I haven't been keeping up with your thread as much as i should lately so i don't really know exactly what you are planning for the new dimension.
But if it's more of a "reward" then just a new biome i feel you should actually make it a challenge to be able to go there.
Kinda like the Vanilla End. You have to collect a serious amount of EnderPearls or accidently stumble upon one while mining.
If you're just gonna allow us to craft something small and transfer to the Dim it's not really a reward.
It is a challenge to get there. I changed the Magic Mirror to be the teleportation device, which requires 8 new mirror frame items (Crafted with end stone and diamonds), crafted around a new mirror glass item (Which is crafted with a nether star and glass).
Although, I'm still trying to get the portal generation working properly, so actually getting to the Promised Land might use a different method.
Here's a view from under the island, showing off the willow vine generation thing I did:
And here's a more normal view:
All I need to fix is the portal activation/placement (Activating the portal with flint and steel doesn't work, even though I copied the vanilla portal block code, and the portal doesn't get placed at the right coordinates), and the void color (The bottom of the sky turns black when you're below y = 62, and I'm trying to make it so it's the same color as the regular fog in the dimension).
I'm going to keep it as a finite island, cause it's almost like your own paradise getaway or whatever. There is quite a bit of amethyst ore generated in the island, but it'll mean you have to be careful with resource management, especially on multiplayer.
OH MY ****ING GOD. THIS IS SO MUCH BETTER THAN EXTRABIOMESXL!!! Oh and could you post a few more pics of other biomes you have updated? Thanks. Awesome mod.
Can't you do just a quickfix for this stuff in existing version, Its very annoying with actual mystcraft not to have an villagers e.g.
This would be of great help.
The update will be out in a few days. I can't do a "quickfix" for it, because it required quite a bit of changes to the main mod file.
I know you're not adding any more biomes, and I've read the FAQ, but I just wanted to make a suggestion:
Cloud Forest.
It would be similar to the already-existent Rainforest and Sacred Springs biomes (and Tropical Rainforest?): very hilly terrain, high-altitude, and with lots of moisture (maybe you could add the fog somehow?). If you wanted to go through with it, you might also add a non-hostile Gorilla mob or something of the sort.
Also,
Is the wasteland biome inspired by Fallout? (what with the mutants and stuff)
Another suggestion is you could generate the occasional crater in that biome, offering a tragic backstory to the creation of the biome
Just got told by some kid that he's adding Biomes O' Plenty to his mod pack regardless of whether I give him permission or not.
He didn't provide a link to the mod pack, but the creator's name is blazedGinger, so if you see his mod pack in the future, do not use it. These kinds of scummy people are what's ruining the Minecraft community, and the internet in general.
great mod, It like the diversity of biomes you offer, taken altogether, many are redundant/similar to others. however, by allowing us players to pick and choose is awesome.
I look forward to future work by the forgotton nature mod/extrabiomes team.
Hi, this mod is awesome, a lot of biomes
But i have a problem... Have this mod any compatibility with MoCreatures Mod?
I tasted some maps but i cant see any animal of MoCreatures inBiome O'Plenty.
If someone can tell me if it is posible to configurate all the animals spawns at all the biomes of this mods... I would be grateful. That biomes + those animals would be a nice combination
I'm up to 36 mods loaded, one by one starting last friday, all working including BOP, MoCreatures, Highlands biomes (etc), and Forgotten Nature. I think the reason I have Mo'Creatures spawning in all of my biomes is that I have DrZharks custom mob spawner installed. http://www.minecraftforum.net/topic/1080677-146-custom-mob-spawner/
Just a thought, you may not want a mod to fix a mod...
The next update for Biomes O' Plenty will have increased mod compatibility, addressing issues with IDs and other config file problems.
And just a note...Divine RPG has low mod compatibility all around. It adds a bunch of new dimensions, mobs, biomes, etc. I can't really help with mod compatibility with a mod that adds more than 2x the content mine does.
