This mod is awesome. I hope sometime soon villages start working in more biomes other than deserts and plains. I haven't seen any villages whenever I have it on though.
Anyways, I can't wait for the new update around next week'ish.
Freakin' gasm'd when I found this thread again.. I was looking for it and thought XBXL mod was this. It's biomes were crappy and seemed like they restricted passive mobs in a lot of them. I also didn't see any of the fantasy biomes so I knew I had to keep looking for the right mod.
This puts XBXL to shame on so many levels. But I do have one question before downloading.. Do chickens/cows/pigs and all the normal mobs spawn as they would normally in MOST of the biomes? I know a few probably wouldn't have stuff in it but I really don't want to play with this if it's all lifeless landscape just for looks (like XBXL..).
---- Minecraft Crash Report ----
// Why did you do that?
Time: 06.02.13 2:11
Description: Exception in server tick loop
java.lang.IllegalArgumentException: Slot 4095 is already occupied by tdwp_ftw.biomesop.blocks.BlockRedRockBrickStairs@6469048a when adding forestry.core.gadgets.BlockSoil@2aa93386
at amq.<init>(Block.java:326)
at forestry.core.gadgets.BlockSoil.<init>(BlockSoil.java:35)
at forestry.core.config.ConfigureBlocks.initialize(ConfigureBlocks.java:18)
at forestry.core.config.Config.load(Config.java:247)
at forestry.core.ForestryCore.init(ForestryCore.java:64)
at forestry.Forestry.init(Forestry.java:49)
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:487)
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:657)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:94)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:355)
at ho.c(DedicatedServer.java:135)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_11, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1637824608 bytes (1561 MB) / 2093809664 bytes (1996 MB) up to 3243048960 bytes (3092 MB)
JVM Flags: 29 total; -Xincgc -Xmx3144M -Xms2048M -Xmn512M -XX:PermSize=256M -XX:MaxPermSize=512M -XX:+TraceClassUnloading -XX:+TraceClassLoading -XX:+ClassUnloading -XX:+CMSClassUnloadingEnabled -XX:+CMSPermGenSweepingEnabled -XX:NewRatio=3 -XX:+UseThreadPriorities -XX:CMSFullGCsBeforeCompaction=1 -XX:SoftRefLRUPolicyMSPerMB=2048 -XX:+CMSParallelRemarkEnabled -XX:+UseParNewGC -XX:+UseAdaptiveSizePolicy -XX:+DisableExplicitGC -Xnoclassgc -Xoss4M -Xss4M -XX:+UseFastAccessorMethods -XX:CMSInitiatingOccupancyFraction=90 -XX:+UseConcMarkSweepGC -XX:UseSSE=4 -XX:+UseCMSCompactAtFullCollection -XX:ParallelGCThreads=4 -XX:+AggressiveOpts
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 v7.26a FML v4.7.22.539 Minecraft Forge 6.6.0.518 7 mods loaded, 7 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
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
TreeCapitator [TreeCapitator] ([1.4.6]TreeCapitator.Forge.1.4.6.r05.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized
BiomesOPlenty [Biomes O' Plenty] (biomes-o-plenty-0.4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
Forestry [Forestry for Minecraft] (forestry-A-2.0.0.7.jar) Unloaded->Constructed->Pre-initialized->Errored
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml'
Type: Dedicated Server (map_server.txt)
ID changed in the config mode but they have not changed ...
I found a bug with the new slabs, there is a lighting glitch when they are placed with air above them or below themm, the empty space is dark, even if it is exposed directyl to light.
The Meaning of Life, the Universe, and Everything.
Location:
Auckland
Join Date:
4/7/2011
Posts:
45
Minecraft:
ThornedRose
Member Details
@TDWP_FTW
Would it be at all possible to incorporate Emasher's BiomeDictionary? I am really wanting to install BoP on our server but because Forestry beehives are currently restricted to vanilla biomes, they would be much rarer/difficult to find. BiomeDictionary would fix this problem as well as some of the other problems I am having to consider with mods that have biome specific items/blocks. And I would kiss your feet!
