Don't know if it is fixed in EB 2.4.1, but in EB 2.4 I noticed a little issue while working together with "cauldron server" and the bukkit plugin "multiverse".
I created a copy of my main world (same seed, wordtype default) to use this as a mining world.
Everything works fine so far, ores, stones, biomes seems to generate fine in mv worlds - except the custom grass. Only vanilla grass in generated everywhere. All other features are working - like mentioned - for me as intended.
Maybe the grass generation is worth to revise
Just my 2 cents for now,
best regards, Baal
I'll look into it. If the multiverse plugin creates each new world as a new dimension then checks that I have in place to stop my grass and stones generating anywhere other than the overworld are going to cause problems, but there's no reason why only grass would be affected. If the stones are working, then the grass should be too. The code for each is in the same place and works the same way.
Is it possible to disable biomes? I am trying to get pictures of every biome to make a wiki page for the mod and I cannot seem to disable biomes, and when I set a biome to have incredibly high frequency it just makes the entire world Steppe for some reason.
Setting biome frequencies to 0 should disable the biome. Setting a single biome to a high frequency works too. It all seems to be working fine for me.
What may be going wrong is that you're simply in the wrong area. When MC is generating, it has certain types of biomes generating in certain places. The categories are desert, warm, cool and icy. Even if there are 1000000 desert biomes, and only one of each of the other types, 1/4 of the world will be used to generate each category. Thus you may have set only the Badlands biome to generate in the deserts category, but you've spawned in the cool category, where a steppe biome just happens to be generating.
The world isn't really set up in the right way to have just one biome generate. I'll add a toggle-able world type for single biome generation in the next update, which will make it easier.
Hey, you didn't seem to mention one thing anywhere, do your new stones and cobblestones work in other mods recipes? (a.k.a. do you use oreDict for them?)
The stone, ore, cobblestone, wood and planks are all oredicte'd, but the dirt and the stone bricks are not.
All blocks which have their vanilla counterparts in the OreDictionary by default are in the OreDictionary. Dirt and stone bricks aren't, so mine aren't either.
Thanks again for your work on the mod support. I'll have a look at it as soon as I can in game, but the stones and saguaro cacti look great on the texture sheet.
I was wondering if the "Use EB's rare biome code" line in the config files actually works?
This is what happened to me:
- I was in a cold world and encountered an Frozen Archipelago
- I decided quit the game, turn off Eb rare biome code and change the Frozen Archipelago id to be above 128 (so that it turns into a rare biome)
- When I recreated the world, nothing changed and it was still here, generating like a normal biome. Even with an ID above 128 it was not spawning as an alternative of another biome.
On the same world I realized that Snowy Plateau were spawning like normal biomes instead of a Plateau alternative, despite the rare biome code being shifted to false.
It does work. Everything that happened to you should have.
While rare biomes will normally generate according to IDs, most biomes are specifically told to generate, no matter what their ID is. The rare biome option, when false, can also allow a biome that is generating normally to generate as a rare biome. Say you set the ID to 129 instead. Frozen Archipelago biomes would generate as a frozen biome and also as a rare variant of the Plains biome. 128 would be the rare variant of oceans, but I don't believe the game allows that.
It seems to be an issue with the biomes added from Enhanced Biomes, since a quick temporary removal of Enhanced Biomes fixes it, but it undoubtedly has to do with either some other world generation mod, or the sheer amount of world generation going on. And I haven't seen this posted, so I could be the only one to have the issue. *Shrugs* But is there any chance of fixing this, or is it entirely the issue of the mod that is doing the other generation?
It seems to be an issue with the biomes added from Enhanced Biomes, since a quick temporary removal of Enhanced Biomes fixes it, but it undoubtedly has to do with either some other world generation mod, or the sheer amount of world generation going on. And I haven't seen this posted, so I could be the only one to have the issue. *Shrugs* But is there any chance of fixing this, or is it entirely the issue of the mod that is doing the other generation?
I've had that error before, mainly when trying to generate structures that are several chunks wide. There are no such structures in the Scrub biome though, where the error took place.
