1. There are some differences between the biomes, and in a way, less biomes can be a good thing. I'm all for having 28 and over 60, but even if the two mods worked together I would disable the extras.
2. Extrabiomes XL has more texture pack support (and, more importantly, my texture packs' support. (Painterly) )
3. EBXL adds less custom blocks and items. That's less retexturing work if I want to modify anything myself, and less potential conflicts and id-juggling with the dozens of other mods I use.
4. EBXL has support by the creature mods I use, AtmosMobs and Mo'Creatures. Until those creators go through the painful process of determining which of their fauna fit in all the biomes this mod adds, the Biomes-o-Plenty™ will only be populated by default mobs.
5. There's no way to change which biomes spawn. This isn't a problem with EBXL because all of the biomes fit the default perfectly, if you ask me. With this, some of the biomes are not to my liking and there's nothing I can do about it (besides "move on".) I find it funny, because when I was reading through the topic I noticed "Realistic" and "Fantasy" tags on the biomes. However, there's no "Realistic" or "Fantasy" separate downloads, so what's the point of even distinguishing between them?
So, I'd be perfectly happy if the two mods could work together seamlessly, and you could pick and choose your biomes. Maybe in the future if the mod creator changes his mind.
5. The Realistic and Fantasy are both world types. I can add a config that allows you to choose biomes to add.
I find it funny, because when I was reading through the topic I noticed "Realistic" and "Fantasy" tags on the biomes. However, there's no "Realistic" or "Fantasy" separate downloads, so what's the point of even distinguishing between them?
Realistic and Fantasy are a world type you can choose. You can decide whether or not to have BOP on, as the world types include:
-Regular-
Default
Superflat
Large Biomes
Small Biomes (new feature from this mod)
-BOP-
Biomes O' Plenty
Large Biomes+
Small Biomes+
Realistic
Fantasy
Missing Biomes (Biomes that were originally going to be in minecraft, but rejected by Mojang)
And more. This way, you don't have to deal with biomes you don't like.
I'm not adding anymore biomes. As for quicksand, the one in ExtraBiomes XL was actually done by me, so it shouldn't be too hard to do again. I definitely want to add quicksand to the Oasis and Tropical Rainforest, and maybe some other biomes. And nether biomes aren't possible without heavy modification to how the Nether generates, or I'd love to add some.
----------------------
As for your concerns, Equeon, gamax92 and I are working on making the mod entirely for Forge. Every new block will have its own texture, without hard-coded color overlays. And if possible, we'll try to add a config file that lets you toggle biomes.
All I have left to do is add the rest of the logs/wood, as well as a few plants I wanted to add, and do some new textures, and the update will be ready. I'll see about getting AtmosMobs and Mo' Creatures to collaborate with me on compatibility once the Forge version of Biomes O' Plenty is up and running, as they are very nice mods that could really add to the experience.
4. EBXL has support by the creature mods I use, AtmosMobs and Mo'Creatures. Until those creators go through the painful process of determining which of their fauna fit in all the biomes this mod adds, the Biomes-o-Plenty™ will only be populated by default mobs.
You can use Mob Spawn Controls. You can choose which mobs spawn in which biomes. It should allow Mo' Creatures mobs to spawn in Biome O Plenty biomes. I didn't try this but its worth looking into.
As I understood, there is no server version.
But could you make at least bloks that used in biomes for server? We play the world generated with this plugin and insted of new bloks there is emptyness. Can you add just blocks plugin for server 1.4.6?
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to C:\Users\Cedric\AppData\Roaming\.minecraft\crash-reports\crash-2013-01-06_10.30.07-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT ea4403ac --------
Full report at:
C:\Users\Cedric\AppData\Roaming\.minecraft\crash-reports\crash-2013-01-06_10.30.07-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 06.01.13 10:30
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 391347920 bytes (373 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.471 4 mods loaded, 4 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
BiomesOPlenty [Biomes O' Plenty] (BiomesOPlenty-1.4.6-Forge.zip) Unloaded->Constructed->Pre-initialized->Errored
LWJGL: 2.4.2
OpenGL: GeForce GT 630M/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
cpw.mods.fml.common.LoaderException: java.lang.IllegalAccessError: tried to access method uy.<init>(ILuq;)V from class tdwp_ftw.biomesop.BiomesOPlenty
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IllegalAccessError: tried to access method uy.<init>(ILuq;)V from class tdwp_ftw.biomesop.BiomesOPlenty
at tdwp_ftw.biomesop.BiomesOPlenty.load(BiomesOPlenty.java:281)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:478)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:656)
... 5 more
--- END ERROR REPORT b30977d6 ----------
This is an awesome mod. There is one thing that would make it even better, though I've no idea how it could be done. There currently is no way to regrow the trees that spawn in each biome. This makes it hard to collect wood without leaving the landscape scarred. Discovering tons more biomes though really makes Minecraft more exciting.
