Sheesh... ATG sure makes nice terrain maps. This is a server world the ATG mod developer is running... http://mc.lychnobi.com/# snazzy looking.
It looks so busy to me though, as in most biomes are very small, so there are to many within a short distance of one another. There is also still not much flat area. I also think that the biomes that are spawning as long thin strips don't look right. But all of this is just my personal preference. I know a lot of people like what he's done. =)
Maybe its equally lazy not to just turn off the biomes you don't like in the config?
Funnily enough this is exactly what I did. Still the problem remains that since BoP uses SO FREAKING MANY of the biome ids, it is inevitable that biome id conflicts will emerge when using other mods that add biomes. There are only 256 biome IDs supported in minecraft. BoP uses close to 100 practically cutting the list of usable ID's in half which gives the more likely chance of said ID conflicts happening. Even with some of the biomes for BoP disabled those ID slots are still taken up by BoP biomes and aren't freed for other mod biomes to use. Are you following what I'm saying?
And you have to add in of course the vanilla biomes which also use IDs.
Both world generating mods BWG4 and ATG add their own biomes as well which takes up more biome IDs. BWG4 more so than ATG and if memory serves me they plan to continue to add more biomes. One of the reasons I dropped BWG4 was because of the amount of biome IDs they use as well as the fact that when using it rivers were ocean sized and I couldn't for the life of me find a ocean within a 10000 by 10000 square block radius.
ExtraBiomes's config file is config/extrabiomes/extrabiomes.cfg. Why use a folder if there's only one file?
A good and viable question, to which I think the best answer that I can give you is that it is a holdover from some very old cold that never got changed due to not wanting to break compatibility between versions. It has been around as long as the code has been in the git on github so I cant pinpoint when it became how things worked aside from maybe pulling up old builds of the mod in jdgui and seeing if they all use the same file structure.
It looks so busy to me though, as in most biomes are very small, so there are to many within a short distance of one another. There is also still not much flat area. I also think that the biomes that are spawning as long thin strips don't look right. But all of this is just my personal preference. I know a lot of people like what he's done. =)
If you continue to consider a "biome" a connected set of blocks with the same biome id, then yes, I see your problem.
Biomes in the world do not have sharply delineated properties so I think of manifest biomes in minecraft the same way I see (saw) pixels in a 16 color display. You CAN say that this area is red, and that area is blue, and use red pixels here, and blue pixels there, and get a sharp dividing line going from blue to red. Or you can step back, use the technical/implementation detail of a biome-id, to dither the pixels, and with just a few colors, get a smooth gradient from blue, through purple, to red.
This is the idea behind ATG - it can achieve more effective biomes, by dithering the small palette it has, to generate smoother biome transitions.
If you continue to consider a "biome" a connected set of blocks with the same biome id, then yes, I see your problem.
Biomes in the world do not have sharply delineated properties so I think of manifest biomes in minecraft the same way I see (saw) pixels in a 16 color display. You CAN say that this area is red, and that area is blue, and use red pixels here, and blue pixels there, and get a sharp dividing line going from blue to red. Or you can step back, use the technical/implementation detail of a biome-id, to dither the pixels, and with just a few colors, get a smooth gradient from blue, through purple, to red.
This is the idea behind ATG - it can achieve more effective biomes, by dithering the small palette it has, to generate smoother biome transitions.
I understand what you are saying and I agree that biomes shouldn't be within a specific boundary. That isn't natural and not what I'm wanting or expecting. But with ATG all I see are primarily hills and mountains in any of the worlds I have generated. I also think that the "biomes" are to small in most cases, for example I had a single jungle tree in an area or a "grove" of 3-4 trees of one type and then it changed biome again.
My idea or thought of how terrain generation should be would make you feel like you are traveling through that area and feel immersed. I want the biomes to flow with no hard boundaries and for areas to be placed together by temperature, humidity and height and for there to be terrain features instead of being a whole "biome" of nothing but that one thing. As I said before, I applaud what TTFTCUTS has achieved and recognize that many people love the worlds it creates and it is certainly an improvement over vanilla terrain generation. I am not saying that it's bad, it just doesn't match with the vision I have of how I would like to see terrain generation.
The Meaning of Life, the Universe, and Everything.
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Member Details
Hi, MisterFibre,
Would be desirable to offer ideas for improvement. If it is mod on biomes, it is possible to improve each detail.
1 . Recover caves: add stalactites and stalagmites , the decorative crystals , shining plants and mushrooms, the underground rivers and lakes (pools in vanilla simply awfully small) , in mountain biomes to add huge caves.