I've tried to replicate the error and gone to the co-ordinates on a world created with the seed in the crash report, but my game hasn't crashed. I suggest that if it happens you should simply re-open the world - I've found that the world is frequently working again.
EDIT: I looked again at the crash report, and saw that you have Thaumcraft and Natura loaded, which can generate some pretty big trees. It could be their fault, but I'm having to just guess because the crash report doesn't say what errored except that it was during biome decoration.
Yes, yes and yes!!! Mod became much better and really unique! I love that you added normal stone, normal trees (oak, dark oak, birch and etc.) in "Better Biomes" world type! I love that you made it compatible with "Tree Capitator"! (But dead tree :| ) And I love that you added to the mod seasons! (My eyes is too orange X) )
So, I suspect that this mod is not currently compatible with the latest version of Forge (1224)? It crashes during initialization, and the only things changed were an update to Thaumcraft and Forge from before (when it was stable).
So, I suspect that this mod is not currently compatible with the latest version of Forge (1224)? It crashes during initialization, and the only things changed were an update to Thaumcraft and Forge from before (when it was stable).
1. Game says me that now is winter around here. But it's not so. No snow... only rain );
2. The mod lost some textures of new tree: wood, plank and sapling!
Snowing: It won't snow everywhere in winter, just in already frozen biomes. However, winter will lower the biome's temperature, so you can get snow in lower places in cool and moderate biomes.
Textures: There shouldn't be any texture issues with blocks that appear in game. There are unused kapok and ironbark textures though.
Can you add a function that prevents EB biomes from trying to generate outside the overworld dimension? Just had to pull Erebus out of my modlist because EB kept on trying to generate biomes in the dimension and kept crashing my game.
---- Minecraft Crash Report ----
// I blame Dinnerbone.
Time: 10/10/14 21:38
Description: Exception generating new chunk
java.lang.ClassCastException: enhancedbiomes.world.biome.sand.BiomeGenSahara cannot be cast to erebus.world.biomes.BiomeBaseErebus
at erebus.world.ChunkProviderErebus.replaceBlocksForBiome(ChunkProviderErebus.java:325)
at erebus.world.ChunkProviderErebus.func_73154_d(ChunkProviderErebus.java:156)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:172)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199)
at net.minecraft.world.World.func_72964_e(World.java:416)
at net.minecraft.world.World.func_147439_a(World.java:342)
at erebus.world.teleporter.TeleporterErebus.func_77184_b(TeleporterErebus.java:68)
at erebus.world.teleporter.TeleporterErebus.func_77185_a(TeleporterErebus.java:31)
at net.minecraft.server.management.ServerConfigurationManager.transferEntityToWorld(ServerConfigurationManager.java:584)
at net.minecraft.server.management.ServerConfigurationManager.transferPlayerToDimension(ServerConfigurationManager.java:491)
at erebus.world.teleporter.TeleporterHandler.transferEntity(TeleporterHandler.java:126)
at erebus.world.teleporter.TeleporterHandler.transferToErebus(TeleporterHandler.java:40)
at erebus.block.ErebusPortal.func_149670_a(ErebusPortal.java:147)
at net.minecraft.entity.Entity.func_145775_I(Entity.java:870)
at net.minecraft.entity.Entity.func_70091_d(Entity.java:803)
at micdoodle8.mods.galacticraft.core.entities.player.GCEntityPlayerMP.func_70091_d(GCEntityPlayerMP.java:52)
at net.minecraft.network.NetHandlerPlayServer.func_147347_a(NetHandlerPlayServer.java:341)
at net.minecraft.network.play.client.C03PacketPlayer.func_148833_a(SourceFile:137)
at net.minecraft.network.play.client.C03PacketPlayer$C04PacketPlayerPosition.func_148833_a(SourceFile:63)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
As you may know, I used to be one of the coders for the Erebus. I left it a year, maybe a year and a half back. After I left, and started focusing on biomes, I saw the piece of code in generation that pulls in the "modded biome generators", or genlayers. Knowing that this piece of code had been left in the Erebus code, I notified Dylan in January that leaving the code there will result in the biomes from mods that use genlayers (such as EB) trying to generate in the Erebus.
