I would like to know, as after searching for the information and not finding it, if barley can be planted naturally? I'd love to take advantage of the pasture i'v found but I do not want to ruin the look of the place over time with large patches without the barley.
This is a known bug. I believe in SSP as well as in SMP but I'm not completely certain. Could be that your perceived it working in SMP when it wasn't. Not sure if it will be fixed in 0.5.6 or not.
I've just found what was the issue and it's now fixed
Ohh,this looks amazing...
Bad that I have 1.4.7 and can't have this lovely spring water
Can You backport it?Only this one thing?To 1.4.7???
I don't know how I can help You (I suck at modding),but if I can,tell me.I'll do everything I can to get this one fluid to my 1.4.7.
i was looking at the front page, and i couldn't find which version it was (i happen to miss details....a lot). and i wanted to ask, has this been updated to the pre-release of 1.6 (i'm not asking CAN you update it, i;m asking HAS it been. i'm not one of those people who will pester mod creators for releases. so i was just wondering if it has been. if not, then i'll wait. i've been looking for some really good mods, as i have gotten pretty bored of vanilla minecraft, and i'm looking for something to spice it up).
also, a little off topic, but i finally got someone to help out with the core coding with my mob mod, so the first release is slowly becoming a reality. so i might need to talk with you guys and figure out how your biomes work so i might be able to make our mods compatible.
i've been having trouble getting this to work with better dungeons. now i know that the issue is with the better dungeons configs but after going through the changes recommended I'm still not getting anything spawning except for the stuff that is unnafected by the different biomes. if any of yall have some advice it would be greatly appreciated
i've been having trouble getting this to work with better dungeons. now i know that the issue is with the better dungeons configs but after going through the changes recommended I'm still not getting anything spawning except for the stuff that is unnafected by the different biomes. if any of yall have some advice it would be greatly appreciated
As you pointed out this would be an issue with Better Dungeons. Nothing the BoP team could change in their codebase to 'fix' it. You most likely did something wrong in your Better Dungeons config. If you look on the first page of the BD post there's a link to a page in the thread where someone was kind enough to list all the configs adding BoP biomes. Use that and things should work unless there's a recent bug in one of the newer versions.
2013-06-28 18:58:04 [INFO] [STDERR] java.lang.IllegalArgumentException: Slot 171 is already occupied by biomesoplenty.blocks.BlockBOPSkystone@4745409 when adding biomesoplenty.blocks.BlockBOPGeneric@71391d27
2013-06-28 18:58:04 [INFO] [STDERR] at net.minecraft.block.Block.<init>(Block.java:340)
2013-06-28 18:58:04 [INFO] [STDERR] at biomesoplenty.blocks.BlockBOPGeneric.<init>(BlockBOPGeneric.java:24)
2013-06-28 18:58:04 [INFO] [STDERR] at biomesoplenty.configuration.BOPBlocks.initializeBlocks(BOPBlocks.java:159)
2013-06-28 18:58:04 [INFO] [STDERR] at biomesoplenty.configuration.BOPBlocks.init(BOPBlocks.java:78)
2013-06-28 18:58:04 [INFO] [STDERR] at biomesoplenty.BiomesOPlenty.preInit(BiomesOPlenty.java:106)
2013-06-28 18:58:04 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-06-28 18:58:04 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2013-06-28 18:58:04 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2013-06-28 18:58:04 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2013-06-28 18:58:04 [INFO] [STDERR] at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
2013-06-28 18:58:04 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-06-28 18:58:04 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2013-06-28 18:58:04 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2013-06-28 18:58:04 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2013-06-28 18:58:04 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
2013-06-28 18:58:04 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-06-28 18:58:04 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
2013-06-28 18:58:04 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
2013-06-28 18:58:04 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
2013-06-28 18:58:04 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:186)
2013-06-28 18:58:04 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:166)
2013-06-28 18:58:04 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-06-28 18:58:04 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2013-06-28 18:58:04 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2013-06-28 18:58:04 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2013-06-28 18:58:04 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
2013-06-28 18:58:04 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-06-28 18:58:04 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
2013-06-28 18:58:04 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
2013-06-28 18:58:04 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
2013-06-28 18:58:04 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
2013-06-28 18:58:04 [INFO] [STDERR] at cpw.mods.fml.common.Loader.loadMods(Loader.java:515)
2013-06-28 18:58:04 [INFO] [STDERR] at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:163)
2013-06-28 18:58:04 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:411)
2013-06-28 18:58:04 [INFO] [STDERR] at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
2013-06-28 18:58:04 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:733)
2013-06-28 18:58:04 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
This has been covered dozens of times. You're using an older config with a newer version of BoP. Delete the BoP config file (make a backup/copy first just in case something else breaks) and the problem will go away.