2 . In 1.7.2 in vanilla the ocean floor became simply empty. Add coral reeves, silt, it is possible even fishes.
3 . Add more species of plants. The benefit on our planet their set of types to take ideas from the nature.
4 . It is also possible to improve biomes already existing in EBXL. For example, to add a moss on trees near a bog, prickles and bushes in a dead biome and red mountains, volcanoes.
P.S. Whether it is possible to reduce quantity of blue trees somehow? It is good can to adjust similar in a config the file.
Hi, MisterFibre,
Would be desirable to offer ideas for improvement. If it is mod on biomes, it is possible to improve each detail.
1 . Recover caves: add stalactites and stalagmites , the decorative crystals, shining plants and mushrooms, the underground rivers and lakes (pools in vanilla simply awfully small) , in mountain biomes to add huge caves.
2 . In 1.7.2 in vanilla the ocean floor became simply empty. Add coral reeves, silt, it is possible even fishes.
3 . Add more species of plants. The benefit on our planet their set of types to take ideas from the nature.
4 . It is also possible to improve biomes already existing in EBXL. For example, to add a moss on trees near a bog, prickles and bushes in a dead biome and red mountains, volcanoes.
P.S. Whether it is possible to reduce quantity of blue trees somehow? It is good can to adjust similar in a config the file.
All of the things you have mentioned are already planned or ideas that we are working on for future updates. If you look at our Github, many of the ideas you suggested such as caves and an ocean biome are there and we are planning on adding those things. Feel free to add comments or ideas if you have any additional ideas regarding the ocean and cave discussions there.
We will be adding more plants and trees as well as redoing all of our existing biomes (or removing them in some cases) as well as adding new ones. You can adjust the settings for trees in the decoration section of the config file. For more information you might want to read back over a few pages as many of these things have been talked about recently. =)
All of the things you have mentioned are already planned or ideas that we are working on for future updates. If you look at our Github, many of the ideas you suggested such as caves and an ocean biome are there and we are planning on adding those things. Feel free to add comments or ideas if you have any additional ideas regarding the ocean and cave discussions there.
We will be adding more plants and trees as well as redoing all of our existing biomes (or removing them in some cases) as well as adding new ones. You can adjust the settings for trees in the decoration section of the config file. For more information you might want to read back over a few pages as many of these things have been talked about recently. =)
Ideas heap.
For example, you could work together with DrZhark that mobs appeared in new biomes (Scorpions only in red rocks)
It is possible to add also for atmosphere creation hinged bridges, ropes, a knife to make the way through thickets in the jungle. Also, I was before mod on the hinged bridge (zipline), but it isn't updated for a long time, it is possible to add the similar.
Plants: huge flycatcher which can capture the character like a trap; roll a field; hallucinogenic flowers and mushrooms, touching to which will be caused by mind turbidity; poisonous plants which can imitate normal plants; plants which can give both positive and negative effects.
It is also possible to add the polar lights (if it is possible) in northern biomes which will appear in certain time.
Meanwhile everything if there are ideas, I will write already on Githib.
Success in work =)
P.S. But I don't trust Github as at a forum to a thicket write and read.
All of the things you have mentioned are already planned or ideas that we are working on for future updates. If you look at our Github, many of the ideas you suggested such as caves and an ocean biome are there and we are planning on adding those things. Feel free to add comments or ideas if you have any additional ideas regarding the ocean and cave discussions there.
We will be adding more plants and trees as well as redoing all of our existing biomes (or removing them in some cases) as well as adding new ones. You can adjust the settings for trees in the decoration section of the config file. For more information you might want to read back over a few pages as many of these things have been talked about recently. =)
I don't know how much the team has yet done on the stalgmites/tites but the author of Wildcaves 3 (http://www.minecraftforum.net/topic/1554854-16xforge-wildcaves-3-v0433/) has decided to abandon that mod and put the code up as open source. Maybe the team can check that out and use it as it already does this job.
Ideas heap.
For example, you could work together with DrZhark that mobs appeared in new biomes (Scorpions only in red rocks)
It is possible to add also for atmosphere creation hinged bridges, ropes, a knife to make the way through thickets in the jungle. Also, I was before mod on the hinged bridge (zipline), but it isn't updated for a long time, it is possible to add the similar.