I think it's still there, even though he said he'd remove it. I'll see if I can create a pull request to fix it. It's purely an Erebus issue though, not EB. There's no check I can put it place on my end to fix it.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/17/2011
Posts:
348
Minecraft:
Chaosflo44
Member Details
First of all, absolutely amazing mod! But can you make a 1.7.2 version of 2.4.1? A lot of people who play private modpacks (including myself) are using this version of minecraft and I'm sure lots of people would love to have a 1.7.2 version where biomes generate in the default overworld and all the other bug fixes & changes made after EB2.2. know it's a lot of work to backport it to 1.7.2 but it would be awesome!
Thanks for the response. Another thing I was wondering was if you could add a config option to allow cobblestone types to be crafted into vanilla cobblestone (kind of like how Underground Biomes does it. There's an option for any cobblestone type in a 2x2 crafting format to be made into 4 cobblestone). Vanilla stone seems scarce (possibly nonexistant?) in EB biomes and a lot of mods I'm running won't recognise EB stones as viable alternatives.
I've been thinking about the best way to add compatibility with those mods. It's irritating that they don't use the ore dictionary, and it's the reason why things like the Forge Lexicon exist.
Personally I prefer the Lexicon method. I plan to make something similar to the Lexicon if I can, but I've had very little experience with GUIs, so it might take a while to figure out. To add to the problem, I would prefer it if it was independent of an item, and was instead mapped to a key. I will attempt to do it though.
Thanks for the heads up SMEZ (and the fixy).
None of us were aware of this apart from Dylan....
We don't have an active worldgen guy at the moment as chylex is busy.
Let me know if ya wanna come back and help us anytime
Cheers,
Me.
You're welcome.
I'm happy to help with worldgen if you need it. I left the group before just because I wasn't able to give it as much attention as Dylan wanted (and it probably needed) alongside my biome mods. EB's going pretty well at the moment though (minus the Lexicon), so I should be able to put a bit more time into the Erebus if it's required.
Quote from Chaosflo44»
First of all, absolutely amazing mod! But can you make a 1.7.2 version of 2.4.1? A lot of people who play private modpacks (including myself) are using this version of minecraft and I'm sure lots of people would love to have a 1.7.2 version where biomes generate in the default overworld and all the other bug fixes & changes made after EB2.2. know it's a lot of work to backport it to 1.7.2 but it would be awesome!
I think a couple of important things have changed since then unfortunately, but I'll see what I can do. I can't promise anything though.
Perhaps a temporary solution would be to just make vanilla stone biomes more common? What about your ore variants? They don't appear to be categorised in the ore dictionary either preventing them from being compatible with things like the Tinkers Construct smeltery. Speaking of mod compatibility in ore generation, do you think you may consider integrating common non-vanilla ores into your ore variants? The textures being the same as the stone just looks so much nicer.
There's a config option that allows you to set vanilla stone to generate mainly with pockets of the new stones.
I've been looking at the OreDictionary registration, and I have a theory as to what's going wrong with all these other mods. If you want to register all metadatas of the block under a name, you say that the meta is OreDictionary.WILDCARD_VALUE. This value is a number though (2^15 - 1), so other mods may just be thinking that I've registered the block with a metadata of 2^15 - 1. I'll change that, just in case it fixes things.
The reason all the ores work using overlays now is actually in preparation for mod compatibility with the new stones. All I need at the moment is an overlay for the ore and control of generation.
Ah ok I never noticed that option in the configs. Much appreciated for pointing it out. Also looking forward to the ore dictionary updates.
Just want to say thanks for putting up with my blathering ramblings. Great mod developer. I wish more devs responded to users like yourself.
Don't worry about asking too many questions about certain areas of the mod. A lot of the time it helps me to know what to fix or improve, or if I haven't made something clear enough.
Thanks, though.