This may just be me with incredibly bad worlds generating, but for the life of me I cannot find anything but sheep on most of the biomes. O_o
I walk and walk in any direction and all I find are sheep, only way I manged to find cows is that I happened upon that mushroom biome, so I could get some Mooshrooms, but appart from that, only Sheep as far as I could search.
Anywho, I really likeing this mod, way more than EBXL!
(its a shame the way it interacts with anything beyond the mod, but oh well, not that big of a deal in comparison to how much it adds.)
On a random side-question, do Mangrove trees need something special to grow?
Planted a few among other trees, other trees have grown, been chopped down, their saplings have grown and gotten chopped down, and those tree's sapling have grown already, yet the Mangrove saplins remain there....growthless.
Is there a possibility that this mod will work with Mo'Creatures somewhere in the future? I really love this mod, but I love MC too xD
i will make a spawn fixer for BOP today that works with thaumcraft, can have a look into Mo's Creatures as well
in other news TDWP_FTW, can you put biome registration in init instead of post init? it is causing a few issues with a few mods that do their biome check stuff in init(especially forestry and such). they will work good with your mod if you do it then
Isnt it obvious? To lose the armour off your back, and all the gold, ores and gems you just worked so hard for down in the depths, and then to get flung out of it by its bouncers with your kneecaps broken, still owing them loads of money............ who wouldnt want a biome like that?
That post, taken in context with your choice of avatar pictures, is particularly hilarious.
Thanks man, it worked!
Anyways, I can't wait for the new update around next week'ish.
Nothing help?
=S
Ok i Downloaded Mob Spawn Controls but don't work with "Mo' Creatures + Biomes O' Plenty"
You can download "Mo' Creatures + Biomes O' Plenty" and "Mob Spawn Control" to to test if work?
Please help-me i need Mo'Creatures in Biomes O' Plenty xD
Thank you very much! <3
This puts XBXL to shame on so many levels. But I do have one question before downloading.. Do chickens/cows/pigs and all the normal mobs spawn as they would normally in MOST of the biomes? I know a few probably wouldn't have stuff in it but I really don't want to play with this if it's all lifeless landscape just for looks (like XBXL..).
Please respond ASAP, someone ;(.
Yes, vanilla mobs spawn in a lot of the biomes. Some biomes don't have any mobs, or only hostile mobs, like the Deadlands, etc.
Sorry for bad English
Thanks for the reply! Can I ask if it's even possible to use MagicLauncher/manual installation for your mod?
Would it be at all possible to incorporate Emasher's BiomeDictionary? I am really wanting to install BoP on our server but because Forestry beehives are currently restricted to vanilla biomes, they would be much rarer/difficult to find. BiomeDictionary would fix this problem as well as some of the other problems I am having to consider with mods that have biome specific items/blocks. And I would kiss your feet!
+1 for making it easier for texture packs to support this mod.
I walk and walk in any direction and all I find are sheep, only way I manged to find cows is that I happened upon that mushroom biome, so I could get some Mooshrooms, but appart from that, only Sheep as far as I could search.
Anywho, I really likeing this mod, way more than EBXL!
(its a shame the way it interacts with anything beyond the mod, but oh well, not that big of a deal in comparison to how much it adds.)
On a random side-question, do Mangrove trees need something special to grow?
Planted a few among other trees, other trees have grown, been chopped down, their saplings have grown and gotten chopped down, and those tree's sapling have grown already, yet the Mangrove saplins remain there....growthless.
i will make a spawn fixer for BOP today that works with thaumcraft, can have a look into Mo's Creatures as well
in other news TDWP_FTW, can you put biome registration in init instead of post init? it is causing a few issues with a few mods that do their biome check stuff in init(especially forestry and such). they will work good with your mod if you do it then
Just to satisfy my curiosity, why would you want a casino biome???
That post, taken in context with your choice of avatar pictures, is particularly hilarious.