But I must report a buggy behavior that has caused me to disable the 'Grasslands' biome type: Apparently the little lakes that cover that region are being generated after testificate village generation, which causes destruction, chaos and general mayhem to abound. Might have been funny once or twice, but anymore it's a waste of a valuable resource when playing, because villages are filled with other mod buildings, and I like to make my base there.
It's been reported before, and I never found a way to fix it. The ponds in the Grasslands generate at the same time as other ponds, so there's no reason why'd generate after the villages generate.
Wonderful mod! I think this mod solely convinced me to start with minecraft. The simple vanilla Biomes never really interested me, so I was amazed to see this mod.
I have a question though, in one game, I had a biomes that I just loved, sadly I deleted that game and forgot to save the seed, so ever since I have been looking for this biomes. So I was looking thought the pictures, and it doesn't show up there, I'll try to describe it. It's semi hilly, with grass, sand, rock and gravel on the surface. It has only spruce trees and some of the blocks are covered with a custom moss, the last time it was a narrow strip of land surrounded by shores, and it has some pretty big caves on the surface. What biomes is this? I've started a lot of new games just to search for this single biomes, but so far no luck.
Again, thank you for this mod and keep rockin'!
- Edit - On another close inspection of the example images, the "Shield" biomes seems closest, it just looked very different from how I had it, more grass and sand instead of that much rock. Is there anyway to guarantee this type in a game, or is it just all random chance?
- Edit 2 - I found it! Huzza.
To figure out the biome, press f3 in the top top of your keyboard. if nothing pops up like you coordinets, then press fn (at the bottom left of your keyboard then the f3. i have a mac so i do it this way. i dont know any other way to do it.
when i try to install biomes o plenty mod, alone, its works, but when i try to install it with mods like divine rpg, damage indicators mod, jerry's mod, super Mario mod, Not enough items mod, the aether, optifine, gem plus mod, m-ore mod, tale of kingdoms mod, more swords mod, mine and blade mod, easy crafting mod, voxel mod pack, mo' creatures mod, and more spiders mod, the game doesn't work. I'm doing this in 1.4.7, but it still doesn't work. its the forge doesnt work. im changing the .jar to .jar.zips then double clicking on them for the folder, and im placing the .class files in the mine craft folder inside the "bin" first, but when i put forge in after optifine, it doesnt crash, mine craft just freezes and it sais updating or something like that, but its not, it freezes. the preoblem is forge. i inslalled forge firsr, then optifine then forge,but it doesn't work. most of the mods need forge but its not workin
can anyone give me a solution please it would really help
PS: please give me a solution w/ out magic launcher or anything else like that/
PPS: i dont know how to program or anything like that so sent me foolproof info if ur willing to help. thanks
Why cant I look at what this mod adds to the game?
You can try getting the craft guide mod!
Or Not Enough items which is basically the standard for recipes today. Full text search to find items 'r' key to see the recipe on how to craft an item and the 'u' key to find out what you can craft WITH an item.
when i try to install biomes o plenty mod, alone, its works, but when i try to install it with mods like divine rpg, damage indicators mod, jerry's mod, super Mario mod, Not enough items mod, the aether, optifine, gem plus mod, m-ore mod, tale of kingdoms mod, more swords mod, mine and blade mod, easy crafting mod, voxel mod pack, mo' creatures mod, and more spiders mod, the game doesn't work. I'm doing this in 1.4.7, but it still doesn't work. its the forge doesnt work. im changing the .jar to .jar.zips then double clicking on them for the folder, and im placing the .class files in the mine craft folder inside the "bin" first, but when i put forge in after optifine, it doesnt crash, mine craft just freezes and it sais updating or something like that, but its not, it freezes. the preoblem is forge. i inslalled forge firsr, then optifine then forge,but it doesn't work. most of the mods need forge but its not workin
can anyone give me a solution please it would really help
PS: please give me a solution w/ out magic launcher or anything else like that/
PPS: i dont know how to program or anything like that so sent me foolproof info if ur willing to help. thanks
when i try to install biomes o plenty mod, alone, its works, but when i try to install it with mods like divine rpg, damage indicators mod, jerry's mod, super Mario mod, Not enough items mod, the aether, optifine, gem plus mod, m-ore mod, tale of kingdoms mod, more swords mod, mine and blade mod, easy crafting mod, voxel mod pack, mo' creatures mod, and more spiders mod, the game doesn't work. I'm doing this in 1.4.7, but it still doesn't work. its the forge doesnt work. im changing the .jar to .jar.zips then double clicking on them for the folder, and im placing the .class files in the mine craft folder inside the "bin" first, but when i put forge in after optifine, it doesnt crash, mine craft just freezes and it sais updating or something like that, but its not, it freezes. the preoblem is forge. i inslalled forge firsr, then optifine then forge,but it doesn't work. most of the mods need forge but its not workin
can anyone give me a solution please it would really help
PS: please give me a solution w/ out magic launcher or anything else like that/
PPS: i dont know how to program or anything like that so sent me foolproof info if ur willing to help. thanks
First of all stop re-posting the same question.