Alas that is an issue with Forge 1224 and 1225 that currently affects all Biomes mods.
The mod was made using Forge 1207/8, so they definitely work. It's odd that there's an issue midway through an MC version - usually Forge goes out of their way to make sure that mods built using earlier versions of Forge will work with later versions for the same MC version.
I'll get onto it very soon. I just have a few real life things that need doing in the next couple of days.
1. You have new stone. How do you you work compared to Underground Biomes Constructs-- it adds 16 new stone types, and 8 new "standstone" types, along with the bricks, walls, stairs, slabs, etc. These are not lined up with the surface biomes, but are on their own placement; there are strata layers in the ground as well. What is the compatibility -- does using you prevent using UBC; does using UBC prevent me from using you?
2. You have new tree woods. Do you have the corresponding planks, stairs, slabs, etc.? (The vanilla list) Do you have fences or buttons? (Vanilla does not have those).
3. If I understood you, you have biome-specific ores. Is this just ores "recolored" to match the stones they are in, or is this actually generating differently in different biomes -- in which case, do you have compatibility with Custom Ore Generation? (I hate vanilla ore clusters, and use COG for veins and clouds).
4. How does your new dirt work? Do all 7 new dirts form their own farmland (hoe), grass and mycelium (spread)? Is there a difference besides color and what they stack with?
5. Is it still possible to get vanilla generic stone, and generic dirt? It looks like the last page of posts is saying that vanilla stone is hard to find.
6. 88 biomes? Ahh -- "EB adds 66 standard biomes (and 23 rare biomes), leaving just 22 IDs for other mods.". Yea, that doesn't allow Highlands or ATG with their transitional biomes and Twilight Forest -- heck, it barely has room for TF, and certainly not EBXL.
Can some biomes be disabled? Is there a way to get the properties/"look and feel" information about the biomes?
7. With regard to the forge multworld mod http://toomanybiomes.wikispaces.com/multiworld, and mystcraft:
a: Can you appear in a multiworld world,
b: What happens to your biomes in a mystcraft age?
(Twilight forest in 1.7.10 crashes on the special decoration code for the underground; I don't know if your stone/dirt is from biome decorations, or what, or how it works.)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
1. You have new stone. How do you you work compared to Underground Biomes Constructs-- it adds 16 new stone types, and 8 new "standstone" types, along with the bricks, walls, stairs, slabs, etc. These are not lined up with the surface biomes, but are on their own placement; there are strata layers in the ground as well. What is the compatibility -- does using you prevent using UBC; does using UBC prevent me from using you?
2. You have new tree woods. Do you have the corresponding planks, stairs, slabs, etc.? (The vanilla list) Do you have fences or buttons? (Vanilla does not have those).
3. If I understood you, you have biome-specific ores. Is this just ores "recolored" to match the stones they are in, or is this actually generating differently in different biomes -- in which case, do you have compatibility with Custom Ore Generation? (I hate vanilla ore clusters, and use COG for veins and clouds).
4. How does your new dirt work? Do all 7 new dirts form their own farmland (hoe), grass and mycelium (spread)? Is there a difference besides color and what they stack with?
5. Is it still possible to get vanilla generic stone, and generic dirt? It looks like the last page of posts is saying that vanilla stone is hard to find.
6. 88 biomes? Ahh -- "EB adds 66 standard biomes (and 23 rare biomes), leaving just 22 IDs for other mods.". Yea, that doesn't allow Highlands or ATG with their transitional biomes and Twilight Forest -- heck, it barely has room for TF, and certainly not EBXL.
Can some biomes be disabled? Is there a way to get the properties/"look and feel" information about the biomes?
7. With regard to the forge multworld mod http://toomanybiomes.wikispaces.com/multiworld, and mystcraft:
a: Can you appear in a multiworld world,
b: What happens to your biomes in a mystcraft age?
(Twilight forest in 1.7.10 crashes on the special decoration code for the underground; I don't know if your stone/dirt is from biome decorations, or what, or how it works.)
Archibald_TK's answered the first, so I'll go from there.