Ohh,this looks amazing...
Bad that I have 1.4.7 and can't have this lovely spring water
Can You backport it?Only this one thing?To 1.4.7???
I don't know how I can help You (I suck at modding),but if I can,tell me.I'll do everything I can to get this one fluid to my 1.4.7.
Why on Earth are you still on 1.4.7? Or better question if you refuse to update for some reason why browse through all he 1.5.x mods drooling over new content and bugfixes you'll only get by upgrading? I doubt you're going to have any success getting any mod developer to go back to modify their 1.4.7 code just for you.
As you pointed out this would be an issue with Better Dungeons. Nothing the BoP team could change in their codebase to 'fix' it. You most likely did something wrong in your Better Dungeons config. If you look on the first page of the BD post there's a link to a page in the thread where someone was kind enough to list all the configs adding BoP biomes. Use that and things should work unless there's a recent bug in one of the newer versions.
as i said I followed those instructions and added the biomes to the relevant configs however it proved innefective. I came here to see if anyone had any new insight.
for reference this is in theory how they should be set up (this is how i've set it up)
#Biomes, put biome names separated by comma, example:
#biomes = Plains, Forest, Hell, Desert,
#Will try to find the highest position to spawn, better avoid any biome with hills
#Needs at least 20 blocks underground, so it not recommended to use in biomes with height lower than 25
#chance: define the ratio at wich the dungeon spawns, if set to 0 the dungeon will be disabled.
#The formula goes like that: every 5 chunks there is 1 between the number set to chance probabilities to spawn a dungeon.
chance = 10
#mob: defines the mob spawned in that dungeon
mob = default
#icon: used as the item icon intex in the dungeon spawner item. (look at textures/items/bd/ d1, d2..., only the number is required)
icon = 5
#Builder allows you to choose what builder does the dungeon use
builder = templateSurface
#Special data for templateSurface
#folder: the folder containing the templates
#underGroundOffset: how many block will be used under the ground.
Hello! 'Biomes O' Plenty' is incredibly great mod, but I have some problems with it.
___
How can I switch off the sky colours? When I edit the config file and change the sky colors to "false", the biomes still have the custom sky colors. I don't really like different colours of sky. It' s very uncomfortable when the sky abruptly switches when I pass from one place to another. I wish I could turn it off. How can I do it?
___
And there is another thing. My first language is not English, and I want to translate it to my own. I want to do it for personal use, because it's really uncomfortable to play without it(Imagine that the whole game is in my native language, but there is a sharp drop from the native language to English). Are there any ways to do this?
as i said I followed those instructions and added the biomes to the relevant configs however it proved innefective. I came here to see if anyone had any new insight.
for reference this is in theory how they should be set up (this is how i've set it up)
#Biomes, put biome names separated by comma, example:
#biomes = Plains, Forest, Hell, Desert,
#Will try to find the highest position to spawn, better avoid any biome with hills
#Needs at least 20 blocks underground, so it not recommended to use in biomes with height lower than 25
#chance: define the ratio at wich the dungeon spawns, if set to 0 the dungeon will be disabled.
#The formula goes like that: every 5 chunks there is 1 between the number set to chance probabilities to spawn a dungeon.
chance = 10
#mob: defines the mob spawned in that dungeon
mob = default
#icon: used as the item icon intex in the dungeon spawner item. (look at textures/items/bd/ d1, d2..., only the number is required)
icon = 5
#Builder allows you to choose what builder does the dungeon use
builder = templateSurface
#Special data for templateSurface
#folder: the folder containing the templates
#underGroundOffset: how many block will be used under the ground.
folder = castles
underGroundOffset = 20
Within the 127 mods im running currently, i simply did the edit config posted in the better dungeons thread and i have no such problem with structures spawning in bop biomes- thats with several other structure generating mods such as goblins, dungeon pack and forimores ancient ruins and great wall, oh not to mention nightkoshs graveyard mod. Not sure what you're doing differently, but it works fine for me and i can barely change item ids...