You can still use it for a server modpack, but you can now use it for a public modpack, as long as one of the mods in the pack is yours. It has to be an actual mod, not some little tweak to one feature thrown together in 5 minutes.
You cannot use adf.ly, or any other form of making money off of my mod. You must also credit me, and link back to this thread. Not every modpack permission request will be granted either. I'm tired of seeing all of these kids trying to make the next Feed The Beast, with their modpack having the same mods as the last one.
It's just too much of a hassle to keep up with this sh*t. I think this is fair enough, and hopefully it'll get people to stop bugging me. Thanks to AtomicStryker for the idea...He uses the same terms, and it's definitely something I can agree with as well.
Just got told by some kid that he's adding Biomes O' Plenty to his mod pack regardless of whether I give him permission or not.
He didn't provide a link to the mod pack, but the creator's name is blazedGinger, so if you see his mod pack in the future, do not use it. These kinds of scummy people are what's ruining the Minecraft community, and the internet in general.
just put a text file in the mod that says "blazedginger sucks don't use the mod pack" and make it so if its deleated an dumb biome made of lava spawns all over the world
I'm not sure if you've seen this before, but there seems to be an odd compatibility issue with Twilight Forest. They work together, but the twilight forest biomes now appear in the default world, complete with TF mobs and spawners.
I'm not sure if you've seen this before, but there seems to be an odd compatibility issue with Twilight Forest. They work together, but the twilight forest biomes now appear in the default world, complete with TF mobs and spawners.
I'm not sure if you've seen this before, but there seems to be an odd compatibility issue with Twilight Forest. They work together, but the twilight forest biomes now appear in the default world, complete with TF mobs and spawners.
That is their biome IDs overlapping. You just have to fix it in the config so they don't share biome IDs.
All I have left to do is finish the portal generation for the Promised Land, and finish the Reef biome.
For the Promised Land portal, there will be an item you have to craft with endstone, diamonds, a nether star, and other materials. When you use it, a "portal cage" will appear at the origin point (0, 0). It's buried underground (At y = 32), so you have to go down and unearth it.
I figured this would be a lot cooler, and more unique than just having a copy of the nether portal. I always thought having something happen at 0, 0 would be cool, cause it's essentially the origin of the world. That, and I couldn't get a traditional portal to work properly.
I've always wondered why the spawn point is never at 0, 0. Maybe that's were all the secrets and answers to the Minecraft world are. Or you know, just another dirt block.
I have a few questions.
First, whats the status with villages spawning or not?
Second, what is the promise land portal stuff, is it not in the mod yet cause im a bit confused?
Also I've been looking at different seeds, so i think when i'm creating a new world and looking for a seed that spawns the biomes i want, i'll record all the seeds i find and the biomes that you spawn near and post them to this for other people looking for specific biome generating seeds.
I know some of these suggestions may sound bad, but i have a few,
an end biome, with enderman, end stone, and obsidian and possibly some extra ender-related mobs
a nether biome, with nether materials, lava, and nether mobs
a ghost town biome, just a regular forest biome, with generated ruined houses and other buildings,
a stormy peak biome, with really high mountains, and storms are generated very often
a double forest biome, with extremely thick and dense canopy with a layer of dirt on top and a forest on top of the canopy.
a city biome, a cluster of npc villages on a plains area
an volcanic island biome, with lava lakes and ashy beaches, possibly a special fireproof tree
a canyon/valley biome, a place surrounded by mountains with a valley, with waterfalls
an outback biome, a giant plains area with low grass, sand areas, and giant rock formations
underground biomes, idk what but some sort of underground biome
kelp forest, in the ocean forests of kelp with possible oxygen bubbles
It is a challenge to get there. I changed the Magic Mirror to be the teleportation device, which requires 8 new mirror frame items (Crafted with end stone and diamonds), crafted around a new mirror glass item (Which is crafted with a nether star and glass).
Although, I'm still trying to get the portal generation working properly, so actually getting to the Promised Land might use a different method.
i love that biome
The update will be out in a few days. I can't do a "quickfix" for it, because it required quite a bit of changes to the main mod file.
