Village generation has been fixed for the next update.
The Promised Land is a new dimension that will basically replace the Promised Land biome being in the overworld.
As for the biome suggestions, I don't plan on adding anymore biomes after this update, at least for now. There's actually a Canyon and Outback biome that will be added in the next update as well.
I'm giggling like a school girl; I'm extremely looking forward to this update because especially, I never added a dimension-adding mod before, so this will be exciting.
I've noticed that when I use this mod along with the Twilight Forest mod, the Twilight forest biomes generate in the overworld. Is there a fix for this?
I've noticed that when I use this mod along with the Twilight Forest mod, the Twilight forest biomes generate in the overworld. Is there a fix for this?
You have to go into either the configs for the Twilight Forest or Biomes o' Plenty, and find out which of the biome's ids are conflicting so you can change them.
i hate how every great mod that used to use modloader now uses forge. I would be ok with it but i can' get mods that use forge on my computer and i don't know why.
I love the looks and just all of the biomes they are so cool! To bad i cant download because my mom has important stuff on my laptop and she does want anything to happen to it.
Ok, so...The update is scheduled to be released tomorrow. All of the content I planned on adding has been added, so I'm just polishing up everything now. I might add a few other things in that time (Just blocks or items, nothing major), but all of the biomes are finished, the Promised Land is finished, etc.
There are a few bugs that I haven't been able to fix, so I'll most likely be doing another update on Saturday. It won't affect terrain generation or anything, so you can create a new world tomorrow without worrying about it being changed in the update(s) after.
It's been nearly 2 months since the last update, so I just want to get this out already. Here's one final preview of the new update...The highly improved Deciduous Forest (Yes, the trees are the same as bamboo trees, but with oak logs/leaves instead, and more variation in height):
Can't wait for the update. What I would suggest for the finishing touches is to add all the woods, planks and saplings to the forge dictionary to ensure the highest mod compatibility. Also a nice thing would be the ability to make red cobblestone wall from red cobblestone - just like in vanilla with cobble and mossy cobble
Ok, so...The update is scheduled to be released tomorrow. All of the content I planned on adding has been added, so I'm just polishing up everything now. I might add a few other things in that time (Just blocks or items, nothing major), but all of the biomes are finished, the Promised Land is finished, etc.
There are a few bugs that I haven't been able to fix, so I'll most likely be doing another update on Saturday. It won't affect terrain generation or anything, so you can create a new world tomorrow without worrying about it being changed in the update(s) after.
It's been nearly 2 months since the last update, so I just want to get this out already. Here's one final preview of the new update...The highly improved Deciduous Forest (Yes, the trees are the same as bamboo trees, but with oak logs/leaves instead, and more variation in height):
Looks ****ing awesome. Best mod ever!!! (no sarcasm)
Sorry if this sounds stupid? I'm new to the whole mods thing; but when I open the folder to copy in the classes to the minecraft.jar file the biomes o plenty folder contains bop.png, mcmid.info (which I can't open), and tdwp_ftw (which is a folder that contains three classes and more folders.)
Would someone be able to explain if that's right and if so how to instal it properly? I was under the impression that a pack this size would have more classes, not to mention I don't know what to do with all the extra folders in tdwp_ftw.
I'm running on a Mac (Mountain Lion) by the way! So the installation instructions atop aren't very useful to me.
Thanks in advance!
Sorry if this sounds stupid? I'm new to the whole mods thing; but when I open the folder to copy in the classes to the minecraft.jar file the biomes o plenty folder contains bop.png, mcmid.info (which I can't open), and tdwp_ftw (which is a folder that contains three classes and more folders.)
Would someone be able to explain if that's right and if so how to instal it properly? I was under the impression that a pack this size would have more classes, not to mention I don't know what to do with all the extra folders in tdwp_ftw.
I'm running on a Mac (Mountain Lion) by the way! So the installation instructions atop aren't very useful to me.
Thanks in advance!
You don't add the mods to minecraft.jar with Forge. You save the .zip folder to /.minecraft/mods. Read the Installation Instructions in the opening post for more info.
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Also, the update is almost ready! It'll be released within the next few hours.
One thing I just added that I'm sure people will like, is the ability to finally place short/medium grass, bushes, etc., with proper coloring.
On the subject of grasses..... will the custom grasses in the game have the same replaceability with blocks that vanilla grass has? By this I mean you can place a block down in the place vanilla tall grass was, and the block would be placed in that spot. While with the custom tall grass the mod adds blocks anything from being placed in that spot, and have to be destroyed before you can place anything there.
On the subject of grasses..... will the custom grasses in the game have the same replaceability with blocks that vanilla grass has? By this I mean you can place a block down in the place vanilla tall grass was, and the block would be placed in that spot. While with the custom tall grass the mod adds blocks anything from being placed in that spot, and have to be destroyed before you can place anything there.
It's not something I can fix without editing base classes AFAIK. The material the grasses have (Vine), is supposed to be what handles that (They have a "replaceable" setting), but it doesn't work.