Plants: huge flycatcher which can capture the character like a trap; roll a field; hallucinogenic flowers and mushrooms, touching to which will be caused by mind turbidity; poisonous plants which can imitate normal plants; plants which can give both positive and negative effects.
It is also possible to add the polar lights (if it is possible) in northern biomes which will appear in certain time.
Meanwhile everything if there are ideas, I will write already on Githib.
Success in work =)
P.S. But I don't trust Github as at a forum to a thicket write and read.
Our mod does work with Mo Creatures. To have the mobs appear in the biomes that you want, I suggest using Mob Spawn Control Mod. It lets you choose what mobs you want in each biome.
We are incorporating Forgotten Nature Mod, which includes ropes and we are looking at adding tree houses and a rope bridge I believe was in the tree house idea that we have, so that is a very good possibility.
We will be adding a lot of new plants. A large venus fly trap was something that has been talked about. We are also merging in parts of the More Than Just Trees Mod, which has a lot of plants that have affects. We will be looking at the possibility of adding some of those.
There was a mod that added the Northern Lights, but I don't think it has been updated. I have thought about this before and like the idea, but am not sure that it would be within the scope of our mod. We'll have to talk about it as a team and see if that is something we would want to add.
We like ideas and suggestions on Github as it makes it a lot easier for the team to see what has been suggested and talked about as when it is posted in the forum thread they get lost with all the posts.
I don't know how much the team has yet done on the stalgmites/tites but the author of Wildcaves 3 (http://www.minecraft...dcaves-3-v0433/) has decided to abandon that mod and put the code up as open source. Maybe the team can check that out and use it as it already does this job.
Thanks for letting us know about this. =) I hadn't seen this before and if the code can be used, it might give us at least a starting point. I'll share this with the rest of the team.
Annysia, remember me? back from when Forgotten Nature was newer.
Just got my Mcf account back. wondering how ebxl 4 dev is going.
Welcome back!
We have been waiting to see what changes Forge is making for 1.7 before we finalize things. We just added another coder to our team, Allaryin. He has some very interesting ideas that I hope we can make happen. We will most likely be working on multiple things at the same time since we want to start making changes and adding content on a regular basis while rewriting the code for terrain generation. We are also wanting to give more regular updates on our blog once we have our plan and timeline figured out.
We are incorporating Forgotten Nature Mod, which includes ropes and we are looking at adding tree houses and a rope bridge I believe was in the tree house idea that we have, so that is a very good possibility.
Well for new stones suffices Underground biomes, especially he adds in 10 times more types of rocks and all of them are generated as the real world.
But all the same good luck)
Well for new stones suffices Underground biomes, especially he adds in 10 times more types of rocks and all of them are generated as the real world.
But all the same good luck)
Somehow, there is a difference between mods adding a minimal amount of stuff, that adds to the experience, and mods that loose the plot and just add lots and lots. EBXL is on one side of that gradient, and BoP is well on the other.
Underground Biomes ive personally kept away from as it seems to just add stuff for the sake of adding stuff. How many colored variants of cobblestone are actually required!? The same might be asked however of tree variants - *I* don't need many - I play on survival, and use a lot of lava in my builds so all colors of wood are the same for me design wise: burning.
One of the things I am finding increasingly bizarre about video game worlds is how small things actually are vs how large they seem.
Whether its ATG or extrabiomes you can see quite a lot of terrain change over 100 blocks.
And then I realized 100 blocks is just 100m, which is the length of a typical sports field.
I don't know where I am going with this...
Consider Minecraft to have a 72 to 1 scaling factor as soon as you go above the very short range scale.
Time is exactly 72 to 1.
Distance, horizontally, about 100 to 1 makes sense.
Depth, down into the water, if you consider "Y=45 ocean bottom" to be the continental shelf (about 500 feet, I think), then going from 54 feet to 500 feet is also about 100 to 1.
But height uphill is a lot taller for vanilla gen; less so for ATG's hills.
Imagine how long it takes, to get to the next mountainsite at your place by foot. Would you like to spend the same amount of time running within the game to get to the next mountain? What if you need a desert?
But yes, it isn't very realistic
Yea ... I gave up a project for a public server trying to model a real-world city ...
What I was really hoping for when I got ATG is more sensible temperature based biome placement... none of those deserts sudden shifting into tundra, tiaga or any other low temperature biomes. Same with deserts being placed by jungles. It would make more sense that a desert be placed next to a savanna, and a plain next to that. So you get a gradual shift from biomes in temperature to the next least warm/moisture rating biome.
ATG has this. Look into temperature band / climate mode.
