BiomesOPlenty Problems

Archive of patch requests that have been completed or locked for various other reasons.
Note: This forum is visibly hidden from users, but is still searchable and readable.
Locked
User avatar
9 Posts
 x 0

Post 23 Jul 2013, 10:23

It didnt work... i still have the ugly default textures :(
User avatar
78 Posts
 x 0

Post 24 Jul 2013, 17:34

For anyone who can't get Biomes o' Plenty to work at all, there are actually two things you need to do: First, you have to enable the mod in the FTB launcher, as was described above. Second, when creating your world, you might have to change the mode to "Biomes o' Plenty" in the world creation screen (it's the same button you'd use to pick "Large Biomes" or other worldgen modifiers). This is how it used to work, though Direwolf20 might have changed the config file to make this unnecessary. Regardless, if you've enabled the mod but you're not seeing new biomes in your world, this is probably the reason.

As for texture pack problems: I suspect that most of the issues are due to the Sphax replacement textures not being organized properly in the Sphax texture pack. (The replacement texture files in the Sphax packs must be in the same folders, and have the same names, as the default textures in the original mod files.) I've seen a number of inconsistencies between a few of the texture patches out there, probably because the mod authors changed the locations of their textures in recent updates and the texture patches haven't changed to match (ThaumCraft textures, especially, are all over the place---sometimes in three different places within the same texture patch!).

I'm going through each of the Direwolf20 1.5.2 mod files now, and comparing the locations of the default textures to those in the Sphax patches. I'll report my results when I'm done, but it's going to take awhile since there are a lot of mods. If you want to check the textures for a specific mod, it might be easiest for you to do it yourself. Instructions follow (I go into a lot of unnecessary detail that makes it look a lot harder than it is---you should be able to figure it out if you just give it a try.):

  1. From within the FTB Launcher, download the Direwolf20 Server (there's a button, top center), then unzip it somewhere. The server package contains all of the mod files, so this way you don't have to download each one individually from its minecraft forum thread.
  2. Every mod is located in either the "mods" or "coremods" folders. Each mod is itself an archive (either a .zip or a .jar file), like the server package itself, so you have to unzip all of them as well. It's best to unzip each one into its own folder, just to keep things organized (if you have WinRar installed, this is as easy as selecting them all, right-clicking, and choosing "Extract each archive to a separate folder" from the WinRar submenu).
  3. Now, for each mod you're having texture issues with, find out where its .png files are located (either manually, or by searching that mod's folder for "*.png"). These are the default/original/vanilla textures provided by the mod itself. (E.g. If you unzip the "BiomesOPlenty-0.5.7.zip" mod file into its own folder and look inside, you'll find that all of its .png files are contained in "mods/biomesoplenty/textures".)
  4. Finally, open up your Sphax texture pack .zip file and locate the exact same folders, in the exact same locations, as the ones you found in step 3 (e.g. you should see a "mods" folder when you open your Sphax texture pack, and inside that, a "biomesoplenty" folder, and inside that, a "textures" folder---matching the "mods/biomesoplenty/textures" structure you found in the mod itself). The replacement Sphax textures should be in the same place, with the same names, as the default textures in the mod. If you can't find them, or if the names of the folders/texture files are different, that's your problem. To fix this, find the missing Sphax textures (they're probably in the pack, just in the wrong place), and move/rename them so they match the structure and names of the original textures, in the original mod file.
I hope that was helpful. If you're confused by the "same folder location" bit, an easy way to see what I mean is to look at a mod whose textures do work---the textures in the Sphax pack will share the same location as those in the mod file, giving you a clear example of how all of the Sphax textures have to be organized.

Question for Smarter Texture People Than I: Does the pre-1.5 format of textures (i.e. the tile sheets, rather than the individual .pngs) still work, or do they need to be unstitched?
Amateur dinosaur hunter and extreme weather enthusiast, whose interests include spoken mime, armchair parkour, tactical gaslighting, conspicuous ninjutsu and Schröedinger's pentameter—of which this sentence may or may not be an example.​
User avatar
BDcraft Web Admin
5891 Posts
 x 235

Post 24 Jul 2013, 17:41

Eunomiac wrote:Question for Smarter Texture People Than I: Does the pre-1.5 format of textures (i.e. the tile sheets, rather than the individual .pngs) still work, or do they need to be unstitched?
Depends on the mod, but generally they need to be unstitched.

Whatever the textures are like in the mod zip/jar they have to be the same in the texturepack.
If you like a post give it a diamond! :arrow_heading_up:
User avatar
78 Posts
 x 0

Post 26 Jul 2013, 04:24 

Biomes o' Plenty Fix: The folder name is wrong in the texture patch; that's why it isn't working. To fix, rename the "BiomesoPlenty" folder (inside the "mods" folder of the texture patch) to lower case: "biomesoplenty".
Amateur dinosaur hunter and extreme weather enthusiast, whose interests include spoken mime, armchair parkour, tactical gaslighting, conspicuous ninjutsu and Schröedinger's pentameter—of which this sentence may or may not be an example.​
User avatar
9 Posts
 x 0

Post 27 Jul 2013, 17:44

Eunomiac, hows your progress on the texture pack solution? :D
Locked