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How can I fix this?

GneX

New member
I'm trying to change the burnt forest biome more to my liking but it wont load the biomes.xml from the modlet I made.

It's my first modlet and i have not really any experience with xml so I came up with this by peeking into other modlets xmls to get an idea of how it works.

Well naturally mistakes happen that are hard for me to figure out.

So I hope someone can help me solve this?

Unbenannt.jpg

here the xml:

Code:
<configs>
<remove xpath="/worldgeneration/biomes/biome[@name='burnt_forest']/decorations/decoration[@blockname='treeStump']"/>
 <remove xpath="/worldgeneration/biomes/biome[@name='burnt_forest']/decorations/decoration[@blockname='treeBurntMaple01']"/>
 <remove xpath="/worldgeneration/biomes/biome[@name='burnt_forest']/decorations/decoration[@blockname='treeBurntMaple02']"/>
 <remove xpath="/worldgeneration/biomes/biome[@name='burnt_forest']/decorations/decoration[@blockname='treeBurntMaple03']"/>
 <remove xpath="/worldgeneration/biomes/biome[@name='burnt_forest']/decorations/decoration[@blockname='treeDeadPineLeaf']"/>
 <remove xpath="/worldgeneration/biomes/biome[@name='burnt_forest']/decorations/decoration[@blockname='treeDeadTree01']"/>
 <remove xpath="/worldgeneration/biomes/biome[@name='burnt_forest']/decorations/decoration[@blockname='treeDeadTree02']"/>
 <remove xpath="/worldgeneration/biomes/biome[@name='burnt_forest']/decorations/decoration[@blockname='emberPileDeco1']"/>
 <remove xpath="/worldgeneration/biomes/biome[@name='burnt_forest']/decorations/decoration[@blockname='emberPileDeco2']"/>
 <remove xpath="/worldgeneration/biomes/biome[@name='burnt_forest']/decorations/decoration[@blockname='emberPileDeco3']"/>
 <remove xpath="/worldgeneration/biomes/biome[@name='burnt_forest']/decorations/decoration[@blockname='emberPileDeco4']"/>
 <remove xpath="/worldgeneration/biomes/biome[@name='burnt_forest']/decorations/decoration[@name='remnant_burnt_deco_01']"/>
 <remove xpath="/worldgeneration/biomes/biome[@name='burnt_forest']/decorations/decoration[@name='remnant_burnt_deco_02']"/>
 <remove xpath="/worldgeneration/biomes/biome[@name='burnt_forest']/decorations/decoration[@blockname='treeBrownGrassDiagonal']"/>


 <append xpath="/worldgeneration/biomes/biome[@name='burnt_forest']/decorations">
 			<decoration type="block" blockname="cntForestRandomLootHelper" prob="0.00025"/>
		<decoration type="prefab" name="rock_form02" prob=".001" rotatemax="7"/>
		<decoration type="prefab" name="rock_form01" prob=".001" rotatemax="7"/>
		<decoration type="block" blockname="plantedCotton3Harvest" prob="0.001"/>
		<decoration type="block" blockname="rock01" prob =".001"/>
		<decoration type="block" blockname="rock02" prob =".001"/>
		<decoration type="block" blockname="rock04" prob =".001"/>
		<decoration type="block" blockname="rockResource" prob =".02" checkresource="true" rotatemax="3"/>
		<decoration type="block" blockname="rockResource02" prob =".02" checkresource="true" rotatemax="3"/>
		<decoration type="block" blockname="cntBirdnest" prob ="0.002"/>
		<decoration type="block" blockname="treeDeadShrub" prob="0.06" rotatemax="7"/>
		<decoration type="block" blockname="treeMountainPine27m" prob="0.07" rotatemax="7"/>
		<decoration type="block" blockname="treeMountainPineDry21m" prob="0.03" rotatemax="7"/>
		<decoration type="block" blockname="plantedSnowberry3Harvest" prob =".001"/>
		<decoration type="block" blockname="plantedChrysanthemum3Harvest" prob="0.0001"/>
		<decoration type="block" blockname="driftwood" prob ="0.001" rotatemax="3"/>
		<decoration type="block" blockname="driftwood2" prob ="0.002" rotatemax="3"/>
		<decoration type="block" blockname="treeMountainPineDry21m" prob="0.08" rotatemax="7"/>
		<decoration type="block" blockname="treePlainsTree" prob="0.001" rotatemax="7"/>
		<decoration type="block" blockname="treePlainsTree2" prob="0.2" rotatemax="7"/>
		<decoration type="block" blockname="treeDeadShrub" prob="0.02" rotatemax="7"/>
		<decoration type="block" blockname="treeDeadTree02" prob="0.08" rotatemax="7"/>
		<decoration type="block" blockname="treeDeadTree01" prob="0.1" rotatemax="7"/>
		<decoration type="block" blockname="treeMountainPine48m" prob ="0.07" rotatemax="7"/>
		<decoration type="block" blockname="treeStump" prob =".003" rotatemax="7"/>
		<decoration type="block" blockname="treeBrownGrassDiagonal" prob =".7"/>
</append>
</configs>
 