Cool that's very awesome to hear. Now if only there was a sensible terrain/world generation mod that didn't add biomes I would be happy. ATG would be perfect but I believe it needs a lot more work. Be even nicer if they had an in game GUI where you could set up what biomes you want in game, the height, probability of said biomes showing up, how much % of the land was flatland, hill, mountain, how common rivers, lakes and oceans are. That sort of thing giving the person making the world a lot more control of how they want the world formed.
Ha. This has come up in the ATG thread. The author has stated that trying to adjust the parameters is very tricky, and he's happy to have something "good enough".
The reality is, I've never had trouble finding a variety of flat and hilly in ATG.
I understand what you are saying and I agree that biomes shouldn't be within a specific boundary. That isn't natural and not what I'm wanting or expecting. But with ATG all I see are primarily hills and mountains in any of the worlds I have generated. I also think that the "biomes" are to small in most cases, for example I had a single jungle tree in an area or a "grove" of 3-4 trees of one type and then it changed biome again.
My idea or thought of how terrain generation should be would make you feel like you are traveling through that area and feel immersed. I want the biomes to flow with no hard boundaries and for areas to be placed together by temperature, humidity and height and for there to be terrain features instead of being a whole "biome" of nothing but that one thing. As I said before, I applaud what TTFTCUTS has achieved and recognize that many people love the worlds it creates and it is certainly an improvement over vanilla terrain generation. I am not saying that it's bad, it just doesn't match with the vision I have of how I would like to see terrain generation.
First, are you using ATG's transition biomes?
Second, I think this was mentioned -- ATG wants to generate a lot of small, similar biomes near each other, so that the overall change is gradual instead of sharp-line.
(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?
Second, I think this was mentioned -- ATG wants to generate a lot of small, similar biomes near each other, so that the overall change is gradual instead of sharp-line.
That - i think - is the key. ATG does put a lot of small biomes near each other. The "emergent biome" is the resultant overall effect.
The goal of ATG it to pick biomes that are similar enough that the microbiomes are not visibly distinct - which instead of an overall effect of "Swampiness" would turn the area into a kind of quilt / patchwork effect of differing swamp, and non swamp, blobs. And BoPs overabundance of biomes should (for once) play into this by giving ATG a rich palette of "similar" (but different) microbiomes to play with.
Hi there, wondering if someone can help me out:
Running a server and mostly everything is normal, but i've noticed when crafting with the custom woods, it just reverts to oak wood. eg. Cut a fir wood tree down and get Fir Logs, convert Fir Logs to Fir planks, but when making Fir stairs, slabs etc it comes out as "oak" stairs/slabs. is this normal behaviour? i noticed there is actually Fir stairs and slabs in creative and they work fine when spawning them in.
Hi there, wondering if someone can help me out:
Running a server and mostly everything is normal, but i've noticed when crafting with the custom woods, it just reverts to oak wood. eg. Cut a fir wood tree down and get Fir Logs, convert Fir Logs to Fir planks, but when making Fir stairs, slabs etc it comes out as "oak" stairs/slabs. is this normal behaviour? i noticed there is actually Fir stairs and slabs in creative and they work fine when spawning them in.
You are using an outdated version of ExtrabiomesXL, forge corrected a bug on their end that had allowed for mods like ExtrabiomesXL and other similar ones to register wood crafting recipes incorrectly. When they fixed said bug it made it so that our old recipies no longer worked if you used a version of forge after that fix. If you update ExtrabiomesXL to the latest version things will go back to the way that they should be operating once more.
It looks so busy to me though, as in most biomes are very small, so there are to many within a short distance of one another. There is also still not much flat area. I also think that the biomes that are spawning as long thin strips don't look right. But all of this is just my personal preference. I know a lot of people like what he's done. =)
Funnily enough this is exactly what I did. Still the problem remains that since BoP uses SO FREAKING MANY of the biome ids, it is inevitable that biome id conflicts will emerge when using other mods that add biomes. There are only 256 biome IDs supported in minecraft. BoP uses close to 100 practically cutting the list of usable ID's in half which gives the more likely chance of said ID conflicts happening. Even with some of the biomes for BoP disabled those ID slots are still taken up by BoP biomes and aren't freed for other mod biomes to use. Are you following what I'm saying?
Edit:
Correction BoP uses 118 biome ids
Extrabiomes uses 28
Buildcraft uses 2
Thaumcraft uses 3
Twilight Forest uses 18
And you have to add in of course the vanilla biomes which also use IDs.