Cloud Forest.
It would be similar to the already-existent Rainforest and Sacred Springs biomes (and Tropical Rainforest?): very hilly terrain, high-altitude, and with lots of moisture (maybe you could add the fog somehow?). If you wanted to go through with it, you might also add a non-hostile Gorilla mob or something of the sort.
Also,
Is the wasteland biome inspired by Fallout? (what with the mutants and stuff)
Another suggestion is you could generate the occasional crater in that biome, offering a tragic backstory to the creation of the biome
Just got told by some kid that he's adding Biomes O' Plenty to his mod pack regardless of whether I give him permission or not.
He didn't provide a link to the mod pack, but the creator's name is blazedGinger, so if you see his mod pack in the future, do not use it. These kinds of scummy people are what's ruining the Minecraft community, and the internet in general.
I look forward to future work by the forgotton nature mod/extrabiomes team.
WOR
Botanist/geographer...
I'm up to 36 mods loaded, one by one starting last friday, all working including BOP, MoCreatures, Highlands biomes (etc), and Forgotten Nature. I think the reason I have Mo'Creatures spawning in all of my biomes is that I have DrZharks custom mob spawner installed.
http://www.minecraftforum.net/topic/1080677-146-custom-mob-spawner/
Just a thought, you may not want a mod to fix a mod...
And just a note...Divine RPG has low mod compatibility all around. It adds a bunch of new dimensions, mobs, biomes, etc. I can't really help with mod compatibility with a mod that adds more than 2x the content mine does.
You can still use it for a server modpack, but you can now use it for a public modpack, as long as one of the mods in the pack is yours. It has to be an actual mod, not some little tweak to one feature thrown together in 5 minutes.
You cannot use adf.ly, or any other form of making money off of my mod. You must also credit me, and link back to this thread. Not every modpack permission request will be granted either. I'm tired of seeing all of these kids trying to make the next Feed The Beast, with their modpack having the same mods as the last one.
It's just too much of a hassle to keep up with this sh*t. I think this is fair enough, and hopefully it'll get people to stop bugging me. Thanks to AtomicStryker for the idea...He uses the same terms, and it's definitely something I can agree with as well.
He knows that
That is their biome IDs overlapping. You just have to fix it in the config so they don't share biome IDs.
All I have left to do is finish the portal generation for the Promised Land, and finish the Reef biome.
For the Promised Land portal, there will be an item you have to craft with endstone, diamonds, a nether star, and other materials. When you use it, a "portal cage" will appear at the origin point (0, 0). It's buried underground (At y = 32), so you have to go down and unearth it.
I figured this would be a lot cooler, and more unique than just having a copy of the nether portal. I always thought having something happen at 0, 0 would be cool, cause it's essentially the origin of the world. That, and I couldn't get a traditional portal to work properly.
First, whats the status with villages spawning or not?
Second, what is the promise land portal stuff, is it not in the mod yet cause im a bit confused?
Also I've been looking at different seeds, so i think when i'm creating a new world and looking for a seed that spawns the biomes i want, i'll record all the seeds i find and the biomes that you spawn near and post them to this for other people looking for specific biome generating seeds.
I know some of these suggestions may sound bad, but i have a few,
an end biome, with enderman, end stone, and obsidian and possibly some extra ender-related mobs
a nether biome, with nether materials, lava, and nether mobs
a ghost town biome, just a regular forest biome, with generated ruined houses and other buildings,
a stormy peak biome, with really high mountains, and storms are generated very often
a double forest biome, with extremely thick and dense canopy with a layer of dirt on top and a forest on top of the canopy.
a city biome, a cluster of npc villages on a plains area
an volcanic island biome, with lava lakes and ashy beaches, possibly a special fireproof tree
a canyon/valley biome, a place surrounded by mountains with a valley, with waterfalls
an outback biome, a giant plains area with low grass, sand areas, and giant rock formations
underground biomes, idk what but some sort of underground biome
kelp forest, in the ocean forests of kelp with possible oxygen bubbles