Woods: If vanilla has it (1.7.10), I have it. I don't have anything more because the mod tries to stay as close to vanilla as possible.
Ores: They're more stone specific ores, but I see your point. Each ore has a metadata for each stone, and the metadata will determine what to render. If you want compatibility with COG, turn my ore generation off in the config.
Dirt: Each form of dirt has its own farmland and grass, but not mycelium or podzol. Grass can spread from vanilla grass blocks to my dirt blocks, and vice versa. At the moment, they're only aesthetic, but eventually some dirt will be better for farming with, or easier to dig.
Vanilla: Vanilla dirt and stone are as common as each of the new variants. If this is a problem, turn it off in the config.
Free IDs: I shouldn't need to leave room for other biome mods. If you're using mine, you shouldn't require others. BoP has about as many biomes as I do, so I'm not just randomly creating as many biomes as possible. Those 22 IDs should be enough for other non-biome mods.
Additionally, you can use the rare biome code option in the config to give you access to the other 128 IDs (from 128 to 255). Using it will mean that other mods' rare biomes won't generate, but most mods don't do that, so you shouldn't have a problem.
Multiworld/Mystcraft: No idea, I've never looked into it. Looking at the Multiworld page, I would expect that it can though.
Twilight Forest crash: I can't help without seeing the crash report. It shouldn't be crashing unless there's a Forge piece of code in the Twilight Forest that shouldn't be there.
Oh -- to clarify that last point: Twilight forest biomes crashes in mystcraft ages. TF has special code for decorating the underground of the biomes (the trees have deep roots, and that's where it's crashing).
Since you have special underground decorations, the question is, do you work in mystcraft ages?
===
My ultimate goal is that the overworld should have only vanilla blocks in worldgen; all mod blocks should be in other dimensions. The goal here is to give a reason to go exploring; the overworld should have special landscape, ages should have special blocks. So this means both "How do you work as just a biome mod in ages", as well as "what are you like as an overworld without special blocks". Since I discovered multiworld, "how do you work in multiworld with everything" is also of interest.
===
> Those 22 IDs should be enough for other non-biome mods
And 64K should be enough for anyone.
Twilight Forest has 19 biomes, and it's not a biome mod; other dimension mods will have biomes for their dimensions. Heck, Thaumcraft wants to add three biomes, I think, and dimensional doors has another two, I believe (one for the pockets, one for limbo).
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I'll look into it. If the multiverse plugin creates each new world as a new dimension then checks that I have in place to stop my grass and stones generating anywhere other than the overworld are going to cause problems, but there's no reason why only grass would be affected. If the stones are working, then the grass should be too. The code for each is in the same place and works the same way.
Setting biome frequencies to 0 should disable the biome. Setting a single biome to a high frequency works too. It all seems to be working fine for me.
What may be going wrong is that you're simply in the wrong area. When MC is generating, it has certain types of biomes generating in certain places. The categories are desert, warm, cool and icy. Even if there are 1000000 desert biomes, and only one of each of the other types, 1/4 of the world will be used to generate each category. Thus you may have set only the Badlands biome to generate in the deserts category, but you've spawned in the cool category, where a steppe biome just happens to be generating.
The world isn't really set up in the right way to have just one biome generate. I'll add a toggle-able world type for single biome generation in the next update, which will make it easier.
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All blocks which have their vanilla counterparts in the OreDictionary by default are in the OreDictionary. Dirt and stone bricks aren't, so mine aren't either.
It's mentioned in the OP, and if any other texture packs end up with support for the mod I'll list them there as well.
It does work. Everything that happened to you should have.
While rare biomes will normally generate according to IDs, most biomes are specifically told to generate, no matter what their ID is. The rare biome option, when false, can also allow a biome that is generating normally to generate as a rare biome. Say you set the ID to 129 instead. Frozen Archipelago biomes would generate as a frozen biome and also as a rare variant of the Plains biome. 128 would be the rare variant of oceans, but I don't believe the game allows that.
