The Meaning of Life, the Universe, and Everything.
Join Date:
8/16/2013
Posts:
44
Member Details
Hmm, my post seems to not be here. If that's because it got erased please let me know why. But, on the assumption that it was just a technical error...
I'm trying to find info on how to navigate the changes made to the Biome o'Plenty config files between 1.6 and 1.7. Some things I'd like to know is how the new .cfgs interact, what the syntax like quotes mean, and whether there are hidden defaults. If this is covered in a readme or FAQ, a link to that info would be awesome.
The Meaning of Life, the Universe, and Everything.
Location:
Garden of Sinners
Join Date:
7/28/2014
Posts:
117
Location:
Kingdom Of Zeal
Minecraft:
IcarusKuroi
Member Details
Is there a specific way to find a certain biome in 1.6.4 faster? theres no essense item in this version and its kinda painful to find a sacred springs which would be a nice place to live.
Awesome! Does this work with Pams mods? As I like to use them, and if the flowers and stuff don't spawn in these biomes well... I'd like to know
Better late than never... yes, it seems to work fine with Harvestcraft and Desertcraft. Pam's plants and trees spawn right alongside the BOP ones. I heard someone say they had trouble finding some of her trees, but I've come across quite a few in my world.
Does anyone know of a mod that adds a use for all the BOP gemstones? It seems like their only purpose at the moment is as decorative blocks, which is a shame.
Found some weird structure that's too boxy to be a normal Nether stronghold... does BOP add any Nether structures or alter how strongholds are generated?
Found some weird structure that's too boxy to be a normal Nether stronghold... does BOP add any Nether structures or alter how strongholds are generated?
Can you post a screenshot of it?
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You may have to turn the brightness way up to even see anything. I briefly switched to Creative because I wanted to see if other strongholds generated wonky like this, and sure enough the one I found was even stranger. I have some dungeon-generating mods, like Dungeon Pack and Doomlike Dungeons, but I've had them a long time and this is the first world where strongholds didn't generate normally. The only major difference is Gany's Nether, and I don't think that adds structures.
Holy wood has been replaced with Ethereal wood, and Bibliocraft needs to be updated to take this into account. So you'll need to poke the author to update the mod or possibly copy plank_ethereal.png and rename it to plank_holy.png in the jar files and do something similar with any others which are broken.
What are the requirements for Ethereal saplings to grow? We've had some out for quite a while, but no dice so far. Do they need a specific biome/configuration?
Does anybody know what the future plans are for this mod (if any)? I don't really know who to follow for updates on it. There are a lot of things left in from the removal of the promised land so it makes me curious if they plan to re-implement certain things like the crystals or whatnot
every time I start a new world there's other biomes
If you look carefully at that config, the last set of options are to Override those Vanilla biomes. You can't disable them, only the changes made by Biomes O Plenty to how they're generated.
If you look carefully at that config, the last set of options are to Override those Vanilla biomes. You can't disable them, only the changes made by Biomes O Plenty to how they're generated.
Is there a way to disable vanilla biomes either with this mod or different one
I don't know whether it's this mod or Forestry or Forge itself, but crafting recipes involving wood are bugged. Oak wood planks can make chests, birch can't. In a previous world, I had the same issue with mahogany and jungle wood, but only for certain recipes. Is there some kind of config or mod I can use to fix when recipes stop working?
EDIT: I removed Optifine and it seems to have fixed the birch wood planks issue. Very very strange.
I'm trying to find info on how to navigate the changes made to the Biome o'Plenty config files between 1.6 and 1.7. Some things I'd like to know is how the new .cfgs interact, what the syntax like quotes mean, and whether there are hidden defaults. If this is covered in a readme or FAQ, a link to that info would be awesome.
There's no Biomes O' Plenty world type for me, by the way. Also, all the BOP items show up in the Creative inventory.
Better late than never... yes, it seems to work fine with Harvestcraft and Desertcraft. Pam's plants and trees spawn right alongside the BOP ones. I heard someone say they had trouble finding some of her trees, but I've come across quite a few in my world.
Does anyone know of a mod that adds a use for all the BOP gemstones? It seems like their only purpose at the moment is as decorative blocks, which is a shame.
Can you post a screenshot of it?
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You may have to turn the brightness way up to even see anything. I briefly switched to Creative because I wanted to see if other strongholds generated wonky like this, and sure enough the one I found was even stranger. I have some dungeon-generating mods, like Dungeon Pack and Doomlike Dungeons, but I've had them a long time and this is the first world where strongholds didn't generate normally. The only major difference is Gany's Nether, and I don't think that adds structures.
