Only a few things have changed that would break Mystcraft compatibility...so there is hope here. I just PM'd xCompWiz to let him know that he could count on me to help with integration if it is something he is interested in. I'm sure if he were to hear about things from your perspective on his thread it would make a difference!
Currently, we have not designed the mod to created biomes that are not used in terrain gen. To save resources, unused biomes are not created...
But...
I really love your idea...I had never thought along these lines. If xCompWiz decides to work with me to add official support to his mod, I commit to you that Extrabiomes will support this type of game-play...This...is a brillaint idea!
Alright, I posted in the Mystcraft thread with what I said and your response. Thanks for the support! I can't speak for XCompWiz, but from what I've seen he has been pretty busy recently, and then compatibility keeps coming up as the thing people want from the mod. (It's his thread's equivalent to your thread's SMP or now RPG.) So we'll see if he wants to do this, but if he does, OH YEAH!
Alright, I posted in the Mystcraft thread with what I said and your response. Thanks for the support! I can't speak for XCompWiz, but from what I've seen he has been pretty busy recently, and then compatibility keeps coming up as the thing people want from the mod. (It's his thread's equivalent to your thread's SMP or now RPG.) So we'll see if he wants to do this, but if he does, OH YEAH!
Actually, I wrote XCompWiz...and before I heard from him, I had a revelation about how to fix this and also that the fix would benefit the architecture of the mod in a major way. I wrote him back to say nevermind before he read my first inquiry. I am about 10% through the work required. The first underpinning of the change was in the 2.0.3 release out today. I am happy report that we will restore compatibility with Mystcraft hopefully in the next release. The 'when' is just a function of how much free time I get to finish...
Thank you for you patience, positive comments and encouragement. They make a HUGE difference amidst the grumbling!
hey im REALLy interested into playing with this mod on mi mc but unfortunatley whe i install everthing it doesnt load correctly and the best part is that it doesnt give me any error it only starts minecraft as normaly wihtout this mod, i have done the restart thign like thousand times and trying to install it with diferents ways and still nothing so could pleas help me by giving more detail information about how to installed it, beacuase a friend that was helping me also tried but his mc crashed :S so i requiere your help if its posible thnks a bunch xD
"Oh, don't worry. As you're appart of the vocal minority we'll try our best to please just you. We value what you have to say".
You see, here's the problem with your, and everyone else's petty ranting.
What you're saying right now isn't going to help the mod go anywhere. Scottkillen has bent over backwards trying to make the mod not edit any base classes and still work with the limited knowledge of how the mojang biome code works. He tried to make the RPG expansion compatible with 2.0. but three things stopped him.
The unexpected dropping out of TDWP-FTW. It was hisown decision.
The way TDWP coded some of the biomes made them hard (or impossible) to convert to non-class editing files.
The team as a whole wanted to put out a mod what works and adds biomes.
One of your arguments is that most of the biomes you want are in the RPG expansion pack. But are you completely satisfied with the same six biomes vanilla generation has? Six biomes? Don't know if you've noticed but this adds at least ten unique biomes on it's own without the RPG expansion.
Oh, and incase you didn't notice, but Scott also made it so you can easily un-install the mod if you're not satisfied with it by dragging it out of your Mods folder. Don't diss it until you've tried it, and even then, Please don't come back begging for the RPG expansion to come back. Scott made an API you can make your own biomes with, with nice little instructions on how to use it.
Moaning on a thread to strangers you don't know isn't helping the development of the mod, yourself, or anyone else.
Find a good image hosting website. (I recommend Imgur) and host your images up there, then use the forum-code it gives you (It has [IMG] at the start) and paste it into the post between Spoiler tags. Here's an example:
[ sphoiler][ imgg]RANDOMBLUR[ /imgg][ /sphoiler]
I'm indifferent to a lot of the other biomes added, I personally would have disabeled many because, despite how pretty they looked, I found a lot of them to be really difficult to work with for construction, like the mountain desert.
I also really don't care how easy to install/uninstall the mod is. It was easy to install before, and I don't get why you guys dropped the class format. Never had installation issues, never had compatability issues, so... I just really don't understand 2.0.
Sure we've got an API right now, but most of us don't have the time or skills to really do much with that, and would rather download another biome mod instead.
Moaning to strangers may not be helping the development of the mod, but I don't think removing half of the content exactly is either.
Rollback Post to RevisionRollBack
Java is bulky, slow, hogs resources, passes out from exhaustion, and although it was big in the 90's is now typically only found on poorly designed websites. Much like Harry Knowles. So any time Minecraft crashes, blame Java.
That is in the roadmap. In fact, we were considering entirely shifting the mod to Forge.
Please don't. Please tell me forge is not required. Forge is completely not compatible with PPC macs. Modloader works, FML might (low chance) be made to work, but forge is out.
Don't know about the official 1.3 API ... (not to mention everything is MP going forward ... which kinda hurts modloader and forces FML...)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
200 pages in two months? I just found this from the Myst mod.