This is an awesome mod. There is one thing that would make it even better, though I've no idea how it could be done. There currently is no way to regrow the trees that spawn in each biome. This makes it hard to collect wood without leaving the landscape scarred. Discovering tons more biomes though really makes Minecraft more exciting.
I'll be adding custom saplings at a later time, once the Forge version is up and running, and it has time to settle. Just getting the rest of the logs/wood done, adding a few blocks, and the Forge version will be ready to go.
I love this biomes mod and it is clearly the best one out there in my opinion.
I'm not expecting that anyone has direct answers to these questions, so I'm sorry if me asking them bugs anyone.
One of my other favorite mods is; MCS: Minecraft Comes Alive. When I play with these two mods I don't see any villages generate. Do you think I am having bad luck, or is MCS not compatible w/ BiomesO'Plenty?
And again, one of my other favorite mods is MoCreatures. I know this mod isn't compatible w/ BiomesO'Plenty, but it's supposed to be with MobSpawner I believe.
Also for my last question, on the quicksand... Is there quicksand in biomes in the game now with this mod and if not when will it be implemented. I love the idea.
Thanks
EDIT: I am also using the Forge version of the mod, (the one made not made officially; ovb.)
It depends on how that mod adds villages. You could try it again when the official Forge version of Biomes O' Plenty is out, but I can't guarantee anything.
I mentioned in a previous post that I'll see about collaborating with the creators of AtmosMobs and Mo' Creatures so the mobs added by those mobs will spawn in my biomes, but I also can't guarantee anything with that.
As for quicksand, it's not in right now, but I might add it before I release the next update. Right now, I'm finishing up the rest of the logs and wood (I have Redwood, Willow, Fir, Acacia, Cherry, and Dead logs/wood added so far), and then I plan on adding some other new plants and blocks.
Some of those blocks include pink flowers that will generate in the Cherry Blossom Grove and Mystic Grove, stalactites and stalagmites, giant flowers that will spawn in the Garden, and pine cones that will generate on Fir trees.
I'd be amazing if you guys ever collaborated and got Mo'Creatures or AtomMobs to spawn and work with your mod! The CustomMobSpawner thing kind of works but its very time consuming as you have to set it for each individual biome what you want to spawn in the biome and it's rather glitchy because you get things like bee's spawning in caves because you wanted them to spawn in the biome that is above the cave on the land. To be honest I haven't even set the settings for it yet due to the fact there is SO MANY different biomes in BiomesO'Plenty and you have to set the specific settings for each individual biome. If you ever get a timeframe for when the collaboration will happen, let me know.
and I think it does work with your BiomesO'Plenty to a degree, though it doesn't say it does officially. But in my opinion it's not really working well/worth it atm.
Yeah I don't know why MCS isn't spawning villiages... I guess it's just bad luck I don't know. Or maybe it doesn't spawn them because theres no normal biomes and thats what the villages spawn in. Although I don't think mod edits the villages themselves, just the villagers. I'm gonna try to Official Forge version though, when it does come out.
5. The Realistic and Fantasy are both world types. I can add a config that allows you to choose biomes to add.
Realistic and Fantasy are a world type you can choose. You can decide whether or not to have BOP on, as the world types include:
-Regular-
Default
Superflat
Large Biomes
Small Biomes (new feature from this mod)
-BOP-
Biomes O' Plenty
Large Biomes+
Small Biomes+
Realistic
Fantasy
Missing Biomes (Biomes that were originally going to be in minecraft, but rejected by Mojang)
And more. This way, you don't have to deal with biomes you don't like.
I'm not adding anymore biomes. As for quicksand, the one in ExtraBiomes XL was actually done by me, so it shouldn't be too hard to do again. I definitely want to add quicksand to the Oasis and Tropical Rainforest, and maybe some other biomes. And nether biomes aren't possible without heavy modification to how the Nether generates, or I'd love to add some.
----------------------
As for your concerns, Equeon, gamax92 and I are working on making the mod entirely for Forge. Every new block will have its own texture, without hard-coded color overlays. And if possible, we'll try to add a config file that lets you toggle biomes.
