I'm trying to make a whole resource pack of biome specific mobs. I know that random mobs (the thing that makes this work) is working because my camouflage creeper pack is working correctly with all biomes. I coded the zombie file the same way and it is not working. The forest zombie is working but the desert, plains, etc, never works.[/p]
Here's the code[/p]
skins.1=2[/p]
biomes.1=47 52 54 57 60 62 67 71 74 80 82 83 88 93 96 4 18 132 27 28 155 156 29 157 5 19 133 32 33 160 161 34[/p]
skins.2=3[/p]
biomes.2=2 17 130 94 87 78[/p]
The numbers represent vanilla biomes AND biomes o plenty. The first rule set is for forests (working) the second is for desert (not working).[/p]
The Meaning of Life, the Universe, and Everything.
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Are any vanilla biomes registering your properties file? I remember some time ago, I think back in 1.11, I had to re-name all of my biomes to use the actual biome name rather than a numeric ID. Nothing looks wring with the content of your .properties file but without the file itself there isn't any way I can tell if it was formatted correctly, if it's actually a .properties file or if it was accidentally saved as a .txt, or how your files/folders are structured which could cause problems. I'd be glad to give you a hand trouble-shooting the issue (at least the vanilla side of it) but without your files I'd just be building the feature from scratch rather than helping you figure out what went wrong.
Hope this helps. If it does not I will go back to my Mac and make the file there. I have successfully done this before, but I was an idiot and deleted all the files.
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It helped enough. I couldn't use your specific files but I was able to recreate approximately what you have. I have tested and confirmed with Optifine 1.12.2 HD U E1 that in 1.12.2 biome specific mob switching works BUT you can no longer use numeric IDs to reference the biomes. It sucks but like I said in my first post, I we all had to do it when updating our packs. I'm not sure if you can use numeric IDs for modded biomes (since I don't pay modded) but if you have entity switching working in any of those I would say those are okay. In the example I packaged all of my zombies are using the correct skins except for in the Cold Taiga biome which I referenced using the numeric ID rather than the game name. Just for the sake of being thorough I included a text document that show the correct syntax for each biome name in 1.12.2 since they didn't show that on the wiki. Hope it helps.
It helped enough. I couldn't use your specific files but I was able to recreate approximately what you have. I have tested and confirmed with Optifine 1.12.2 HD U E1 that in 1.12.2 biome specific mob switching works BUT you can no longer use numeric IDs to reference the biomes. It sucks but like I said in my first post, I we all had to do it when updating our packs. I'm not sure if you can use numeric IDs for modded biomes (since I don't pay modded) but if you have entity switching working in any of those I would say those are okay. In the example I packaged all of my zombies are using the correct skins except for in the Cold Taiga biome which I referenced using the numeric ID rather than the game name. Just for the sake of being thorough I included a text document that show the correct syntax for each biome name in 1.12.2 since they didn't show that on the wiki. Hope it helps.
Unfortunately, that version of Optifine crashes instantly when launched. I've used multiple versions of forge and it still does not work. I used the version of Optifine that I was using before and I got the same problem as the original post.
The Meaning of Life, the Universe, and Everything.
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Not sure why that version of Optifine would have you crashing, what version are you using? While I don't personally play modded, I have done some testing for others and that version of Optifine installed to Forge without any issue. Any build after the one I tested with should also work but not all features like random mobs and CIT are implemented upon the first releases of Optifine for a version so it's possible if you are using an older one that. Of course I feel the need to have you double-check you have it enabled through options>video settings>random entities but as of right now I'm not sure why you couldn't run that Optifine, or a later one that should also allow random entities.
Here's the code[/p] skins.1=2[/p] biomes.1=47 52 54 57 60 62 67 71 74 80 82 83 88 93 96 4 18 132 27 28 155 156 29 157 5 19 133 32 33 160 161 34[/p]
skins.2=3[/p] biomes.2=2 17 130 94 87 78[/p]
The numbers represent vanilla biomes AND biomes o plenty. The first rule set is for forests (working) the second is for desert (not working).[/p]
Are any vanilla biomes registering your properties file? I remember some time ago, I think back in 1.11, I had to re-name all of my biomes to use the actual biome name rather than a numeric ID. Nothing looks wring with the content of your .properties file but without the file itself there isn't any way I can tell if it was formatted correctly, if it's actually a .properties file or if it was accidentally saved as a .txt, or how your files/folders are structured which could cause problems. I'd be glad to give you a hand trouble-shooting the issue (at least the vanilla side of it) but without your files I'd just be building the feature from scratch rather than helping you figure out what went wrong.
Hope this helps. If it does not I will go back to my Mac and make the file there. I have successfully done this before, but I was an idiot and deleted all the files.
It helped enough. I couldn't use your specific files but I was able to recreate approximately what you have. I have tested and confirmed with Optifine 1.12.2 HD U E1 that in 1.12.2 biome specific mob switching works BUT you can no longer use numeric IDs to reference the biomes. It sucks but like I said in my first post, I we all had to do it when updating our packs. I'm not sure if you can use numeric IDs for modded biomes (since I don't pay modded) but if you have entity switching working in any of those I would say those are okay. In the example I packaged all of my zombies are using the correct skins except for in the Cold Taiga biome which I referenced using the numeric ID rather than the game name. Just for the sake of being thorough I included a text document that show the correct syntax for each biome name in 1.12.2 since they didn't show that on the wiki. Hope it helps.
http://www.mediafire.com/file/3rfq01jf113390c/Biome_Zombies.zip/file
https://minecraft.gamepedia.com/Biome/IDs_before_1.13
Thanks man, guess it's time to get to work.
Unfortunately, that version of Optifine crashes instantly when launched. I've used multiple versions of forge and it still does not work. I used the version of Optifine that I was using before and I got the same problem as the original post.
Not sure why that version of Optifine would have you crashing, what version are you using? While I don't personally play modded, I have done some testing for others and that version of Optifine installed to Forge without any issue. Any build after the one I tested with should also work but not all features like random mobs and CIT are implemented upon the first releases of Optifine for a version so it's possible if you are using an older one that. Of course I feel the need to have you double-check you have it enabled through options>video settings>random entities but as of right now I'm not sure why you couldn't run that Optifine, or a later one that should also allow random entities.