BOP Decorator not running
LimeTheOn opened this issue ยท 21 comments
Ok so im trying to make a world where only "myBiomes" generate but not for the life of me I can make it work, im terribly sorry I know this is not a bug but at this point(12 hours of testing) I dont have any more dignity left. Am I the most stupid person in the whole wild world or is there an actual problem with the code that im just walkin over without realizing or idk... send help
removedBiomes = forAllBiomesExcept(95,79,72,74,87,81,96,62,53,64,86,89,84,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,128,129,130,131,132,133,134,140,149,151,155,156,157,158,160,161,162,163,164,165,166,167)
removedBiomes.remove()
vanillaBiomes = forBiomes(0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,128,129,130,131,132,133,134,140,149,151,155,156,157,158,160,161,162,163,164,165,166,167)
vanillaBiomes.registerGenBiomeRep(95,79,72,74,87,81,96,62,53,64,86,89,84)
myBiomes = forBiomes(95,79,72,74,87,81,96,62,53,64,86,89,84)
myBiomes.set(genVillages, false)
myBiomes.set(genStrongholds, false)
myBiomes.set(genWeight, 1000)
Hello,
I'm having the same problem with kelp biomes. I have read this post, but couldn't make much sense of it. Could you explain what you did?
There isn't anything currently that you can do to get kelp to generate if you're experiencing this issue. I haven't really looked into what's causing it yet. Only vanilla generation can be added back.
Yeah i was pretty much a newbie to tinkering with biomes when this report was made. Sorry about being so confusing I couldnt make any sense of what was happening myself and im not gonna lie its still kinda unclear :D All I remember is even if it was connected to loading stuff Pre-Init,Init or Post-Init it was junky and never met the expected outcome 100% so i dropped the project as it was early phase of 1.9+ i just wrote it down as either a bug or my fault towards understanding the documentation.
Have you added the script file to the config's include section? If you have, I'll also need a full client log.
You have to pick one replacement for a set of biomes. You could replace all jungle biomes with plains, for instance, or any combination. Top have to decide what biome you want to replace what with... maybe I'll port the random replacement code for gen blocks to biomes...
Also, you can't replace diamond (I assume that's what you mean by dia) with BiomeTweaker. It's placed after the initial terrain generation... I'm looking to add more ore-related features though.
Ok thats good i just gave definitions for vanilla warm/cool/etc biomes so i can replace them with a corresponding biome that way if i understand u correctly:
vanillaWarmBiomes = forBiomes(1,128,129,4,132,27,155,29,157,6,134,21,149,23,151,7,16,14,15)
vanillaWarmBiomes.registerGenBiomeRep(95)
etc...
Now the problem is that no trees/grass/flowers are spawning* in any of the BoP biomes i guess i can set it with:
Tweaker.setStage("PRE_INIT")
mentionedbiome001.set("treesPerChunk", 20)
etc...
Sorry to bother you just tell me to start figuring these out by myself and I'll stop Im just enjoying the professional help a bit too much ;)
*(altho i didnt mess with them so i dont understand why is it happening) setting these is a must? normal BoP gen is not pulled?
Honestly not sure what the issue is. You shouldn't have to set it in BiomeTweaker... BiomeTweaker is designed to do absolutely nothing unless you tell it to do something.
Sorry for the late response had to sleep a bit.Yes i have. Latest logs: https://github.com/LimeTheOn/Inordinatio/tree/Latestlog
I could make the whole world wasteland ez pz but this doesnt work no idea even after searching the log nothin out of the ordinary spiked my eyes hope you can shed some light whats wrong ^^
Your script has a few errors. What do you wish to accomplish with this command?
vanillaBiomes.registerGenBiomeRep(95,79,72,74,87,81,96,62,53,64,86,89,84)
You can only specify one biome to replace with...
Also, when using the set command, you need to put the field in quotes:
myBiomes.set("genVillages", false)
myBiomes.set("genStrongholds", false)
myBiomes.set("genWeight", 1000)
BiomeTweaker did tell you it couldn't make sense of these lines. In your log:
[18:47:06] [Client thread/INFO] [BiomeTweaker/BiomeTweaker]: Beginning script parsing...
