I'm part of a group starting a new modpack and we are experimenting with mod combinations right now. Enhanced Biomes is one, as is Essential Craft 3. We were seeing an oddness on the freshly-generated world in the form of Essential Craft's "Corrupted Land" biome (one that happens as a result of player actions) replacing all the rivers on the map. So there were winding snakes of blue grass all over the map between biomes, like so:
I'm thinking it MAY be a bug on Enhanced Biomes' side. You have a config option to replace River biomes with your own alternate river-style biome. This is the only replacement there seems to be. Might this happen later on, after all the other biomes have been assigned IDs, and (and here's the important bit) some other mod has claimed the next ID for its own biome? If Enhanced Biomes just adds 1 to the last ID it used, not checking to see if that one has now been taken by another mod, when it goes to replace Rivers with its own biome it will get the other mod's instead.
This is just a WILD GUESS. I have not seen any of the pertinent code from either mod. I am not a doctor and I don't even play one on TV.
But, I think it's a fair guess since, when I turned off Enhanced Biome's optional River replacement option, everything was fixed.
[No intention of finger-pointing here (EC might be adding -1 instead), I'm just trying to report an issue that straddles two mods—to both of them.]
I think you're right about it being a biome ID conflict, but it shouldn't be hard to fix. Just change the biome ID for the Riparian Zone in the config file (/config/Enhanced Biomes/Biomes.cfg). It's normally 135, 128 more than the River biome ID. Change it to either a number below 128, or enable my rare biome code in the General.cfg file, and set it to a number below 256. It's probably easier to just set it to 127 though.
Hopefully that solves the problem. Good luck getting the pack working.
EDIT: 1 minute behind Archibald_TK... Relevant point, you should look at all the config files and make sure that none of the IDs of EC3 are the same as the ones in my Biomes.cfg file.
I do set the IDs the first time based on the last one plus 1, but after that it's up to the user to set the IDs in the config files if they conflict.
I've always refrained from looking at mod code, mainly to avoid mixing fun time with work. (I've done that before and it's a good way to diminish the fun.) But I guess that bit me here since I was under the impression that biome IDs were dynamic. In a proper API, I imagine they would be, but... We all know how that stands, don't we?
Thanks for the input! This should provide for another easy fix option.
Anyone have the MoCreatures/CustomeSpawner configs that were posted way earlier in this thread? They make it so MoCreatures Mobs spawn in Enhanced Biomes.
Anyone have the MoCreatures/CustomeSpawner configs that were posted way earlier in this thread? They make it so MoCreatures Mobs spawn in Enhanced Biomes.
Unfortunately not - I only used it once to make sure it worked and then got rid of it as I don't use MoCreatures.
There seem to be a number of problems there. I'll look into it once I have the next update out.
I just want you to know that this and Metallurgy 4 are my favorite mods of all time.
I wish I could make it so certain ores spawned in certain Biomes. I wonder how hard that would be to code? What is it worth to you to code something like that? Dollar-wise. Basically, I would like to see any ore be customized to spawn in particular Biomes sort of how you can configure what dimension an ore spawns in (0,1,2 etc.)
I just want you to know that this and Metallurgy 4 are my favorite mods of all time.
I wish I could make it so certain ores spawned in certain Biomes. I wonder how hard that would be to code? What is it worth to you to code something like that? Dollar-wise. Basically, I would like to see any ore be customized to spawn in particular Biomes sort of how you can configure what dimension an ore spawns in (0,1,2 etc.)
Anyways let me know what you think about that
Metallurgy was my favourite mod when I started modding, actually. I think it was version 2 at that point.
Biome-specific ores are actually very very easy, just not if I don't have access with the ores. I'll have to have a look at Metallurgy's API if they still provide it to get that working.
I will put it on my to do list, but not as any sort of high-priority task. Yes, I'd like it, but it isn't exactly a significant contribution to the mod.
For those interested I did a config file for ATG compatibility. I'll copy my post here:
Nice work. I'll definitely have a look at what you've done when I finally get around to programming compatibility.
Another thing that isn't working by the way is the red sand for the desert in the last image. They seem to all be metadata problems. I'm reasonably sure I've got them tied to the world type at the moment, so it's probably due to that.
Can you make it compatable with highlands? Highlands biomes need to be in a highlands world because default doesn't support sub biomes etc so please make it compatable maybe use highlands integrator? Because I don't get how it works
Can you make it compatable with highlands? Highlands biomes need to be in a highlands world because default doesn't support sub biomes etc so please make it compatable maybe use highlands integrator? Because I don't get how it works
I'm not going to do that.
Highlands has the responsibility to generate their biomes in the default world type. It's supported sub-biomes and all that for over a year now - look what my mod manages to do.
Sorry about that, but it is entirely Highlands' problem, and much easier to fix from their side than mine.
Does this mod support mo' creatures? if not what mob-adding mods does it support?
It doesn't support Mo' Creatures, because for some reason Mo' Creatures does weird things with biome selection for mob spawns, and doesn't bother to use the BiomeDictionary.
Most other mob-adding mods should work fine, because most don't need to do what Mo' Creatures does to select spawn biomes.
