WerDei / Biome-Replacer

MIT License
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TerraBlender and Biolith biomes cannot be replaced #1

Open Cixon opened 12 months ago

Cixon commented 12 months ago

First off - great mod concept, I hope to see more mod creators utilize this!

I know this mod just came out but there's some incompatibilities with 2 mods I use:

Config: cinderscapes:ashy_shoals > minecraft:basalt_deltas regions_unexplored:magnolia_woodland > minecraft:cherry_grove regions_unexplored:silver_birch_forest > terrestria:japanese_maple_forest

Screenshots below show the biome still appear (tested in new world)

Screenshot (116)

Cixon commented 12 months ago

Mods in question

Cinderscapes: https://legacy.curseforge.com/minecraft/mc-mods/cinderscapes

Regions Unexplored: https://legacy.curseforge.com/minecraft/mc-mods/regions-unexplored

Terrestria: https://legacy.curseforge.com/minecraft/mc-mods/terrestria

Cixon commented 12 months ago

Tested on both fabric and forge

(forge mod sinytra which allows fml to use fabric mods)

Fabric - 0.14.22 FML - 47.1.3

Results varied on platforms. Sinytra needs more compat - this is unrelated issue. As for raw fabric testing, cinderscapes appeared to be replaced with basalt deltas just fine.

Although, on both platforms we saw no differences made to Regions Unexplored biomes, this may be because of terrablender dependency getting in the way.

WerDei commented 12 months ago

Thank you for a report! Tested and confirmed the TerraBlender issue. Terrestria biomes are behaving strangely when replacing them too, even though Cinderscapes from same devs seems to work fine? I'll look closer at both of these issues when I can.

Cixon commented 12 months ago

Thank you for a report! Tested and confirmed the TerraBlender issue. Terrestria biomes are behaving strangely when replacing them too, even though Cinderscapes from same devs seems to work fine?

iirc terrestria uses something called biolith which is a internal dependency similarly to terrablender although, cinderscapes doesn’t?

i could be wrong but both projects should be open-source.

I'll look closer at both of these issues when I can.

awesome stuff! thank you for your speedy reply! also - sorry if i confused you with the forge stuff. i’m working on a fml modpack that uses fabric mods and figured i’d test if Sinytra is compatible; i reported it to be fixed so hopefully we can see 2 bugs ironed out for biome replacer soon! 🤞🤩

WerDei commented 12 months ago

Started rewriting the mod to support TerraBlender, but rand into some issues. I'm gonna shelve it for now, since I also realised that Biome Replacer isn't really needed for this - mods relying on TerraBlender or Biolith almost always let you configure and disable each biome individually.

Additionally, turns out that it's possible to replace datapack/vanilla biomes with these modded biomes, meaning it's only the other way around that does not work.

I'm going edit the mod description, clarifying that BiomeReplacer should only be used for datapack configuration, for now. I might fix this issue later, but no promises.

Cixon commented 11 months ago

mods relying on TerraBlender or Biolith almost always let you configure and disable each biome individually.

Though this is true, biome replacer should mirror the removed biomes mass and rarity in the world. When you disable it, it closes the gap for other biomes to fill which isn’t the same. I find it better to replace a biome with your mod than to disable said biome and have to make a datapack for wanted biome to then increase its spawn weight and size.

WerDei commented 11 months ago

Yeah, this is why I simply put the isue on hold while I got distracted. I just need to figure out how to cleanly catch the biome returned from any worldgen mod, hopefully without having to invade their code.