[1.11] on Forge 12.20.0.2222 Weird Biome color when entering Biome Wasteland
Baalith opened this issue ยท 7 comments
Issue Description:
Hi there,
I'm playing a little while with Biomes O Plenty on MC 1.11.2.
Everything works fine so far, exept the weird colors of the blocks when entering the biome Wasteland.
All other Biomes worked fine till today (ex. entering Swampland - the green Fog/Sky).
I've taken two screenshots to show the issue, hope it helps a bit. (see below)
Steps to reproduce:
Just walked into a wasteland biome.
Additional Information:
Affected Versions (Exact numbers, do not use "latest"):
- Biomes O' Plenty: BiomesOPlenty-1.11.2-6.0.1.2145-universal
- Minecraft: 1.11.2
- Forge: 13.20.0.2222
Cannot reproduce this, have you tried with just BoP on its own? Things like this are usually caused by mods like Optifine
Yeah, I tried it with BoP on its own. Strangely then the issue doesn't occur.
I noticed while browsing the source of BoP in the file:
https://github.com/Glitchfiend/BiomesOPlenty/blob/BOP-1.11.x-6.0.x/src/main/java/biomesoplenty/common/biome/overworld/BiomeGenWasteland.java
at Line 57: this.addWeight(BOPClimates.WASTELAND, 50)
The number 50 seems a bit high, by comparison with the other biomes. (There the value differs between 1 and 10)
May this be the reason for the strange looking color with optifine installed? (Just a guess^^)
Best regards
No, that's controlling how frequently you find a Wasteland. Which is still kind of interesting that it's that frequent compared to other biomes, but a different issue that should be addressed on a separate ticket if it's an issue at all.
Okay, it just was a shot into the dark :)
Then it's surely an optifine issue (the strange color of the biome).
Strange for me is, all the other fog/sky colors from the other biomes seem to work with optifine, so what makes this thing so special?
This is caused by Dynamic Surroundings mod for me.
Without: https://gyazo.com/4d9ac1ab58241250841dd2a8872b1adc
With: https://gyazo.com/0807b4d0bcd491a5f5d1f0fd38427663
Dynamic surroundings biome fog options don't seem to affect this in any way.
Edit: Upon further testing. Any of the following combination seems to work:
- Dynamic surroundings + BoP
- BoP + optifine
But BoP + optifine + dsurroundings, all three together do not work. And optifine's fog settings or any setting doesn't do anything to remedy this.
Not sure what in this combination is making things strange, but from a Dynamic Surroundings standpoint my RenderFogEvent handler is LOWEST priority and checks the event result see if the result is anything but default. If default it handles, otherwise it defers to whatever high priority fog rendered decided. I looked at the BoP code and do not see where it would set the result on the event if it handled.
(If I were to guess based on the screenshots the distance calcs are off. During my trial and tribulation with my fog handler I noticed such strangeness when a value went negative or the fog "end" distance was closer to the player than "start".)