Both world generating mods BWG4 and ATG add their own biomes as well which takes up more biome IDs. BWG4 more so than ATG and if memory serves me they plan to continue to add more biomes. One of the reasons I dropped BWG4 was because of the amount of biome IDs they use as well as the fact that when using it rivers were ocean sized and I couldn't for the life of me find a ocean within a 10000 by 10000 square block radius.
A good and viable question, to which I think the best answer that I can give you is that it is a holdover from some very old cold that never got changed due to not wanting to break compatibility between versions. It has been around as long as the code has been in the git on github so I cant pinpoint when it became how things worked aside from maybe pulling up old builds of the mod in jdgui and seeing if they all use the same file structure.
If you continue to consider a "biome" a connected set of blocks with the same biome id, then yes, I see your problem.
Biomes in the world do not have sharply delineated properties so I think of manifest biomes in minecraft the same way I see (saw) pixels in a 16 color display. You CAN say that this area is red, and that area is blue, and use red pixels here, and blue pixels there, and get a sharp dividing line going from blue to red. Or you can step back, use the technical/implementation detail of a biome-id, to dither the pixels, and with just a few colors, get a smooth gradient from blue, through purple, to red.
This is the idea behind ATG - it can achieve more effective biomes, by dithering the small palette it has, to generate smoother biome transitions.
I understand what you are saying and I agree that biomes shouldn't be within a specific boundary. That isn't natural and not what I'm wanting or expecting. But with ATG all I see are primarily hills and mountains in any of the worlds I have generated. I also think that the "biomes" are to small in most cases, for example I had a single jungle tree in an area or a "grove" of 3-4 trees of one type and then it changed biome again.
My idea or thought of how terrain generation should be would make you feel like you are traveling through that area and feel immersed. I want the biomes to flow with no hard boundaries and for areas to be placed together by temperature, humidity and height and for there to be terrain features instead of being a whole "biome" of nothing but that one thing. As I said before, I applaud what TTFTCUTS has achieved and recognize that many people love the worlds it creates and it is certainly an improvement over vanilla terrain generation. I am not saying that it's bad, it just doesn't match with the vision I have of how I would like to see terrain generation.
Would be desirable to offer ideas for improvement. If it is mod on biomes, it is possible to improve each detail.
1 . Recover caves: add stalactites and stalagmites , the decorative crystals , shining plants and mushrooms, the underground rivers and lakes (pools in vanilla simply awfully small) , in mountain biomes to add huge caves.
2 . In 1.7.2 in vanilla the ocean floor became simply empty. Add coral reeves, silt, it is possible even fishes.
3 . Add more species of plants. The benefit on our planet their set of types to take ideas from the nature.
4 . It is also possible to improve biomes already existing in EBXL. For example, to add a moss on trees near a bog, prickles and bushes in a dead biome and red mountains, volcanoes.
P.S. Whether it is possible to reduce quantity of blue trees somehow? It is good can to adjust similar in a config the file.
All of the things you have mentioned are already planned or ideas that we are working on for future updates. If you look at our Github, many of the ideas you suggested such as caves and an ocean biome are there and we are planning on adding those things. Feel free to add comments or ideas if you have any additional ideas regarding the ocean and cave discussions there.
We will be adding more plants and trees as well as redoing all of our existing biomes (or removing them in some cases) as well as adding new ones. You can adjust the settings for trees in the decoration section of the config file. For more information you might want to read back over a few pages as many of these things have been talked about recently. =)
Ideas heap.
For example, you could work together with DrZhark that mobs appeared in new biomes (Scorpions only in red rocks)
It is possible to add also for atmosphere creation hinged bridges, ropes, a knife to make the way through thickets in the jungle. Also, I was before mod on the hinged bridge (zipline), but it isn't updated for a long time, it is possible to add the similar.
Plants: huge flycatcher which can capture the character like a trap; roll a field; hallucinogenic flowers and mushrooms, touching to which will be caused by mind turbidity; poisonous plants which can imitate normal plants; plants which can give both positive and negative effects.
It is also possible to add the polar lights (if it is possible) in northern biomes which will appear in certain time.
Meanwhile everything if there are ideas, I will write already on Githib.
Success in work =)
P.S. But I don't trust Github as at a forum to a thicket write and read.
I don't know how much the team has yet done on the stalgmites/tites but the author of Wildcaves 3 (http://www.minecraftforum.net/topic/1554854-16xforge-wildcaves-3-v0433/) has decided to abandon that mod and put the code up as open source. Maybe the team can check that out and use it as it already does this job.