Please don't. Please tell me forge is not required. Forge is completely not compatible with PPC macs. Modloader works, FML might (low chance) be made to work, but forge is out.
Don't know about the official 1.3 API ... (not to mention everything is MP going forward ... which kinda hurts modloader and forces FML...)
ExtraBiomesXL has required forge for awhile. Then again, most major mods do require it.
Rollback Post to RevisionRollBack
Java is bulky, slow, hogs resources, passes out from exhaustion, and although it was big in the 90's is now typically only found on poorly designed websites. Much like Harry Knowles. So any time Minecraft crashes, blame Java.
"If you are experiencing terrain generating with inappropriate blocks, be aware that this problem is caused by Mojang's partial 4096 ID support. Set the block IDs for cracked sand and redrock to something below 256 and these problems will be fixed."
Thanks, Ocellatus...I'll take a look into this!
well it comes to the issue I have no idea how to do this. I open up the config for it and don't see anything that I can even gestimate how to do this. If I know how to change the IDs then I can just trial and error. On another note I do have the 4096 fix
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A bit of an odd bug, but I was attempting to grow a 2 thick Fir tree (as seen spawned in the Temperate Rainforest biome, and as noted in the latest release 2.0.3) I place the saplings in a 2x2 formation to arrive with bonemeal will spawn 3 additional saplings in a corner direction and remove all blocks in it's way. It will continue doing so until the player stops. Using the latest Recommended build of Forge.
Screenshot of bug:
Overall I am beginning to miss the ExtraBiomesXL Classic version which didn't require Forge or new blocks (I would've liked to introduce some interesting biomes to an smp server given that the biomes would probably be screwed up, but still worked regardless).
Otherwise awesome work and many thanks!
EDIT:
Oddly enough, the bonemeal growth works fine when placing the saplings in a 2x2 formation with a clear way above them growing into a giant tree, however, when covered (doesn't matter the order or placement) the saplings will add 3 additional on the SW corner and continue placing them in that direction regardless of physical restrictions.
Moaning to strangers may not be helping the development of the mod, but I don't think removing half of the content exactly is either.
Doc, it is your prerogative to hang out on the thread of a mod you don't like and keep explaining how bad you feel it is...but it is not alright for you to continue ridiculing TDWP_FTW for his decision. If you dislike his decision, the proper thing is to talk to him about it privately. Your goal seems to be to spark a revival of his content...to do that you need his backing...and I would think that your current strategy doesn't move you in that direction. Be that as it may, please no more discussion about his decision on this thread. He has dissociated from this mod.
well it comes to the issue I have no idea how to do this. I open up the config for it and don't see anything that I can even gestimate how to do this. If I know how to change the IDs then I can just trial and error. On another note I do have the 4096 fix
Sorry. In your original post you said you just needed a push in the right direction, but not someone to tell you how to do it...
The file you want is ".minecraft/config/extrabiomes/extrabiomes.cfg"
In that file, look for "crackedsand.id" and "redrock.id". Change the values associates with these keys to values that are less than 256.
A bit of an odd bug, but I was attempting to grow a 2 thick Fir tree (as seen spawned in the Temperate Rainforest biome, and as noted in the latest release 2.0.3) I place the saplings in a 2x2 formation to arrive with bonemeal will spawn 3 additional saplings in a corner direction and remove all blocks in it's way. It will continue doing so until the player stops. Using the latest Recommended build of Forge.
Screenshot of bug:
Overall I am beginning to miss the ExtraBiomesXL Classic version which didn't require Forge or new blocks (I would've liked to introduce some interesting biomes to an smp server given that the biomes would probably be screwed up, but still worked regardless).
Otherwise awesome work and many thanks!
EDIT:
Oddly enough, the bonemeal growth works fine when placing the saplings in a 2x2 formation with a clear way above them growing into a giant tree, however, when covered (doesn't matter the order or placement) the saplings will add 3 additional on the SW corner and continue placing them in that direction regardless of physical restrictions.
This is a very nice error report with all of the information needed to devise a sound solution to the issue. Thank you!
A bit of an odd bug, but I was attempting to grow a 2 thick Fir tree (as seen spawned in the Temperate Rainforest biome, and as noted in the latest release 2.0.3) I place the saplings in a 2x2 formation to arrive with bonemeal will spawn 3 additional saplings in a corner direction and remove all blocks in it's way. It will continue doing so until the player stops. Using the latest Recommended build of Forge.
Thanks for the report! This has been fixed. The fix will be contained in the next release.
Thanks for the answer Messi ! I update forge to the version 1.3.1.101 (i can't find version 1.3.1.105) but now , when i press the button to go on the main menu , a screen with "Updating Minecraft - Done Loading" appears with a downloading line !
Here's the link for the latest recommended Forge. See if that works. Remember to click on the client link
Sorry. In your original post you said you just needed a push in the right direction, but not someone to tell you how to do it...
The file you want is ".minecraft/config/extrabiomes/extrabiomes.cfg"
In that file, look for "crackedsand.id" and "redrock.id". Change the values associates with these keys to values that are less than 256.
