that list of disabling BoP ores, and use it. Thank you for making it.
One question I have is that since these generator adjustment settings are done within a biome file inside of BoP's config, is BiomeTweaker even needed for these changes to take place? I know BiomeTweaker allows you to use "forAllBiomes()", but I assume you cannot globally disable BoP generators using BiomeTweaker like that. Thank you again for your help.
Hello,
I've read through the forum and the wiki (well done on the documentation, I wish every mod went appropriately in-depth), and some of the GC and RTG forums, didn't see what I'm wondering about. I'm using RTG with BoP, and I want climate zones the way Geographicraft does them, but there's plenty of BT features I want to use, (especially BoP poison ivy removal and replacement of unwanted biomes). I've noticed on anything referring to using RTG with BoP, they state you have to use GC OR BT.
So, my first question, is there a way in Biome Tweaker to make climate zones and keep hot vs snowy biomes separate?
If not, can both be used? Modifying the biomes with BT, then letting GC set the climate zones, then passing that to RTG to do the world building? I have tried using the default scripts from the github pages and tweaking what seemed obvious, but when I have all three in, GC seems to turn off as I get lots of jumbled climates.
--LV--->
I'm not sure honestly -- That might be a question for the RTG folks, not me. I'm not sure how the other mods work internally.
You can globally do it through BiomeTweaker, but it's much easier to do it through the configs.
This may have already been covered but can anyone tell me If I can use removeAllSpawns and the use addSpawn to add back in a few mobs? Essentially blacklisting everything but those stated by addSpawn?
Also when using addSpawn I see in the example the full path is given so Im assuming this is how it should be for mod mobs as well as in
I thought this mod was slowing down my game but it was something else, please disregard this post
Hey would someone be willing to look at my config file? I've been heavily editing the RTG config file from their github for BiomeTweaker, and for the most part I'm satisfied. However, BOP ocean biomes are generating like land biomes, instead of in the ocean. This is especially annoying with Kelp Forest and Coral Reef (which both spawn as lakes far away from any other water) and Mangrove (Which spawns as muddy mountains with tiny puddles of water in the middle.) I know the fault lies with something I changed, but I'm not sure what.
For BiomeTweaker-1.7.10-2.0.182 how are you suppose to write the scripts since it doesn't generate the folder. Should I just create it. I just simply want to enable snow and disable rain for extrabiomesxl's screw ups in two of their snowy biomes.
Dissapointed with this mod as it is incompatible with JAS it might even remove some of the spawnage. Also it deleted my .JSON FILE for JAS spawnage(5,000+lines)over half my file is missing and the only difference is your mod was loaded.
BiomeTweaker-1.7.10-2.0.182 && JustAnotherSpawner-0.17.8
Crash Report: https://pastebin.com/eXwpgCsH
Hey, I was wondering how to add biomes to generation of a specific world type on the 1.7.10 version of this mod.
I am using this mod on a modified 1.7.10 modpack for combining realistic terrain generation and biomes o plenty. I have a problem in that mushroom islands are everywhere. I know that there is a solution on the rtg page, but it seems to be down or removed on Minecraft forum. as such, this problem has gone unsolved. can you help me?
If I recall correctly, you'd need to disable BoP's alternatives to vanilla biomes to get that to work.
In particular: Oceans.
You can do this in the BoP configs.
And the RTG thread was deleted, because WhichOnesPink was marked European and has been gone for about 5 months now, so he hasn't been able to respond to the "please accept this thingy or we remove all of your hard work" message.
If you're new to troubleshooting Minecraft Crashes, or just interested, please read my guide on reading crash reports and reporting crashes.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
" ~ Vadis365 2016-09-09
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
Do you mean the biomegen part of the bop config?
Never mind, the issue seems fixed.
Does anyone know if there is a trick to getting this mod to affect biomes in The Twilight Forest? I'm especially interested in replacing or removing the unfinished "final area" biomes.
So far all I've been able to do is replace top blocks and filler blocks (so at least I know the biome IDs are correct and it does something). I haven't even been able to get it to replace the useless "deadrock" block that makes up most of the underground in these biomes, let alone the entire biome.
There are no relevant errors in the MultiMC log, and I have not disabled light ASM.
This is my script/config:
TF_finale = forBiomes(150, 145)
TF_finale.addActualFillerBlock("TwilightForest:tile.TFDeadrock")
TF_finale.addActualFillerBlock("TwilightForest:tile.TFDeadrock", 0)
TF_finale.addActualFillerBlock("TwilightForest:tile.TFDeadrock", 1)
TF_finale.addActualFillerBlock("TwilightForest:tile.TFDeadrock", 2)
TF_finale.registerGenBlockRep("TwilightForest:tile.TFDeadrock", "minecraft:stone")
TF_finale.registerGenBlockRep("TwilightForest:tile.TFDeadrock", 0, "minecraft:stone")
TF_finale.registerGenBlockRep("TwilightForest:tile.TFDeadrock", 1, "minecraft:stone")
TF_finale.registerGenBlockRep("TwilightForest:tile.TFDeadrock", 2, "minecraft:stone")
TF_finale.set("topBlock", "minecraft:grass")
TF_finale.set("fillerBlock", "minecraft:stone")
TF_thorn = forBiomes(150)
TF_thorn.registerGenBiomeRep(142)
TF_castle = forBiomes(145)
TF_castle.registerGenBiomeRep(144)