I found my issue it turns out that i wasn't supposed to put the config changes in to the individual configs. for whatever reason it was all supposed to go in to the config file in the config folder that by default has nothing in it 0_o
Within the 127 mods im running currently, i simply did the edit config posted in the better dungeons thread and i have no such problem with structures spawning in bop biomes- thats with several other structure generating mods such as goblins, dungeon pack and forimores ancient ruins and great wall, oh not to mention nightkoshs graveyard mod. Not sure what you're doing differently, but it works fine for me and i can barely change item ids...
well I've got it working now. apparently i was just overthinking it. tell me though that second set of biome stuff the guy had in his post. is there some way that we are supposed to use that as well?
Suggestion: Option in the config file to disable jungle spiders.
Rollback Post to RevisionRollBack
Any Mac friends having trouble installing forge on your minecraft_server.jar files? Check out my script that lets you do it easily with one simple click! For more info look here http://www.minecraft...-click-install/
I love this mod, I cant believe this mod got this far you got 300 pages of comments and a bunch of downloads! I still remember when this mod came out, I thought this was one of the best biome mods. You sir have made a very fine mod and I am looking in the future for even more biomes ;3 but for right now, good job!
Are you using Mo Creatures and Dr. Zhark's Custom Spawner?
Yes, setting their spawn to 0 did not work.
I also used Forge_MobSpawnControls which caused a lot of problems, but didn't stop them from spawning.
Again, just requesting a simple option in the BoP config file to disable jungle spiders.
Rollback Post to RevisionRollBack
Any Mac friends having trouble installing forge on your minecraft_server.jar files? Check out my script that lets you do it easily with one simple click! For more info look here http://www.minecraft...-click-install/
I'm not on the BoP team so I'm obviously not speaking for them. But the issue isn't with BoP it's Dr. Zhark's broken, buggy, busted spawner.
I'd rather the BoP team work on their already planned added content and bugfixes instead of spending time adding a switch to turn off something that is only broken by another mod's bad coding. There are complaints from other mod authors in that custom spawner thread that haven't been answered, at least publicly.
Best way to deal with the problem, and have any realistic control over spawning, is to invest the time into learning, configuring and using Just Another Spawner.
I'm not on the BoP team so I'm obviously not speaking for them. But the issue isn't with BoP it's Dr. Zhark's broken, buggy, busted spawner.
I'd rather the BoP team work on their already planned added content and bugfixes instead of spending time adding a switch to turn off something that is only broken by another mod's bad coding. There are complaints from other mod authors in that custom spawner thread that haven't been answered, at least publicly.
Best way to deal with the problem, and have any realistic control over spawning, is to invest the time into learning, configuring and using Just Another Spawner.
Did you miss the part where I said I also tried another MobSpawnControl mod that also did not work?
Rollback Post to RevisionRollBack
Any Mac friends having trouble installing forge on your minecraft_server.jar files? Check out my script that lets you do it easily with one simple click! For more info look here http://www.minecraft...-click-install/
Did you miss the part where I said I also tried another MobSpawnControl mod that also did not work?
No I saw you mentioned MSC. That's why I suggested the only spawning mod I'm aware of that actually DOES control spawning as intended. "Just Another Spawner". That's the name of the mod and why I put capitalized the first letters in the name. It's some serious work to get set up purely because it does give you so much control. I'd avoided it although I was aware of it and was very glad I invested the time afterwards.
I've just found what was the issue and it's now fixed
very very sorry about my very very bad language. -_________-
No.
We have to move forward, not backward.
also, a little off topic, but i finally got someone to help out with the core coding with my mob mod, so the first release is slowly becoming a reality. so i might need to talk with you guys and figure out how your biomes work so i might be able to make our mods compatible.
