Terrain Control

Terrain Control

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No Project Zulu spawns in Terrain Control generated world.

tmfried opened this issue · 3 comments

commented

I've created a world with TC that is all Desert and Ocean. In the ocean I've set the water level to 10, and changed the blocks to generate Sand/Sandstone.

I have a bunch of mods installed but the one that is giving me trouble is Project Zulu. I've found a couple of weird things occuring, so I will post this in both githubs in hopes some can work it out.

  1. PZ mobs do not spawn, I can't find any of them anywhere. Standard mobs do spawn, but not in the right places. (See #3 and #4)
  2. PZ terrain features (pyramid, etc) do not spawn. I wonder if TC changes the class/name of the biomes from the MC standard class, since that seems to be what PZ looks form.
  3. Non-hostile mobs (Chicken, Cows, etc) spawn in the ocean. According to MC wiki, this isn't supposed to happen. Not sure if TC or PZ is overriding the default spawn rules.
  4. Witches seem to be spawning anywhere on the surface.

Thanks for your help!

MC Version: 1.7.10
TC Version: 2.6.3
PZ Version: 1.4c2

commented

I don't think I can add much useful information here, but anyways.

TerrainControl does replace each biome with a BiomeGenCustom instance.

TerrainControl doesn't modify the mobs of the default biomes. My guess is that no mobs spawn in the vanilla ocean because the lack of land, not because the mob list is empty.

commented

Well, that makes sense, since ProjectZulu seems code its animal spawn based on the class name and the text name. Here's a few lines from their config file:

beaver {
S:Reika.ChromatiCraft.World.Dimension.BiomeGenSkylands.Skylands=false:10:1:2
S:am2.worldgen.BiomeWitchwoodForest.WitchwoodForest=true:10:1:2
S:"biomesoplenty.common.biome.end.BiomeGenSpectralGarden.Spectral Garden"=true:10:1:2
S:biomesoplenty.common.biome.nether.BiomeGenBoneyard.Boneyard=false:10:1:2
S:"biomesoplenty.common.biome.nether.BiomeGenCorruptedSands.Corrupted Sands"=false:10:1:2
S:"biomesoplenty.common.biome.nether.BiomeGenPhantasmagoricInferno.Phantasmagoric Inferno"=false:10:1:2
S:"biomesoplenty.common.biome.nether.BiomeGenPolarChasm.Polar Chasm"=false:10:1:2
}

So If I knew the class name and text name that TC replaces them with I should be able to create additional config lines that make the spawns work as intended. Does anyone know the logic/names that TC uses?

commented

All biomes use com.khorn.terraincontrol.forge.generator.BiomeGenCustom. Unless the mod allows you to use biome names or ids instead, this won't be of much use. 😦