Open Terrain Generator (OTG)

Open Terrain Generator (OTG)

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ReplaceToBiomeName in v8.2 and Biomes O'Plenty

Darsenia opened this issue ยท 5 comments

commented

OTG Plugin or Mod

  • OTG Mod for Forge
  • OTG Plugin for Spigot

OTG Version

  • 1.12.2_v8_r1
  • 1.12.2_v7_DEV_r26
  • 1.12.2-v6
  • 1.12.2-v5
  • 1.11.2-v8
  • 1.11.2-v9
  • 1.10.2-v21
  • Other - specify here

Forge or Spigot Versions

latest Forge

What other plugins are you running?

latest Biomes O'Plenty

Description

I'm not sure if it is normal or not,but:
when using BOP biome in ReplaceToBiomeName, custom OTG biome is populated with BOP trees and other decorations 99%.I hardly met a few my trees there.Is there any way of removing BOP trees etc from there?I tried to make all BOP biomes ids "-1" in its config, but now my custom biome is simply "plains" without any BOP decorations.
I thought, that ReplaceToBiomeName will change only colors and climate (and a name)...

commented

Ah,that's it...Thanks for explanation)
I have another question about virtual biomes in v8: if there is no need now to mention them with ids in "custom biomes: " line in worldconfig and they are read directly from worldbiomes folder, how can ids>256 be assigned to the virtual biomes? The old way, via that line? If I don't want them to take ids <256 for better mods compatibility.Will biomes with ids>256 be affected by dynamic ids allocation?

commented

If a biome uses replacetobiomename it gets assigned an ID > 256

commented

Why replace to a BoP biome if you don't want it to populate it with it's stuff? Turning off BoP's population would be down to BoP to implement if anything.

commented

I found how turn off trees in configs.But it would work only with mods that are so configurable.
Never mind;)
So that kind of ReplaceToBiomeName is for full integration of any biome.Ok)

commented

OTG doesn't fully integrate anything when you use replacetobiomename, it just uses the ID and whatever happens next is up to the other mod(s).