Grass colors in biomes added by mods like Biomes o' Plenty and Thaumcraft use the vanilla grass coloring for that biome type whenever I use a texture pack. This is a problem I've always had. Is there a way to fix this?
Thats because a lot of biome colors are hard coded in BOP, some will take from the biome color sheets if they didn't flat dot it for default biomes and instead painted the whole thing, like mine is.
Thats because a lot of biome colors are hard coded in BOP, some will take from the biome color sheets if they didn't flat dot it for default biomes and instead painted the whole thing, like mine is.
I'm not sure I follow. What I want is for modded biome colors to show up when I'm using a texture pack, but instead all BoP swamp biomes use the vanilla swamp color, TC magical forests use the vanilla forest color, etc. If these biomes are using hardcoded colors, shouldn't those colors be used regardless of the texture pack? If they're taking the color from a different spot in grass.png, shouldn't deleting that file from the resource pack and/or putting the vanilla grass.png in a resource pack and layering it over the first fix the problem?
I'm not sure I follow. What I want is for modded biome colors to show up when I'm using a texture pack, but instead all BoP swamp biomes use the vanilla swamp color, TC magical forests use the vanilla forest color, etc. If these biomes are using hardcoded colors, shouldn't those colors be used regardless of the texture pack? If they're taking the color from a different spot in grass.png, shouldn't deleting that file from the resource pack and/or putting the vanilla grass.png in a resource pack and layering it over the first fix the problem?
He means hard-coded as in, the mod has its own version of the Vanilla Biome sheet inside the mod. So it doesn't take the colors from the Vanilla biome colormap, but it instead takes it from a copy of the Vanilla Biome Colormap that is inside the mods code.
That is what he means. (whether this is what TF or BoP actually does, I don't know)
He means hard-coded as in, the mod has its own version of the Vanilla Biome sheet inside the mod. So it doesn't take the colors from the Vanilla biome colormap, but it instead takes it from a copy of the Vanilla Biome Colormap that is inside the mods code.
That is what he means. (whether this is what TF or BoP actually does, I don't know)
So mods that do that should override color sheets from resource packs, right? That's the opposite of what's happening. I do know BoP has hardcoded colors for the grasses it adds (e.g. wheat grass).
Well I know BOP does as the cheery blossom groves are always a mint green, and no where on my pack is there mint green. Apple tree biome is also a lush yellowish green, and again not on my biome sheet. Only some biomes pull from the default color sheet and again it would be efected if the pack you are using has just colored dots for each of the default biome and flkat color for the rest,m or really has the whole thing shaded in.
If its a pack that just uses colored dots for the default minecradft biomes, then the biomes added by mods may end up all landing on a area of the color map thats solid color.
I've tried a few different resource packs, with the grass.png file deleted from the zip for consistency with the BoP grasses I mentioned, since their colors are hardcoded. Biomes that use the vanilla colors take them from grass.png in the resource pack or the vanilla file if it's deleted from the pack, as expected. Biomes that use a hardcoded color are not applying that color when I load a resource pack; instead, they use the color from grass.png.
I've tried a few different resource packs, with the grass.png file deleted from the zip for consistency with the BoP grasses I mentioned, since their colors are hardcoded. Biomes that use the vanilla colors take them from grass.png in the resource pack or the vanilla file if it's deleted from the pack, as expected. Biomes that use a hardcoded color are not applying that color when I load a resource pack; instead, they use the color from grass.png.
I can't be the only one with this problem.
What other mods are you using? I know that MCPatcher overrides the hard-coded behaviors somewhat. I wouldn't be surprised if Optifine does too.
Thanks
I'm not sure I follow. What I want is for modded biome colors to show up when I'm using a texture pack, but instead all BoP swamp biomes use the vanilla swamp color, TC magical forests use the vanilla forest color, etc. If these biomes are using hardcoded colors, shouldn't those colors be used regardless of the texture pack? If they're taking the color from a different spot in grass.png, shouldn't deleting that file from the resource pack and/or putting the vanilla grass.png in a resource pack and layering it over the first fix the problem?
He means hard-coded as in, the mod has its own version of the Vanilla Biome sheet inside the mod. So it doesn't take the colors from the Vanilla biome colormap, but it instead takes it from a copy of the Vanilla Biome Colormap that is inside the mods code.
That is what he means. (whether this is what TF or BoP actually does, I don't know)
So mods that do that should override color sheets from resource packs, right? That's the opposite of what's happening. I do know BoP has hardcoded colors for the grasses it adds (e.g. wheat grass).
If its a pack that just uses colored dots for the default minecradft biomes, then the biomes added by mods may end up all landing on a area of the color map thats solid color.
I can't be the only one with this problem.