This is a very nice error report with all of the information needed to devise a sound solution to the issue. Thank you!
Yah but everything I been reading is something I dont have to help in one bit. there is no sub directory in the config folder for extrabiomesxl. only forestry, itemdescriptions, and railcraft. I see people show the extrabiomesxl.cfg in the root of .minecraft folder but its not even there. There is on in the config folder but all it has in it is a date and checksum=0. I litterally have nothing to go on here
Glad you like it let me know of any tweaks.
Tip of the day: People will presume you're talking to the person above you unless you quote who you're talking too. I learned that the hard way, too.
Alright, I posted in the Mystcraft thread with what I said and your response. Thanks for the support! I can't speak for XCompWiz, but from what I've seen he has been pretty busy recently, and then compatibility keeps coming up as the thing people want from the mod. (It's his thread's equivalent to your thread's SMP or now RPG.) So we'll see if he wants to do this, but if he does, OH YEAH!
I do stuff.
You mean the one that looks like a nuclear reactor's cooling tower? That wouldn't fit in with what we are doing here.
What about these?
If you are interested, I can tell you how to get these with our mod today...
Though I didn't expect wasteland blocks to spread.
Update Forge. Try 3.1.3.105.
Actually, I wrote XCompWiz...and before I heard from him, I had a revelation about how to fix this and also that the fix would benefit the architecture of the mod in a major way. I wrote him back to say nevermind before he read my first inquiry. I am about 10% through the work required. The first underpinning of the change was in the 2.0.3 release out today. I am happy report that we will restore compatibility with Mystcraft hopefully in the next release. The 'when' is just a function of how much free time I get to finish...
Thank you for you patience, positive comments and encouragement. They make a HUGE difference amidst the grumbling!
Thanks! MisterFiber and I are glad you like it!
I'm indifferent to a lot of the other biomes added, I personally would have disabeled many because, despite how pretty they looked, I found a lot of them to be really difficult to work with for construction, like the mountain desert.
I also really don't care how easy to install/uninstall the mod is. It was easy to install before, and I don't get why you guys dropped the class format. Never had installation issues, never had compatability issues, so... I just really don't understand 2.0.
Sure we've got an API right now, but most of us don't have the time or skills to really do much with that, and would rather download another biome mod instead.
Moaning to strangers may not be helping the development of the mod, but I don't think removing half of the content exactly is either.
Please don't. Please tell me forge is not required. Forge is completely not compatible with PPC macs. Modloader works, FML might (low chance) be made to work, but forge is out.
Don't know about the official 1.3 API ... (not to mention everything is MP going forward ... which kinda hurts modloader and forces FML...)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
ExtraBiomesXL has required forge for awhile. Then again, most major mods do require it.
well it comes to the issue I have no idea how to do this. I open up the config for it and don't see anything that I can even gestimate how to do this. If I know how to change the IDs then I can just trial and error. On another note I do have the 4096 fix
Screenshot of bug:
Overall I am beginning to miss the ExtraBiomesXL Classic version which didn't require Forge or new blocks (I would've liked to introduce some interesting biomes to an smp server given that the biomes would probably be screwed up, but still worked regardless).
Otherwise awesome work and many thanks!
EDIT:
Oddly enough, the bonemeal growth works fine when placing the saplings in a 2x2 formation with a clear way above them growing into a giant tree, however, when covered (doesn't matter the order or placement) the saplings will add 3 additional on the SW corner and continue placing them in that direction regardless of physical restrictions.
Leader of SpongePowered
Doc, it is your prerogative to hang out on the thread of a mod you don't like and keep explaining how bad you feel it is...but it is not alright for you to continue ridiculing TDWP_FTW for his decision. If you dislike his decision, the proper thing is to talk to him about it privately. Your goal seems to be to spark a revival of his content...to do that you need his backing...and I would think that your current strategy doesn't move you in that direction. Be that as it may, please no more discussion about his decision on this thread. He has dissociated from this mod.
Sorry. In your original post you said you just needed a push in the right direction, but not someone to tell you how to do it...
The file you want is ".minecraft/config/extrabiomes/extrabiomes.cfg"
In that file, look for "crackedsand.id" and "redrock.id". Change the values associates with these keys to values that are less than 256.
This is a very nice error report with all of the information needed to devise a sound solution to the issue. Thank you!
Thanks for the report! This has been fixed. The fix will be contained in the next release.
Here's the link for the latest recommended Forge. See if that works. Remember to click on the client link
http://lexmanos.no-ip.org:8080/job/Forge/105/
Woot! Glad I could be of help
Leader of SpongePowered
Yah but everything I been reading is something I dont have to help in one bit. there is no sub directory in the config folder for extrabiomesxl. only forestry, itemdescriptions, and railcraft. I see people show the extrabiomesxl.cfg in the root of .minecraft folder but its not even there. There is on in the config folder but all it has in it is a date and checksum=0. I litterally have nothing to go on here