[18:47:06] [Client thread/ERROR] [BiomeTweaker/BiomeTweaker]: Failed to find meaning in command registerGenBiomeRep(95,79,72,74,87,81,96,62,53,64,86,89,84). It will be ignored.
[18:47:06] [Client thread/ERROR] [BiomeTweaker/BiomeTweaker]: Failed to find meaning in command set(genVillages, false). It will be ignored.
[18:47:06] [Client thread/ERROR] [BiomeTweaker/BiomeTweaker]: Failed to find meaning in command set(genStrongholds, false). It will be ignored.
[18:47:06] [Client thread/ERROR] [BiomeTweaker/BiomeTweaker]: Failed to find meaning in command set(genWeight, 1000). It will be ignored.
[18:47:06] [Client thread/INFO] [BiomeTweaker/BiomeTweaker]: Finished script parsing.
Hehe ok long story-short Im stupid but that means even if i did two seperate lines of:
vanillaBiomes.registerGenBiomeRep(95)
vanillaBiomes.registerGenBiomeRep(79)
that wouldn't work I just need to make up my mind what I want to replace those with?! or set them one by one?
I was trying to make it "simple but efficient" I was tired sorry about that...basically i want x number of carefully selected BoP biomes to generate but rest removed/replaced then im gonna set foliage/grass/water colors one by one with the remaining ones so I can produce a fantasy theme and at last I'll replace dia so its only obtainable tru quests/loot. Rest is gameplay tweaks but Biometweaker helps me accomplish most of what I need to get the map/mobs/theme (mood) right :)
All i see is empty biomes....vanilla flowers and grass generates..pam's harvestcraft generates on them(trees and crops) but for example i see empty lavander fields and empty tropical rainforests. If i generate the world with BoP itself its all good and i havent even touched such arguments all im doing atm is defining groups of biomes and removing/replacing them. Did a fresh instance where the same thing was happening...Im going to set it manually crosses fingers
Looks like the BOP decorator isn't running when the world type isn't BOP? This is 1.8.9, correct? @Adubbz
Ok latest thing is too much for me anyway, believe me ids are correct I doublechecked theyre even spawning the corresponding biomes but theyre throwing this at me. Thank you very much for the help anyway, you basically taught me today how to properly use your mod!
[Client thread/INFO] [SuperScript/BiomeTweaker]: Found 6 tweaks to apply for stage PRE_INIT. Applying...
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 79 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 72 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 74 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 87 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 81 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 62 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 64 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 86 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 79 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 72 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 74 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 87 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 81 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 62 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 64 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 86 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 79 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 72 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 74 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 87 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 81 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 62 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 64 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 86 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 53 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 95 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 89 does not correspond to a biome! Check the output files for the correct ID!
[00:51:55] [Client thread/INFO] [BiomeTweakerAPI/BiomeTweaker]: Error applying tweaks. Biome ID 84 does not correspond to a biome! Check the output files for the correct ID!
When are you applying the tweaks? If you apply them at pre-init, BOP may not have registered their biomes yet. Have you checked the output files to make sure your IDs are correct?
ok im so sorry, I messed up! It was a typo(dot vs comma) so setStage wasnt specified everything is working now even BoP trees are good! You're getting an HONOURABLE mention when/if the modpack gets accepted to curse! Cheers!
slight problem is that BoP is only working with my extra arguments in there so you might still want to look at that but that is the last comment i have the courage to add disappeares in the shade of shame
Can you clarify exactly what you mean by "extra arguments" for when I get around to this.
Well if I didnt use something like
warmBiomes.set("treesPerChunk", 20)
then no trees would spawn and even when set, oak had a priority over every other treetypes clearly. Some BoP biomes like...dead swamp for example just didnt care if i changed its grasscolor which was set not only for that biome but a few others as well with another group like warmBiomes to ensure i got the commands right but it just woudnt work on that one and i think maybe the tundra was the other one that didnt work in coolBiomes. None of the XXXPerChunk stuff got generated before i set it manually in none of the BoP biomes when i said its working i already had XXXPerChunk "extra arguments" in there sorry about that.