I'm not sure I understand. Are you saying "just put the textures in your default minecraft folder"?
~AppData\Roaming\.minecraft\assets\objects ?
Or are you saying to put the new textures into the assets folder in my mod, and it will be loaded into minecraft automatically? If I put them into my mod assets, I'm not sure what data I need to give them to have them overwrite a vanilla block.
I have a mod I'm working on that includes a few new blocks, but I'd also like to include alternate textures for a few vanilla blocks as well, so that when this mod is installed, the vanilla blocks are re-textured as well. Does anyone know of a way to do this, or can point me in the right direction?
Alright. I can confirm and deny several things. Using snapshot 7, 1.10.2. Seafloor biomes from BOP do not generate, not even the seaweed decoration under the water. This is true with biometweaker and with climate control.
Underwater temples do generate, they are considerably rarer than in vanilla.
The errors i was seeing where coral biomes wouldn't spawn was because of a series of other environment mods in the 1.7.10 pack. When just RTG, biometweaker, and BOP were installed, coral reefs and other ocean biomes generated just fine.
Do you still need the error logs from the 1.10.2 runs?
I didn't see any mention of 'RTG' or 'realistic' in that log file, which usually means that RTG isn't even installed... did you maybe upload the wrong log file?
Also, could you maybe upload your BiomeTweaker tweaks to Dropbox as well so I can take a look? The file can be found here:
/.minecraft/config/BiomeTweaker/RTG.cfg
I don't think it does unfortunately... although I'm pretty sure I was able to increase the gen weight of other BOP sub-biomes when testing... might've been the placebo effect though!
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Yes, I definatly have RTG installed. RTG's mountians and rivers are unmistakable. I suppose I could have gotten the wrong file? I'll generate another one and send it on.
I pulled the biometweaker files directly from the modified files in the rtg suggestions folders on curseforge. It's possible i put them in the wrong folder? Maybe? I don't think so though because as i mentioned, BOP is generating on the land. The only difference in the biometweaker rtg.cfg file was 'genweight increased to 10000' for kelp, mangrove, and coral.
As soon as i have free space, i'll send you the files.
Hmm... try increasing the genWeight to something ridiculous, like 10000, and try again.
If you still can't find one, set "Enable Debugging"=true in rtg.cfg, load up Minecraft, and then Pastebin your fml-client-latest.log file and we'll take a closer look. (Be sure to set "Enable Debugging" back to false after you're done.)
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Yeah, it's still happening. Very confusing. I've set the world generation to RTG, the biome weight is 10000, and land biomes are still generating with the RTG landscapes, but there's no mangroves, no coral, and no kelp, though the ocean has the BOP seaweed growing on the bottom. The log file was too big for pastebin, so I've created a public link in dropbox for it. I hope you'll be able to help me figure out what I did wrong with my configurations. https://dl.dropboxusercontent.com/u/5737857/fml-client-latest.log
As a check, i generated a world with BOP selected in world type, the coral and kelp generated fine.
You are probably just unlucky. The generation weights for BoP biomes in the example configs are a bit low.
You can adjust the weights by modifying the values in these lines in the BiomeTweaker config:
Try increasing the values a bit and see if it helps.
Let us know if you still can't generate those biomes.
I've cranked the genWeight from 5 up to 20, and created a new world. I still don't see any kelp forests, mangrove swamps, or coral reefs. Any suggestions?
I seem to be having an odd behavior, with RTG + Biomes o plenty. I've installed biometweaker, and I'm generating the normal land biomes from vanilla and biomes o plenty, but in the ocean, i have yet to see a coral reef or kelp forest, despite seeing the seaweed from BOP. Any ideas?
I just wanted to drop a note of thanks and appreceation for this mod. This is one of the best documented, well supported, and the creators making a solid really well recieved effort to make their mod clear, understandable, and user friendly, as well as responding to community demand and requests. Well done, all of you, thank you so much!
Can we find out what wonderful seed you used to generate that picture? It would be awfully nice to see the mesa and savanna biomes so close together in a seed.
0
I'm not sure I understand. Are you saying "just put the textures in your default minecraft folder"?
~AppData\Roaming\.minecraft\assets\objects ?
Or are you saying to put the new textures into the assets folder in my mod, and it will be loaded into minecraft automatically? If I put them into my mod assets, I'm not sure what data I need to give them to have them overwrite a vanilla block.
0
I have a mod I'm working on that includes a few new blocks, but I'd also like to include alternate textures for a few vanilla blocks as well, so that when this mod is installed, the vanilla blocks are re-textured as well. Does anyone know of a way to do this, or can point me in the right direction?
0
Alright. I can confirm and deny several things. Using snapshot 7, 1.10.2. Seafloor biomes from BOP do not generate, not even the seaweed decoration under the water. This is true with biometweaker and with climate control.
Underwater temples do generate, they are considerably rarer than in vanilla.
The errors i was seeing where coral biomes wouldn't spawn was because of a series of other environment mods in the 1.7.10 pack. When just RTG, biometweaker, and BOP were installed, coral reefs and other ocean biomes generated just fine.
Do you still need the error logs from the 1.10.2 runs?
0
Yes, I definatly have RTG installed. RTG's mountians and rivers are unmistakable. I suppose I could have gotten the wrong file? I'll generate another one and send it on.
I pulled the biometweaker files directly from the modified files in the rtg suggestions folders on curseforge. It's possible i put them in the wrong folder? Maybe? I don't think so though because as i mentioned, BOP is generating on the land. The only difference in the biometweaker rtg.cfg file was 'genweight increased to 10000' for kelp, mangrove, and coral.
As soon as i have free space, i'll send you the files.
Good luck at minecon you guys!
0
Yeah, it's still happening. Very confusing. I've set the world generation to RTG, the biome weight is 10000, and land biomes are still generating with the RTG landscapes, but there's no mangroves, no coral, and no kelp, though the ocean has the BOP seaweed growing on the bottom. The log file was too big for pastebin, so I've created a public link in dropbox for it. I hope you'll be able to help me figure out what I did wrong with my configurations.
https://dl.dropboxusercontent.com/u/5737857/fml-client-latest.log
As a check, i generated a world with BOP selected in world type, the coral and kelp generated fine.
0
I've cranked the genWeight from 5 up to 20, and created a new world. I still don't see any kelp forests, mangrove swamps, or coral reefs. Any suggestions?
0
I seem to be having an odd behavior, with RTG + Biomes o plenty. I've installed biometweaker, and I'm generating the normal land biomes from vanilla and biomes o plenty, but in the ocean, i have yet to see a coral reef or kelp forest, despite seeing the seaweed from BOP. Any ideas?
3
I just wanted to drop a note of thanks and appreceation for this mod. This is one of the best documented, well supported, and the creators making a solid really well recieved effort to make their mod clear, understandable, and user friendly, as well as responding to community demand and requests. Well done, all of you, thank you so much!
0
[deleted]
0
@WhichOnesPink
Can we find out what wonderful seed you used to generate that picture? It would be awfully nice to see the mesa and savanna biomes so close together in a seed.