It seems 7D2D can't parse the XML. I don't know if that means your XML has a typo somewhere (making it invalid XML), if you're putting the decorations in the wrong place, or something else.

Just by eyeballing it, it looks OK to me.

If the game loads at all, you could dump the modified XML and see if something jumps out at you. Here's a thread that shows how to do that: https://7daystodie.com/forums/showthread.php?99279-XPath-Error-Checking

That's about as much help as I'm capable of giving, sorry.

 
A couple things. First your 'treeDeadShrub' needs to be changed to treeDesertShrub, unless you have a modded block called treeDeadshrub (its not called that in vanilla.)

Second, your 'checkresource' property needs an integer, not a boolean. you must have deleted the onslopes property, which has the boolean value.

After that, it booted up fine for me.

 
Yeah already got it to work.

The treeDeadshrub block doesnt exist anymore in A18 it did in A17 though.

Well right now im still playing around with it

Still running into some trouble

So basically I cant remove the emberpiles ingame

the xml boots up just fine no errors or anything but the burntforest ground & the emberpiles deco just wont change even when I change all possible value like the subbiome etc it stays burnt forrest ground and the emberpiles are still there.

the trees etc changed just fine though

Is this hardcoded?

Sorry maybe im just dumb ...

 
Last edited by a moderator:
It's not hard coded. I would say instead of using all of those removes and an append, do a set xpath. Same xpath as you have in append, but use set instead. that way you have total easy control. Just put what blocks you want into that set xpath and you wont have to worry about removing stuff. That's how I would do it personally

 
Well got it working now turns out I was just blind ;)

Now I will try to work on a simpler version with the set xpath that you recommended and see if that works out ;)

thanks for the help

Still going to play around with different particle effects but looking good so far ;)

CustomBiome.jpg

 
Well got it working now turns out I was just blind ;)
Now I will try to work on a simpler version with the set xpath that you recommended and see if that works out ;)

thanks for the help

Still going to play around with different particle effects but looking good so far ;)

View attachment 31004
That looks pretty good. When you're done, maybe you can share your changes with us.

 
This is similar to an issue that I have run into, if you have had success maybe you can help me. In my testing, the ground texture is determined by the name of the biome, not the code that is supposed to define it.

For example, if you swap the forest and desert names but change nothing else, you get a forest with sand and a desert with forest ground texture.

This leads me to believe that the terrain generator looks to the name for the terrain texture. My custom biomes have a grayish ground texture that does not blend with the existing terrain textures, even copying another biome verbatim.

Any thoughts?

 
This is similar to an issue that I have run into, if you have had success maybe you can help me. In my testing, the ground texture is determined by the name of the biome, not the code that is supposed to define it.For example, if you swap the forest and desert names but change nothing else, you get a forest with sand and a desert with forest ground texture.

This leads me to believe that the terrain generator looks to the name for the terrain texture. My custom biomes have a grayish ground texture that does not blend with the existing terrain textures, even copying another biome verbatim.

Any thoughts?
Thats interesting to know ...

Well I'm quite new to modding and xml so not sure if I find a solution but if I get any progress/idea I'll share it.

As far as sharing my changes goes ... I plan to release it as a Modlet once I'm actually satisfied & done we'll see how it goes ;)

 
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