What are the requirements for Ethereal saplings to grow? We've had some out for quite a while, but no dice so far. Do they need a specific biome/configuration?
i have the biomegen.cfg
"end biomes to generate" {
B:"Spectral Garden"=false
}
"nether biomes to generate" {
B:Boneyard=false
B:"Corrupted Sands"=false
B:"Phantasmagoric Inferno"=false
B:"Polar Chasm"=false
B:Undergarden=false
B:"Visceral Heap"=false
}
"overworld (river) biomes to generate" {
B:"Dry River"=true
B:"Lush River"=false
}
"overworld (sub) biomes to generate" {
B:"Alps Forest"=false
B:"Canyon Ravine"=false
B:"Coral Reef"=false
B:Glacier=false
B:"Kelp Forest"=false
B:Mangrove=false
B:"Meadow Forest"=false
B:Oasis=false
B:Orchard=false
B:Quagmire=false
B:Scrubland=false
B:Silkglades=false
B:"Spruce Woods"=false
B:Tropics=false
B:Volcano=false
}
"overworld biomes to generate" {
B:Alps=false
B:Arctic=false
B:"Bamboo Forest"=false
B:Bayou=false
B:Bog=false
B:"Boreal Forest"=false
B:Brushland=false
B:Canyon=false
B:Chaparral=false
B:"Cherry Blossom Grove"=false
B:"Coniferous Forest"=false
B:Crag=false
B:"Dead Forest"=false
B:"Dead Swamp"=false
B:"Deciduous Forest"=false
B:Fen=false
B:"Flower Field"=false
B:"Frost Forest"=false
B:"Fungi Forest"=false
B:Garden=false
B:Grassland=false
B:Grove=false
B:Heathland=false
B:Highland=false
B:"Jade Cliffs"=false
B:"Lavender Fields"=false
B:"Lush Desert"=false
B:"Lush Swamp"=false
B:"Maple Woods"=false
B:Marsh=false
B:Meadow=false
B:Moor=false
B:Mountain=false
B:"Mystic Grove"=false
B:"Ominous Woods"=false
B:"Origin Valley"=false
B:Outback=false
B:Prairie=false
B:Rainforest=false
B:"Redwood Forest"=false
B:"Sacred Springs"=false
B:"Seasonal Forest"=false
B:Shield=false
B:Shrubland=false
B:Sludgepit=false
B:"Snowy Coniferous Forest"=false
B:Steppe=false
B:"Temperate Rainforest"=false
B:Thicket=false
B:"Tropical Rainforest"=false
B:Tundra=false
B:Wasteland=true
B:Wetland=false
B:Woodland=false
}
"special biomes to generate" {
B:"Deep Ocean"=false
B:"Frozen Ocean"=false
B:Jungle=false
B:"Mega Taiga"=false
B:"Mesa Plateau"=false
B:"Mesa Plateau F"=false
B:"Mushroom Island"=false
B:Ocean=false
}
"vanilla biomes to override" {
B:"Birch Forest"=false
B:"Birch Forest Hills"=false
B:"Cold Taiga"=false
B:"Cold Taiga Hills"=false
B:Desert=false
B:DesertHills=false
B:"Extreme Hills"=false
B:"Extreme Hills Edge"=false
B:Forest=false
B:ForestHills=false
B:Hell=false
B:"Ice Plains"=false
B:Jungle=false
B:JungleEdge=false
B:JungleHills=false
B:Mesa=false
B:"Mesa Plateau"=false
B:"Mesa Plateau F"=false
B:MushroomIsland=false
B:MushroomIslandShore=false
B:Ocean=false
B:Plains=false
B:River=false
B:"Roofed Forest"=false
B:Savanna=false
B:"Savanna Plateau"=false
B:Swampland=false
B:Taiga=false
B:TaigaHills=false
}
If you look carefully at that config, the last set of options are to Override those Vanilla biomes. You can't disable them, only the changes made by Biomes O Plenty to how they're generated.
Is there a way to disable vanilla biomes either with this mod or different one
Yeah was just going to ask the same thing, doesnt have anything in the cfg, also those damn annoying stalagmites/tites.
Thanks,
TG
War doesn't decide who is right, just who is left...
EDIT: I removed Optifine and it seems to have fixed the birch wood planks issue. Very very strange.