A lot of changes were made, so I'll try to list the most important ones:
Added 10 new biomes! Check the Biomes section in the opening post for more information.
Added a new dimension called the Promised Land. It's basically a replacement for having the Promised Land biome in the overworld.
Added a bunch of new blocks, including Bamboo Thatching, Holy Stone, Moss, and more!
Added a new set of tools/armor, made with the new Amethyst Ore that generates in the Promised Land.
Fixed villages not generating. They now generate in all biomes that are relatively flat.
Major changes to a few existing biomes, such as the Deciduous Forest.
Old Boreal Forest biome renamed to Spruce Woods, as I added a proper Boreal Forest biome in its place.
Fixed short/medium grass, bushes, and sprouts not being able to be placed properly, and appearing as greyscale in the inventory.
Added a separate world type for the biomes, again. This is so vanilla worlds don't get messed up without disabling all of the mod's biomes.
Changed up some crafting recipes and existing items. The Enderporter now functions as the Magic Mirror did. The Magic Mirror was changed to the Ancient Staff, which is used to open up the gateway to the Promised Land.
Added a few new achievements.
Added a separate creative inventory tab for all blocks and items in Biomes O' Plenty.
Increased mod compatibility.
Various bugfixes, changes, and tweaks that benefit the mod.
I probably forgot some things, but that's what the update has in store for you, for the most part. You will need to create a new world for this update, or change the world type in NBTExplorer. The mod has a new world type, as mentioned above, so be sure to select it during world creation.
I'll be updating the rest of the info I need to update in the opening post later today (Crafting recipes, information about the Promised Land, etc.). I'm planning on moving all of the info to a wiki soon, where it'll be a lot easier to find the things you're looking for, with more detail and organization.
There are a few known bugs in the update, like the Ancient Staff saying the same message two times when used, custom achievements not actually working (It's a problem with moving them to a separate achievement page, and I'm looking into fixing it), etc. I'll be doing another update sometime this weekend to hopefully fix those issues. World generation won't be touched at all, so you don't have to worry about new worlds being messed up.
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Anyway, hope you guys enjoy the update! I'm heading to sleep after grinding all night to get the update done. If you have any questions, bug reports, etc., post them now, and I'll get to them when I wake up.
Sweet. Still doesn't invalidate how I planned on changing my world over, anyway (was going to abuse a myst age to throw everything in chest in it, then transfer my mystcraft ages and player.dat, lol. Instant free transition.)
Congrats on finishing up, now go take a well earned 12 hour nap, lol.
The Promised Land is a new dimension that will basically replace the Promised Land biome being in the overworld.
As for the biome suggestions, I don't plan on adding anymore biomes after this update, at least for now. There's actually a Canyon and Outback biome that will be added in the next update as well.
There are a few bugs that I haven't been able to fix, so I'll most likely be doing another update on Saturday. It won't affect terrain generation or anything, so you can create a new world tomorrow without worrying about it being changed in the update(s) after.
It's been nearly 2 months since the last update, so I just want to get this out already. Here's one final preview of the new update...The highly improved Deciduous Forest (Yes, the trees are the same as bamboo trees, but with oak logs/leaves instead, and more variation in height):
Would someone be able to explain if that's right and if so how to instal it properly? I was under the impression that a pack this size would have more classes, not to mention I don't know what to do with all the extra folders in tdwp_ftw.
I'm running on a Mac (Mountain Lion) by the way! So the installation instructions atop aren't very useful to me.
Thanks in advance!
You don't add the mods to minecraft.jar with Forge. You save the .zip folder to /.minecraft/mods. Read the Installation Instructions in the opening post for more info.
----------------
Also, the update is almost ready! It'll be released within the next few hours.
One thing I just added that I'm sure people will like, is the ability to finally place short/medium grass, bushes, etc., with proper coloring.
It's not something I can fix without editing base classes AFAIK. The material the grasses have (Vine), is supposed to be what handles that (They have a "replaceable" setting), but it doesn't work.
A lot of changes were made, so I'll try to list the most important ones:
I probably forgot some things, but that's what the update has in store for you, for the most part. You will need to create a new world for this update, or change the world type in NBTExplorer. The mod has a new world type, as mentioned above, so be sure to select it during world creation.
I'll be updating the rest of the info I need to update in the opening post later today (Crafting recipes, information about the Promised Land, etc.). I'm planning on moving all of the info to a wiki soon, where it'll be a lot easier to find the things you're looking for, with more detail and organization.
There are a few known bugs in the update, like the Ancient Staff saying the same message two times when used, custom achievements not actually working (It's a problem with moving them to a separate achievement page, and I'm looking into fixing it), etc. I'll be doing another update sometime this weekend to hopefully fix those issues. World generation won't be touched at all, so you don't have to worry about new worlds being messed up.
--------------
Anyway, hope you guys enjoy the update! I'm heading to sleep after grinding all night to get the update done. If you have any questions, bug reports, etc., post them now, and I'll get to them when I wake up.
Congrats on finishing up, now go take a well earned 12 hour nap, lol.
It should.
As well as causing massive world tears.