Second of all do a websearch on modding Minecraft 101. The problem isn't Forge. You're most likely run into item, block and biome id conflicts and if you're afraid to use Magic Launcher you're probably not going to have a clue how to fix those. Without any other information I can see that what you're trying won't even work. There is no Aether mod for 1.4.7 and that will crash your Minecraft every time without any other mods.
MultiMC would be easier for you than Magic Launcher anyways.
Question/problem with manipulating Biome Size variable in the config:
Running a small server and we wanted to make the biomes a bit bigger, so I bumped the "biome size" variable in the BOP config up to 5 (half way between vanilla default and large biomes setting). It did not seem to make a difference at all, even when I moved it up to 6.
All config files are identical on the server and clients. However, if you start a new world on the client alone, the biome sizes are appropriately larger. Is this a known issue, or does anyone have any advice?
Question/problem with manipulating Biome Size variable in the config:
Running a small server and we wanted to make the biomes a bit bigger, so I bumped the "biome size" variable in the BOP config up to 5 (half way between vanilla default and large biomes setting). It did not seem to make a difference at all, even when I moved it up to 6.
All config files are identical on the server and clients. However, if you start a new world on the client alone, the biome sizes are appropriately larger. Is this a known issue, or does anyone have any advice?
thanks a million-
This is a known bug. I believe in SSP as well as in SMP but I'm not completely certain. Could be that your perceived it working in SMP when it wasn't. Not sure if it will be fixed in 0.5.6 or not.
This is a known bug. I believe in SSP as well as in SMP but I'm not completely certain. Could be that your perceived it working in SMP when it wasn't. Not sure if it will be fixed in 0.5.6 or not.
Thank you! I can confirm that at least in my case, the biome size variable works very well in SSP, but not in SMP.
Hi everyone.
I have BoP and Mo Creatures on a Creeperhost server.
Using the Custom Mob Spawner that is necessary for MoCreatures, I've turned Jungle Spiders off but they are still spawning like CRAZY.
I've updated the config file server side (of course) but no change.
Is there anyway from a BoP side of things to disable jungle spiders...whether thats taking away their ability to spawn in a certain Biome or something.
Hi, I'm trying to get Biomes O'Plenty to work in my MC 1.4.7/Tekkit Lite world, using BoP v0.4.6 and an existing largebiomes world - the idea being to find new BoP biomes where new area is generated, regardless of the rough biome edges. So far I haven't found any new biomes while teleporting/flying around generating new terrain.
I have the biomes settings from BiomesOPlenty.cfg set to add the biomes to the largebiome world type as indicated in the instructions:
The mod does appear to be loading and the console pops up messages regarding biome configuration:
[Server] INFO Adding mod biome mapping 23 Alps at BiomeGenBase[23]
...but also with item conflict errors:
26.06 23:43:25 [Server] INFO [fml.ItemTracker] The mod BiomesOPlenty is overwriting existing item at 4061 (buildcraft.builders.ItemBptTemplate from BuildCraft|Builders) with vq
26.06 23:43:25 [Server] INFO CONFLICT @ 3805 item slot already occupied by buildcraft.builders.ItemBptTemplate@691d04b while adding vq@4f01ef4b
26.06 23:43:25 [Server] INFO [fml.ItemTracker] The mod BiomesOPlenty is overwriting existing item at 4063 (buildcraft.energy.ItemBucketOil from BuildCraft|Energy) with vq
26.06 23:43:25 [Server] INFO CONFLICT @ 3807
Regardless of the general need to sort out the ID conflicts, would conflicting item IDs cause the biomes to not generate in the first place?