Our mod does work with Mo Creatures. To have the mobs appear in the biomes that you want, I suggest using Mob Spawn Control Mod. It lets you choose what mobs you want in each biome.
We are incorporating Forgotten Nature Mod, which includes ropes and we are looking at adding tree houses and a rope bridge I believe was in the tree house idea that we have, so that is a very good possibility.
We will be adding a lot of new plants. A large venus fly trap was something that has been talked about. We are also merging in parts of the More Than Just Trees Mod, which has a lot of plants that have affects. We will be looking at the possibility of adding some of those.
There was a mod that added the Northern Lights, but I don't think it has been updated. I have thought about this before and like the idea, but am not sure that it would be within the scope of our mod. We'll have to talk about it as a team and see if that is something we would want to add.
We like ideas and suggestions on Github as it makes it a lot easier for the team to see what has been suggested and talked about as when it is posted in the forum thread they get lost with all the posts.
Thanks for letting us know about this. =) I hadn't seen this before and if the code can be used, it might give us at least a starting point. I'll share this with the rest of the team.
Just got my Mcf account back. wondering how ebxl 4 dev is going.
Welcome back!
We have been waiting to see what changes Forge is making for 1.7 before we finalize things. We just added another coder to our team, Allaryin. He has some very interesting ideas that I hope we can make happen. We will most likely be working on multiple things at the same time since we want to start making changes and adding content on a regular basis while rewriting the code for terrain generation. We are also wanting to give more regular updates on our blog once we have our plan and timeline figured out.
Well for new stones suffices Underground biomes, especially he adds in 10 times more types of rocks and all of them are generated as the real world.
But all the same good luck)
Somehow, there is a difference between mods adding a minimal amount of stuff, that adds to the experience, and mods that loose the plot and just add lots and lots. EBXL is on one side of that gradient, and BoP is well on the other.
Underground Biomes ive personally kept away from as it seems to just add stuff for the sake of adding stuff. How many colored variants of cobblestone are actually required!? The same might be asked however of tree variants - *I* don't need many - I play on survival, and use a lot of lava in my builds so all colors of wood are the same for me design wise: burning.
Consider Minecraft to have a 72 to 1 scaling factor as soon as you go above the very short range scale.
Time is exactly 72 to 1.
Distance, horizontally, about 100 to 1 makes sense.
Depth, down into the water, if you consider "Y=45 ocean bottom" to be the continental shelf (about 500 feet, I think), then going from 54 feet to 500 feet is also about 100 to 1.
But height uphill is a lot taller for vanilla gen; less so for ATG's hills.
Yea ... I gave up a project for a public server trying to model a real-world city ...
ATG has this. Look into temperature band / climate mode.
Ha. This has come up in the ATG thread. The author has stated that trying to adjust the parameters is very tricky, and he's happy to have something "good enough".
The reality is, I've never had trouble finding a variety of flat and hilly in ATG.
First, are you using ATG's transition biomes?
Second, I think this was mentioned -- ATG wants to generate a lot of small, similar biomes near each other, so that the overall change is gradual instead of sharp-line.
* 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?
That - i think - is the key. ATG does put a lot of small biomes near each other. The "emergent biome" is the resultant overall effect.
The goal of ATG it to pick biomes that are similar enough that the microbiomes are not visibly distinct - which instead of an overall effect of "Swampiness" would turn the area into a kind of quilt / patchwork effect of differing swamp, and non swamp, blobs. And BoPs overabundance of biomes should (for once) play into this by giving ATG a rich palette of "similar" (but different) microbiomes to play with.
Running a server and mostly everything is normal, but i've noticed when crafting with the custom woods, it just reverts to oak wood. eg. Cut a fir wood tree down and get Fir Logs, convert Fir Logs to Fir planks, but when making Fir stairs, slabs etc it comes out as "oak" stairs/slabs. is this normal behaviour? i noticed there is actually Fir stairs and slabs in creative and they work fine when spawning them in.
http://pastebin.com/jLvW9uRR
thanks,
You are using an outdated version of ExtrabiomesXL, forge corrected a bug on their end that had allowed for mods like ExtrabiomesXL and other similar ones to register wood crafting recipes incorrectly. When they fixed said bug it made it so that our old recipies no longer worked if you used a version of forge after that fix. If you update ExtrabiomesXL to the latest version things will go back to the way that they should be operating once more.