All I have left to do is add the rest of the logs/wood, as well as a few plants I wanted to add, and do some new textures, and the update will be ready. I'll see about getting AtmosMobs and Mo' Creatures to collaborate with me on compatibility once the Forge version of Biomes O' Plenty is up and running, as they are very nice mods that could really add to the experience.
You can use Mob Spawn Controls. You can choose which mobs spawn in which biomes. It should allow Mo' Creatures mobs to spawn in Biome O Plenty biomes. I didn't try this but its worth looking into.
http://www.minecraftforum.net/topic/1518578-146forgesmpdivinerpg-7-new-dimensions-75-new-mobsbosses-hundreds-of-items-evolution-of-mobs-released/
Was rather excited to try them out together, but at the moment that's not possible. D:
But could you make at least bloks that used in biomes for server? We play the world generated with this plugin and insted of new bloks there is emptyness. Can you add just blocks plugin for server 1.4.6?
my minecraft crashed. Can you help me?
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to C:\Users\Cedric\AppData\Roaming\.minecraft\crash-reports\crash-2013-01-06_10.30.07-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT ea4403ac --------
Full report at:
C:\Users\Cedric\AppData\Roaming\.minecraft\crash-reports\crash-2013-01-06_10.30.07-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 06.01.13 10:30
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 391347920 bytes (373 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.471 4 mods loaded, 4 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
BiomesOPlenty [Biomes O' Plenty] (BiomesOPlenty-1.4.6-Forge.zip) Unloaded->Constructed->Pre-initialized->Errored
LWJGL: 2.4.2
OpenGL: GeForce GT 630M/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
cpw.mods.fml.common.LoaderException: java.lang.IllegalAccessError: tried to access method uy.<init>(ILuq;)V from class tdwp_ftw.biomesop.BiomesOPlenty
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IllegalAccessError: tried to access method uy.<init>(ILuq;)V from class tdwp_ftw.biomesop.BiomesOPlenty
at tdwp_ftw.biomesop.BiomesOPlenty.load(BiomesOPlenty.java:281)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:478)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:656)
... 5 more
--- END ERROR REPORT b30977d6 ----------
Please help me!!!
Also, the mod has been up again for a while.
Woot!
Im downloading now looks like an essential for my mod-inventory/collection
I'll be adding custom saplings at a later time, once the Forge version is up and running, and it has time to settle. Just getting the rest of the logs/wood done, adding a few blocks, and the Forge version will be ready to go.
I'm not expecting that anyone has direct answers to these questions, so I'm sorry if me asking them bugs anyone.
One of my other favorite mods is; MCS: Minecraft Comes Alive. When I play with these two mods I don't see any villages generate. Do you think I am having bad luck, or is MCS not compatible w/ BiomesO'Plenty?
And again, one of my other favorite mods is MoCreatures. I know this mod isn't compatible w/ BiomesO'Plenty, but it's supposed to be with MobSpawner I believe.
Also for my last question, on the quicksand... Is there quicksand in biomes in the game now with this mod and if not when will it be implemented. I love the idea.
Thanks
EDIT: I am also using the Forge version of the mod, (the one made not made officially; ovb.)
It depends on how that mod adds villages. You could try it again when the official Forge version of Biomes O' Plenty is out, but I can't guarantee anything.
I mentioned in a previous post that I'll see about collaborating with the creators of AtmosMobs and Mo' Creatures so the mobs added by those mobs will spawn in my biomes, but I also can't guarantee anything with that.
As for quicksand, it's not in right now, but I might add it before I release the next update. Right now, I'm finishing up the rest of the logs and wood (I have Redwood, Willow, Fir, Acacia, Cherry, and Dead logs/wood added so far), and then I plan on adding some other new plants and blocks.
Some of those blocks include pink flowers that will generate in the Cherry Blossom Grove and Mystic Grove, stalactites and stalagmites, giant flowers that will spawn in the Garden, and pine cones that will generate on Fir trees.
GENERATION 9001: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
THIS MobSpawner I am talking about is this one: http://www.minecraft...upport-updated/
and I think it does work with your BiomesO'Plenty to a degree, though it doesn't say it does officially. But in my opinion it's not really working well/worth it atm.
Yeah I don't know why MCS isn't spawning villiages... I guess it's just bad luck I don't know. Or maybe it doesn't spawn them because theres no normal biomes and thats what the villages spawn in. Although I don't think mod edits the villages themselves, just the villagers. I'm gonna try to Official Forge version though, when it does come out.
Thanks for replying!