*edit* testing in SSP by making new worlds, it looks like BoP biomes are being included in default worldtypes, but not largebiomes.
Any help is much appreciated, thank you!
*EDIT, SOLVED: Solution for anyone else looking for the ability to change an existing 1.4.7 world over to BoP:
changed level-type in server.properties to BIOMESOP, used NBTexplorer to change the world's level.dat generator-name property from largebiomes to BIOMESOP, and then switched I:"Biome Size"=6 under BiomesOPlenty.cfg, as biome size still seems to work for SMP on BoP 0.4.6.
When you choose to make a new world you can flip through various types of worlds like default, large biomes and Biomes O Plenty is listed in there. So create new world, click on more world options, click on default and keep clicking and Biomes O Plenty will come up so you can make a world using the new Biomes from Biomes O Plenty.
Also BOP has some ID conflicts with Fossil Archelogy, Pams Harvest Craft and Mo's Creatures currently I'm running BOP with the below Mods.
Been noticing that you'll be adding sub ocean biomes in coming updates. Can't wait. The ocean is one of the dullest places in Minecraft IMO. I've spiced it up on my server by adding CoralReef and AlgaeCraft for reefs and Mo'Creatures and Better Dungeons for living encounters....but it still really lacks that sense of landscaping scope that I feel only this mod can achieve.
My gaming group have been discussing ocean biomes for a while now....and we think that a simple "Deep Ocean" sub biome with some trenches and rocky outcroppings like the Crag would be really cool.
Thats one of my favorite things about the Crag. Swimming there makes me paranoid because of how deep the water is. I just expect monsters in those depths.
I saw a suggestion here for Volcanic Marine vents....that would be cool too.
Hi everyone.
I have BoP and Mo Creatures on a Creeperhost server.
Using the Custom Mob Spawner that is necessary for MoCreatures, I've turned Jungle Spiders off but they are still spawning like CRAZY.
I've updated the config file server side (of course) but no change.
Is there anyway from a BoP side of things to disable jungle spiders...whether thats taking away their ability to spawn in a certain Biome or something.
REally appreciate the help
No there's not. I encountered a similar issue with Dr. Zhark's spawner a while back as well. The problem you're experiencing is due to the fact that Dr. Zhark's custom spawner is inexcusably buggy at the moment considering it's a requirement to use MoC. It doesn't seem to have 'control' over some mods' spawning and there was at least one bug where some mods' mobs couldn't be made to spawn at all without a manual workaround that wasn't at all obvious.
I invested quite some time last weekend installing and configuring Just Another Spawner (finally) and now use it with CMS disabled and let JAS do the work. Happy that I did and in the end it was worth the effort because it potentially gives you a lot more control in tweaking spawning on your world/server just how you'd like.
All that said I think there is a bug with jungle spider spawning somewhere in BoP because I've seen them in what I consider to be inappropriate biomes w/o using a spawner. But Dr. Zhark's spawner seemed to be what also caused massive amounts of spawn rates to the point there would be no other kinds of mobs but jungle spiders in some biomes no matter how you messed with the spawn configs.
I would love to see the flame jets and smoke jets from Twilight Forest underwater, as volcanic vents opening up to underground lava lakes. While I completely understand that they're two separate mods that are both great for their own two means, I feel like collaboration or mixing blocks from both TF and BOP would make some fantastic and unforgettable creations.
No there's not. I encountered a similar issue with Dr. Zhark's spawner a while back as well. The problem you're experiencing is due to the fact that Dr. Zhark's custom spawner is inexcusably buggy at the moment considering it's a requirement to use MoC. It doesn't seem to have 'control' over some mods' spawning and there was at least one bug where some mods' mobs couldn't be made to spawn at all without a manual workaround that wasn't at all obvious.