Link to crash log
It seems to be an issue with the biomes added from Enhanced Biomes, since a quick temporary removal of Enhanced Biomes fixes it, but it undoubtedly has to do with either some other world generation mod, or the sheer amount of world generation going on. And I haven't seen this posted, so I could be the only one to have the issue. *Shrugs* But is there any chance of fixing this, or is it entirely the issue of the mod that is doing the other generation?
I've had that error before, mainly when trying to generate structures that are several chunks wide. There are no such structures in the Scrub biome though, where the error took place.
I've tried to replicate the error and gone to the co-ordinates on a world created with the seed in the crash report, but my game hasn't crashed. I suggest that if it happens you should simply re-open the world - I've found that the world is frequently working again.
EDIT: I looked again at the crash report, and saw that you have Thaumcraft and Natura loaded, which can generate some pretty big trees. It could be their fault, but I'm having to just guess because the crash report doesn't say what errored except that it was during biome decoration.
http://pastebin.com/dHgNpLXc
(Edit #463983: The forum code hates me. I hate it. Pastebinned the crashlog for readibility.)
1. Game says me that now is winter around here. But it's not so. No snow... only rain );
2. The mod lost some textures of new tree: wood, plank and sapling!
I generally recommend using the latest recommended version, but I'll see what needs to be done to update to the newest version. Thanks for telling me.
Snowing: It won't snow everywhere in winter, just in already frozen biomes. However, winter will lower the biome's temperature, so you can get snow in lower places in cool and moderate biomes.
Textures: There shouldn't be any texture issues with blocks that appear in game. There are unused kapok and ironbark textures though.
As you may know, I used to be one of the coders for the Erebus. I left it a year, maybe a year and a half back. After I left, and started focusing on biomes, I saw the piece of code in generation that pulls in the "modded biome generators", or genlayers. Knowing that this piece of code had been left in the Erebus code, I notified Dylan in January that leaving the code there will result in the biomes from mods that use genlayers (such as EB) trying to generate in the Erebus.
I think it's still there, even though he said he'd remove it. I'll see if I can create a pull request to fix it. It's purely an Erebus issue though, not EB. There's no check I can put it place on my end to fix it.
EDIT: Yep, the code is still there... Really...
I've been thinking about the best way to add compatibility with those mods. It's irritating that they don't use the ore dictionary, and it's the reason why things like the Forge Lexicon exist.
Personally I prefer the Lexicon method. I plan to make something similar to the Lexicon if I can, but I've had very little experience with GUIs, so it might take a while to figure out. To add to the problem, I would prefer it if it was independent of an item, and was instead mapped to a key. I will attempt to do it though.
You're welcome.
I'm happy to help with worldgen if you need it. I left the group before just because I wasn't able to give it as much attention as Dylan wanted (and it probably needed) alongside my biome mods. EB's going pretty well at the moment though (minus the Lexicon), so I should be able to put a bit more time into the Erebus if it's required.
I think a couple of important things have changed since then unfortunately, but I'll see what I can do. I can't promise anything though.
There's a config option that allows you to set vanilla stone to generate mainly with pockets of the new stones.
I've been looking at the OreDictionary registration, and I have a theory as to what's going wrong with all these other mods. If you want to register all metadatas of the block under a name, you say that the meta is OreDictionary.WILDCARD_VALUE. This value is a number though (2^15 - 1), so other mods may just be thinking that I've registered the block with a metadata of 2^15 - 1. I'll change that, just in case it fixes things.
The reason all the ores work using overlays now is actually in preparation for mod compatibility with the new stones. All I need at the moment is an overlay for the ore and control of generation.
Awesome!
Don't worry about asking too many questions about certain areas of the mod. A lot of the time it helps me to know what to fix or improve, or if I haven't made something clear enough.
Thanks, though.
The mod was made using Forge 1207/8, so they definitely work. It's odd that there's an issue midway through an MC version - usually Forge goes out of their way to make sure that mods built using earlier versions of Forge will work with later versions for the same MC version.
I'll get onto it very soon. I just have a few real life things that need doing in the next couple of days.