My Deviantart Page: http://inkblot123.deviantart.com/
As you pointed out this would be an issue with Better Dungeons. Nothing the BoP team could change in their codebase to 'fix' it. You most likely did something wrong in your Better Dungeons config. If you look on the first page of the BD post there's a link to a page in the thread where someone was kind enough to list all the configs adding BoP biomes. Use that and things should work unless there's a recent bug in one of the newer versions.
This has been covered dozens of times. You're using an older config with a newer version of BoP. Delete the BoP config file (make a backup/copy first just in case something else breaks) and the problem will go away.
Why on Earth are you still on 1.4.7? Or better question if you refuse to update for some reason why browse through all he 1.5.x mods drooling over new content and bugfixes you'll only get by upgrading? I doubt you're going to have any success getting any mod developer to go back to modify their 1.4.7 code just for you.
as i said I followed those instructions and added the biomes to the relevant configs however it proved innefective. I came here to see if anyone had any new insight.
for reference this is in theory how they should be set up (this is how i've set it up)
#biomes = Plains, Forest, Hell, Desert,
#Will try to find the highest position to spawn, better avoid any biome with hills
#Needs at least 20 blocks underground, so it not recommended to use in biomes with height lower than 25
#biomes = Plains
biomes = Plains, Deadlands, Drylands, Desert, Field, Garden, Grassland, LushDesert, Meadow, Oasis, Outback, Pasture, Prairie, Savanna, Scrubland, Taiga, Wasteland
#chance: define the ratio at wich the dungeon spawns, if set to 0 the dungeon will be disabled.
#The formula goes like that: every 5 chunks there is 1 between the number set to chance probabilities to spawn a dungeon.
chance = 10
#mob: defines the mob spawned in that dungeon
mob = default
#icon: used as the item icon intex in the dungeon spawner item. (look at textures/items/bd/ d1, d2..., only the number is required)
icon = 5
#Builder allows you to choose what builder does the dungeon use
builder = templateSurface
#Special data for templateSurface
#folder: the folder containing the templates
#underGroundOffset: how many block will be used under the ground.
folder = castles
underGroundOffset = 20
___
How can I switch off the sky colours? When I edit the config file and change the sky colors to "false", the biomes still have the custom sky colors. I don't really like different colours of sky. It' s very uncomfortable when the sky abruptly switches when I pass from one place to another. I wish I could turn it off. How can I do it?
___
And there is another thing. My first language is not English, and I want to translate it to my own. I want to do it for personal use, because it's really uncomfortable to play without it(Imagine that the whole game is in my native language, but there is a sharp drop from the native language to English). Are there any ways to do this?
I hope you will help me.
Thanks in advance.
Within the 127 mods im running currently, i simply did the edit config posted in the better dungeons thread and i have no such problem with structures spawning in bop biomes- thats with several other structure generating mods such as goblins, dungeon pack and forimores ancient ruins and great wall, oh not to mention nightkoshs graveyard mod. Not sure what you're doing differently, but it works fine for me and i can barely change item ids...
Rules posted here: http://rules.mcf.li/ or click signature.
Are you using Mo Creatures and Dr. Zhark's Custom Spawner?
Yes, setting their spawn to 0 did not work.
I also used Forge_MobSpawnControls which caused a lot of problems, but didn't stop them from spawning.
Again, just requesting a simple option in the BoP config file to disable jungle spiders.
I'd rather the BoP team work on their already planned added content and bugfixes instead of spending time adding a switch to turn off something that is only broken by another mod's bad coding. There are complaints from other mod authors in that custom spawner thread that haven't been answered, at least publicly.
Best way to deal with the problem, and have any realistic control over spawning, is to invest the time into learning, configuring and using Just Another Spawner.
Did you miss the part where I said I also tried another MobSpawnControl mod that also did not work?
No I saw you mentioned MSC. That's why I suggested the only spawning mod I'm aware of that actually DOES control spawning as intended. "Just Another Spawner". That's the name of the mod and why I put capitalized the first letters in the name. It's some serious work to get set up purely because it does give you so much control. I'd avoided it although I was aware of it and was very glad I invested the time afterwards.