Heya! Nice mod! I like it. I was wondering how I could make EB biomes spawn alongside Biomes O'plenty ones..! Up to now, the only thing that I can do is to use OWG (Old world gen) mod from ted to make them generate together (they do as it haves an option for using it + other biome mods, but that's just saying)
It would be nice if you do something similar to what better world gen 4 did: Let you select what biomes you want and what not (lists even biomes of other mods) by just selecting it in the world creation. would be a great addition! thanks for reading! ^w^
Heya! Nice mod! I like it. I was wondering how I could make EB biomes spawn alongside Biomes O'plenty ones..! Up to now, the only thing that I can do is to use OWG (Old world gen) mod from ted to make them generate together (they do as it haves an option for using it + other biome mods, but that's just saying)
It would be nice if you do something similar to what better world gen 4 did: Let you select what biomes you want and what not (lists even biomes of other mods) by just selecting it in the world creation. would be a great addition! thanks for reading! ^w^
You should be able to make EB biomes and BoP biome spawn together, as long as BoP biomes can generate in the default world type. EB's can, so it should work if you have the IDs configured right.
Having an in-game menu like that is... complicated, to say the least. It's much easier if you just use the config files to set which biomes generate. I like the idea, but I don't have the time to figure out the programming for it when there are already other ways to do it. Sorry about that.
I think you're right about it being a biome ID conflict, but it shouldn't be hard to fix. Just change the biome ID for the Riparian Zone in the config file (/config/Enhanced Biomes/Biomes.cfg). It's normally 135, 128 more than the River biome ID. Change it to either a number below 128, or enable my rare biome code in the General.cfg file, and set it to a number below 256. It's probably easier to just set it to 127 though.
Hopefully that solves the problem. Good luck getting the pack working.
EDIT: 1 minute behind Archibald_TK... Relevant point, you should look at all the config files and make sure that none of the IDs of EC3 are the same as the ones in my Biomes.cfg file.
I do set the IDs the first time based on the last one plus 1, but after that it's up to the user to set the IDs in the config files if they conflict.
I've always refrained from looking at mod code, mainly to avoid mixing fun time with work. (I've done that before and it's a good way to diminish the fun.) But I guess that bit me here since I was under the impression that biome IDs were dynamic. In a proper API, I imagine they would be, but... We all know how that stands, don't we?
Thanks for the input! This should provide for another easy fix option.
Anyone have the MoCreatures/CustomeSpawner configs that were posted way earlier in this thread? They make it so MoCreatures Mobs spawn in Enhanced Biomes.
Unfortunately not - I only used it once to make sure it worked and then got rid of it as I don't use MoCreatures.
There seem to be a number of problems there. I'll look into it once I have the next update out.
I switched to ExtraBiomesXL, MoCreatures works along side it.
Thanks
Is there a mod or extra that will make the blocks from this mod work with micro blocks?
Unfortunately not, as far as I know. Not much I can so about it, sorry.
I just want you to know that this and Metallurgy 4 are my favorite mods of all time.
I wish I could make it so certain ores spawned in certain Biomes. I wonder how hard that would be to code? What is it worth to you to code something like that? Dollar-wise. Basically, I would like to see any ore be customized to spawn in particular Biomes sort of how you can configure what dimension an ore spawns in (0,1,2 etc.)
Anyways let me know what you think about that
Metallurgy was my favourite mod when I started modding, actually. I think it was version 2 at that point.
Biome-specific ores are actually very very easy, just not if I don't have access with the ores. I'll have to have a look at Metallurgy's API if they still provide it to get that working.
I will put it on my to do list, but not as any sort of high-priority task. Yes, I'd like it, but it isn't exactly a significant contribution to the mod.
Nice work. I'll definitely have a look at what you've done when I finally get around to programming compatibility.
Another thing that isn't working by the way is the red sand for the desert in the last image. They seem to all be metadata problems. I'm reasonably sure I've got them tied to the world type at the moment, so it's probably due to that.
Can you make it compatable with highlands? Highlands biomes need to be in a highlands world because default doesn't support sub biomes etc so please make it compatable maybe use highlands integrator? Because I don't get how it works
I'm not going to do that.
Highlands has the responsibility to generate their biomes in the default world type. It's supported sub-biomes and all that for over a year now - look what my mod manages to do.
Sorry about that, but it is entirely Highlands' problem, and much easier to fix from their side than mine.
Are updates on hold?I went on hiatus for a while,so I'm outdated.
No, I'm working on the next one. Life is keeping me very busy though.
Does this mod support mo' creatures? if not what mob-adding mods does it support?
It doesn't support Mo' Creatures, because for some reason Mo' Creatures does weird things with biome selection for mob spawns, and doesn't bother to use the BiomeDictionary.
Most other mob-adding mods should work fine, because most don't need to do what Mo' Creatures does to select spawn biomes.
Heya! Nice mod! I like it. I was wondering how I could make EB biomes spawn alongside Biomes O'plenty ones..! Up to now, the only thing that I can do is to use OWG (Old world gen) mod from ted to make them generate together (they do as it haves an option for using it + other biome mods, but that's just saying)
It would be nice if you do something similar to what better world gen 4 did: Let you select what biomes you want and what not (lists even biomes of other mods) by just selecting it in the world creation. would be a great addition! thanks for reading! ^w^
You should be able to make EB biomes and BoP biome spawn together, as long as BoP biomes can generate in the default world type. EB's can, so it should work if you have the IDs configured right.
Having an in-game menu like that is... complicated, to say the least. It's much easier if you just use the config files to set which biomes generate. I like the idea, but I don't have the time to figure out the programming for it when there are already other ways to do it. Sorry about that.
i hope this updates to 1.8 soon!
So I went into a fungal forest biome and the blocks are all turning into dirt and the temperature is high, is this supposed to happen?
im gay
I'm not sure you're on the right biome mod... I don't have a fungal forest biome, last I checked.
BoP does though. Perhaps you're thinking of it, not EB?