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Antique Atlas is capable of guessing appropriate textures for most modded biomes using biome tags e.g. c:is_forest. Like so:
[Antique Atlas] Set fallback biome for autumnity:maple_forest to minecraft:forest. \
You can set a more fitting texture using a resource pack!
Sometimes, a modded biome will ship without any of these minecraft:, c: or forge: tags, causing this to happen:
[Antique Atlas] No fallback could be found for autumnity:pumpkin_fields. \
This shouldn't happen! This means the biome is not in ANY conventional or vanilla tag on the client!
The tags AA checks for are quite comprehensive, so in most cases the mod author can just add their biome to a conventional tag.
Of course, the best texture setup for modpacks will always be making a simple resource pack, as described on the wiki.
If your whole map is question marks, even vanilla biomes - that's a different issue! Feel free to post it.
The text was updated successfully, but these errors were encountered:
Antique Atlas is capable of guessing appropriate textures for most modded biomes using biome tags e.g.
c:is_forest
. Like so:Sometimes, a modded biome will ship without any of these
minecraft:
,c:
orforge:
tags, causing this to happen:The tags AA checks for are quite comprehensive, so in most cases the mod author can just add their biome to a conventional tag.
Of course, the best texture setup for modpacks will always be making a simple resource pack, as described on the wiki.
If your whole map is question marks, even vanilla biomes - that's a different issue! Feel free to post it.
The text was updated successfully, but these errors were encountered: