When merging FN, please keep all the plants, trees and recipes. These are the main things I keep FN installed for and would hate to lose them. Re-texturing is fine, I just mean on a base level. The shapes of the trees are really nice. They fit in well with ebxl stuff, and it's great having the food alternatives, with effects even. Just my hopeful request.
When merging FN, please keep all the plants, trees and recipes. These are the main things I keep FN installed for and would hate to lose them. Re-texturing is fine, I just mean on a base level. The shapes of the trees are really nice. They fit in well with ebxl stuff, and it's great having the food alternatives, with effects even. Just my hopeful request.
Yes, we've already stated that we would be keeping most trees/plants that are in FN.
Couldn't find a list of know bugs here are some "problems":
Bonemeal doesn't work on the new sapplings, flowers can't be placed in flower pots, Worldedit doesn't recognize new biomes
hope you can fix the first 2, i don't know if the last one is a problem with worldedit or this mod... probably worldedit : \
EDIT: ok. its a worldedit problem, voxelsniper can see them but i can't select them because the biomes use spaces in the names : \ Vanilla biomes are like this "TAIGA_HILLS" and EBXL biomes are like "Mountain Taiga" is it possible to change the internal names?
Edit2: Yeah... its a name problem, Woodlands works but every biome with a Space in the name isn't recognized : \
#1 works just fine. Please describe which saplings you are having problems with (Redwoods must be in a 2x2 pattern)
#2 is a limitation of the vanilla flower pot (Vanilla items max out its configurations). A fix is rumored in the works as a part of Forge...I use this with great results.
#3 Voxel has given vanilla biomes names with no spaces. The actual names of the vanilla biomes (F3) contain spaces. Voxel needs to fix this for all biomes.
2, Didn't know that thanks for the alternative : )
3, I'll report it to them (but do you know why voxelsniper can see the modded biomes and worldedit can't?)
Edit: The vanilla biomes contain no spaces but that doesn't change the point Edit2: Here is a screenshot, TaigaHills works, and contains no spaces but EBXL names contain spaces ._. (in the voxelgui) https://dl.dropbox.c...Voxelsniper.png
Voxel sniper can see the biomes because it reads the list in-game. WorldEdit must have the list hard-coded within it.
im sorry if there is and i over looked it but is there a zip file version available instead of a .jar just because i can only install mods when they come in the .jar (i use the magic launcher because it means i dont have to do anything)
Is it possible to add an option to the config to rename the biomes in the in-game list? (also usefull for translating i guess)
Because.. yeah, after reporting it to voxelsniper they just ignore me and mark it as "invalid,wontfix" without even testing the damn thing and i know for sure that removing the spaces in the names work.
It is possible, but has not been done because some other mods base their functionality on the name of the biome. You could accomplish this also by creating a special version of the mod with the names you want. Instructions are here: https://github.com/ExtrabiomesXL/ExtrabiomesXL
well the issue is for magic launcher it will refuse .jar files it has to be a compressed zip folder however if i click send to compressed zip file magic launcher still is just going nooope
Instead of Magic Launcher, try MultiMC, it'll take .zip and .jar regardless.
well the issue is for magic launcher it will refuse .jar files it has to be a compressed zip folder however if i click send to compressed zip file magic launcher still is just going nooope
A jar file *is* a compressed zip file...just rename the jar file to .zip
If magic launcher only accepts .zips, then it is badly designed. I use MultiMC.
Yes, I realize the terrain generator will be utilized to world height 256 etc and the border between the currently generated chunks and new chunks would be extremely jagged and noticeable I should think I realize that the new types of rocks underground and new biomes wouldn't be in any of the old world chunk files. Although they should generate in new chunks is what I'm thinking.
Basically it would just be like dropping a custom map into a mystcraft age. After that map's borders run out, mystcraft world generation takes back over and starts generating according to the mystcraft symbols, but all chunks from the custom map itself are left alone. So I'm wondering if there would be any actual incompatibility insofar as generating a new world with EBXL, then deleting new region(x)(x).mca files and putting in my previous map's .mca files, thereby having EBXL 4.0 terrain gen in any new chunks.
I have no idea....we are adding many blocks, such that I cannot guarantee that metadata values will match, etc...*All* of the code is being rewritten, so there may be some incompatibilities....you can try, but I cannot give an official answer because I don't want to give my word on something and not be able to support it, or say it won't work when it will...and I cannot give an "unofficial" answer because I honestly have no idea.
Anyone with these kinds of concerns, is welcome to fork the code in its current state and maintain a "compatibility version" into the future...I think I have mentioned this before...
I really believe that most folks who are worried about their current worlds will readily abandon them when they see the opportunities in ebxl v4...but I hate hype.
Hey ScottKillen, I don't know if you remember, but a while ago I asked you about regenerating a world block by block. I actually did get it working, and it turned out pretty cool.
Either way, extrabiomes still amazes me with every new world. It, along with mystcraft, are two mods I really cant play MC without. You should have seen the trouble I had to go through to get them running in my dev environment, just cause I like them. (and tpx...)
Yes, we've already stated that we would be keeping most trees/plants that are in FN.
I knew from reading everything I could find, that you were merging them. This could've meant many many things. I didn't know the rest and I don't tend to assume things, so I asked specifically. It's good to know they will remain.
Hey ScottKillen, I don't know if you remember, but a while ago I asked you about regenerating a world block by block. I actually did get it working, and it turned out pretty cool.
Either way, extrabiomes still amazes me with every new world. It, along with mystcraft, are two mods I really cant play MC without. You should have seen the trouble I had to go through to get them running in my dev environment, just cause I like them. (and tpx...)
Hello there ^^
I want to disable Redwood Forest, Redwood Lush, Snowy Rainforest and Temperate Rainforest biomes; but I dont know how...
If anyone could help me, that would be great!
Hello there ^^
I want to disable Redwood Forest, Redwood Lush, Snowy Rainforest and Temperate Rainforest biomes; but I dont know how...
If anyone could help me, that would be great!
You need to go into the EBXL config file and turn them off. Be sure to turn the villages for those areas off as well.
Im just going through my ebxl config with a view to setting up mob spawn control for atmosmobs, mo creatures and project zulu.
There does not appear to be a line for the vanilla biome ice plane or ice mountain. There is EBXL tundra which I believe is very similar to ice plane, but I am wondering if
a) ice plain/mountain will spawn when using EBXL ?
are there any hills/mountains in tundra ?
Thanks
Yes, they do spawn with EBXL installed. You can't turn them off because some vanilla biomes are hard coded on and cannot be turned off. You can read about this in our FAQ found here.
Hello there ^^
I want to disable Redwood Forest, Redwood Lush, Snowy Rainforest and Temperate Rainforest biomes; but I dont know how...
If anyone could help me, that would be great!
I should have mentioned that, contrary to my signature, we're currently not running EBXL, in anticipation of 4.0
So basically, I'm asking if vanilla worlds will be compatible with EBXL 4.0
I am not Scott so I don't know for sure, but I would assume they are. I'd figure you would just have to explore to start finding the new biomes and such.
Since the last activity on the GitHub issue tracker was a few months ago, wanted to check here as well:
I was poking around the source code looking for the cause of the "vertical strip" marsh generation bug. It seems like summa.worldgen.MarshGenerator, when generating the chunk <X,Z>, erroneously checks if chunk <X,X> is a marsh- which would result in a big vertical line of marsh generation whenever there's a marsh biome on the primary diagonal of a map.
Haven't had the chance to test or build this change yet, but I wanted to check as to whether my suspicions may be correct, and what the state of this bug was. It would be useful to be able to re-generate the bugged marsh chunks without disabling marshes entirely and shuffling around all the other biomes.
Since the last activity on the GitHub issue tracker was a few months ago, wanted to check here as well:
I was poking around the source code looking for the cause of the "vertical strip" marsh generation bug. It seems like summa.worldgen.MarshGenerator, when generating the chunk <X,Z>, erroneously checks if chunk <X,X> is a marsh- which would result in a big vertical line of marsh generation whenever there's a marsh biome on the primary diagonal of a map.
Haven't had the chance to test or build this change yet, but I wanted to check as to whether my suspicions may be correct, and what the state of this bug was. It would be useful to be able to re-generate the bugged marsh chunks without disabling marshes entirely and shuffling around all the other biomes.
Yes, the marsh issue is a known bug that will be fixed when v4 is released. It doesn't cause issues other than if you don't like to look at it stretching on forever. I personally like it. If however you don't like it...the biome can be turned off.
Yes, we've already stated that we would be keeping most trees/plants that are in FN.
#1 works just fine. Please describe which saplings you are having problems with (Redwoods must be in a 2x2 pattern)
#2 is a limitation of the vanilla flower pot (Vanilla items max out its configurations). A fix is rumored in the works as a part of Forge...I use this with great results.
#3 Voxel has given vanilla biomes names with no spaces. The actual names of the vanilla biomes (F3) contain spaces. Voxel needs to fix this for all biomes.
Voxel sniper can see the biomes because it reads the list in-game. WorldEdit must have the list hard-coded within it.
A jar is a zip...just rename the file!
It is possible, but has not been done because some other mods base their functionality on the name of the biome. You could accomplish this also by creating a special version of the mod with the names you want. Instructions are here: https://github.com/ExtrabiomesXL/ExtrabiomesXL
Instead of Magic Launcher, try MultiMC, it'll take .zip and .jar regardless.
A jar file *is* a compressed zip file...just rename the jar file to .zip
If magic launcher only accepts .zips, then it is badly designed. I use MultiMC.
I have no idea....we are adding many blocks, such that I cannot guarantee that metadata values will match, etc...*All* of the code is being rewritten, so there may be some incompatibilities....you can try, but I cannot give an official answer because I don't want to give my word on something and not be able to support it, or say it won't work when it will...and I cannot give an "unofficial" answer because I honestly have no idea.
Anyone with these kinds of concerns, is welcome to fork the code in its current state and maintain a "compatibility version" into the future...I think I have mentioned this before...
I really believe that most folks who are worried about their current worlds will readily abandon them when they see the opportunities in ebxl v4...but I hate hype.
Either way, extrabiomes still amazes me with every new world. It, along with mystcraft, are two mods I really cant play MC without. You should have seen the trouble I had to go through to get them running in my dev environment, just cause I like them. (and tpx...)
Bravo, and I am looking forward to v4.
I knew from reading everything I could find, that you were merging them. This could've meant many many things. I didn't know the rest and I don't tend to assume things, so I asked specifically. It's good to know they will remain.
These forums are dumb and break my links. I'm bubbleawsome on steam too.
Thank you. I really like your mod!
If it accepts both, then my criticism does not apply. Thank you for the info!
The terrain is so boring without it.
Just thought I would once again show my support!
I want to disable Redwood Forest, Redwood Lush, Snowy Rainforest and Temperate Rainforest biomes; but I dont know how...
If anyone could help me, that would be great!
You need to go into the EBXL config file and turn them off. Be sure to turn the villages for those areas off as well.
Yes, they do spawn with EBXL installed. You can't turn them off because some vanilla biomes are hard coded on and cannot be turned off. You can read about this in our FAQ found here.
https://github.com/ExtrabiomesXL/ExtrabiomesXL/wiki/Frequently-Asked-Questions#wiki-biomecontrol
I am not Scott so I don't know for sure, but I would assume they are. I'd figure you would just have to explore to start finding the new biomes and such.
I was poking around the source code looking for the cause of the "vertical strip" marsh generation bug. It seems like summa.worldgen.MarshGenerator, when generating the chunk <X,Z>, erroneously checks if chunk <X,X> is a marsh- which would result in a big vertical line of marsh generation whenever there's a marsh biome on the primary diagonal of a map.
Haven't had the chance to test or build this change yet, but I wanted to check as to whether my suspicions may be correct, and what the state of this bug was. It would be useful to be able to re-generate the bugged marsh chunks without disabling marshes entirely and shuffling around all the other biomes.
Yes, the marsh issue is a known bug that will be fixed when v4 is released. It doesn't cause issues other than if you don't like to look at it stretching on forever. I personally like it. If however you don't like it...the biome can be turned off.