1. You have new stone. How do you you work compared to Underground Biomes Constructs-- it adds 16 new stone types, and 8 new "standstone" types, along with the bricks, walls, stairs, slabs, etc. These are not lined up with the surface biomes, but are on their own placement; there are strata layers in the ground as well. What is the compatibility -- does using you prevent using UBC; does using UBC prevent me from using you?
2. You have new tree woods. Do you have the corresponding planks, stairs, slabs, etc.? (The vanilla list) Do you have fences or buttons? (Vanilla does not have those).
3. If I understood you, you have biome-specific ores. Is this just ores "recolored" to match the stones they are in, or is this actually generating differently in different biomes -- in which case, do you have compatibility with Custom Ore Generation? (I hate vanilla ore clusters, and use COG for veins and clouds).
4. How does your new dirt work? Do all 7 new dirts form their own farmland (hoe), grass and mycelium (spread)? Is there a difference besides color and what they stack with?
5. Is it still possible to get vanilla generic stone, and generic dirt? It looks like the last page of posts is saying that vanilla stone is hard to find.
6. 88 biomes? Ahh -- "EB adds 66 standard biomes (and 23 rare biomes), leaving just 22 IDs for other mods.". Yea, that doesn't allow Highlands or ATG with their transitional biomes and Twilight Forest -- heck, it barely has room for TF, and certainly not EBXL.
Can some biomes be disabled? Is there a way to get the properties/"look and feel" information about the biomes?
7. With regard to the forge multworld mod http://toomanybiomes.wikispaces.com/multiworld, and mystcraft:
a: Can you appear in a multiworld world,
b: What happens to your biomes in a mystcraft age?
(Twilight forest in 1.7.10 crashes on the special decoration code for the underground; I don't know if your stone/dirt is from biome decorations, or what, or how it works.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Archibald_TK's answered the first, so I'll go from there.
Woods: If vanilla has it (1.7.10), I have it. I don't have anything more because the mod tries to stay as close to vanilla as possible.
Ores: They're more stone specific ores, but I see your point. Each ore has a metadata for each stone, and the metadata will determine what to render. If you want compatibility with COG, turn my ore generation off in the config.
Dirt: Each form of dirt has its own farmland and grass, but not mycelium or podzol. Grass can spread from vanilla grass blocks to my dirt blocks, and vice versa. At the moment, they're only aesthetic, but eventually some dirt will be better for farming with, or easier to dig.
Vanilla: Vanilla dirt and stone are as common as each of the new variants. If this is a problem, turn it off in the config.
Free IDs: I shouldn't need to leave room for other biome mods. If you're using mine, you shouldn't require others. BoP has about as many biomes as I do, so I'm not just randomly creating as many biomes as possible. Those 22 IDs should be enough for other non-biome mods.
Additionally, you can use the rare biome code option in the config to give you access to the other 128 IDs (from 128 to 255). Using it will mean that other mods' rare biomes won't generate, but most mods don't do that, so you shouldn't have a problem.
Multiworld/Mystcraft: No idea, I've never looked into it. Looking at the Multiworld page, I would expect that it can though.
Twilight Forest crash: I can't help without seeing the crash report. It shouldn't be crashing unless there's a Forge piece of code in the Twilight Forest that shouldn't be there.
Since you have special underground decorations, the question is, do you work in mystcraft ages?
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My ultimate goal is that the overworld should have only vanilla blocks in worldgen; all mod blocks should be in other dimensions. The goal here is to give a reason to go exploring; the overworld should have special landscape, ages should have special blocks. So this means both "How do you work as just a biome mod in ages", as well as "what are you like as an overworld without special blocks". Since I discovered multiworld, "how do you work in multiworld with everything" is also of interest.
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> Those 22 IDs should be enough for other non-biome mods
And 64K should be enough for anyone.
Twilight Forest has 19 biomes, and it's not a biome mod; other dimension mods will have biomes for their dimensions. Heck, Thaumcraft wants to add three biomes, I think, and dimensional doors has another two, I believe (one for the pockets, one for limbo).
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?