I invested quite some time last weekend installing and configuring Just Another Spawner (finally) and now use it with CMS disabled and let JAS do the work. Happy that I did and in the end it was worth the effort because it potentially gives you a lot more control in tweaking spawning on your world/server just how you'd like.
All that said I think there is a bug with jungle spider spawning somewhere in BoP because I've seen them in what I consider to be inappropriate biomes w/o using a spawner. But Dr. Zhark's spawner seemed to be what also caused massive amounts of spawn rates to the point there would be no other kinds of mobs but jungle spiders in some biomes no matter how you messed with the spawn configs.
Hmmm, well thanks for the response.
I'll look into JAS.
I have a buddy on my server that is in a rainforest biome i think and he made his house over there and it is just overwhelmed with Jungle Spiders
Not sure really what else to do
It's been reported before, and I never found a way to fix it. The ponds in the Grasslands generate at the same time as other ponds, so there's no reason why'd generate after the villages generate.
can anyone give me a solution please it would really help
PS: please give me a solution w/ out magic launcher or anything else like that/
PPS: i dont know how to program or anything like that so sent me foolproof info if ur willing to help. thanks
Or Not Enough items which is basically the standard for recipes today. Full text search to find items 'r' key to see the recipe on how to craft an item and the 'u' key to find out what you can craft WITH an item.
can anyone give me a solution please it would really help
PS: please give me a solution w/ out magic launcher or anything else like that/
PPS: i dont know how to program or anything like that so sent me foolproof info if ur willing to help. thanks
First of all stop re-posting the same question.
Second of all do a websearch on modding Minecraft 101. The problem isn't Forge. You're most likely run into item, block and biome id conflicts and if you're afraid to use Magic Launcher you're probably not going to have a clue how to fix those. Without any other information I can see that what you're trying won't even work. There is no Aether mod for 1.4.7 and that will crash your Minecraft every time without any other mods.
MultiMC would be easier for you than Magic Launcher anyways.
Running a small server and we wanted to make the biomes a bit bigger, so I bumped the "biome size" variable in the BOP config up to 5 (half way between vanilla default and large biomes setting). It did not seem to make a difference at all, even when I moved it up to 6.
All config files are identical on the server and clients. However, if you start a new world on the client alone, the biome sizes are appropriately larger. Is this a known issue, or does anyone have any advice?
thanks a million-
This is a known bug. I believe in SSP as well as in SMP but I'm not completely certain. Could be that your perceived it working in SMP when it wasn't. Not sure if it will be fixed in 0.5.6 or not.
Thank you! I can confirm that at least in my case, the biome size variable works very well in SSP, but not in SMP.
-
I have BoP and Mo Creatures on a Creeperhost server.
Using the Custom Mob Spawner that is necessary for MoCreatures, I've turned Jungle Spiders off but they are still spawning like CRAZY.
I've updated the config file server side (of course) but no change.
Is there anyway from a BoP side of things to disable jungle spiders...whether thats taking away their ability to spawn in a certain Biome or something.
REally appreciate the help
I have the biomes settings from BiomesOPlenty.cfg set to add the biomes to the largebiome world type as indicated in the instructions:
The mod does appear to be loading and the console pops up messages regarding biome configuration:
...but also with item conflict errors:
Regardless of the general need to sort out the ID conflicts, would conflicting item IDs cause the biomes to not generate in the first place?
*edit* testing in SSP by making new worlds, it looks like BoP biomes are being included in default worldtypes, but not largebiomes.
Any help is much appreciated, thank you!
*EDIT, SOLVED: Solution for anyone else looking for the ability to change an existing 1.4.7 world over to BoP:
changed level-type in server.properties to BIOMESOP, used NBTexplorer to change the world's level.dat generator-name property from largebiomes to BIOMESOP, and then switched I:"Biome Size"=6 under BiomesOPlenty.cfg, as biome size still seems to work for SMP on BoP 0.4.6.
Also BOP has some ID conflicts with Fossil Archelogy, Pams Harvest Craft and Mo's Creatures currently I'm running BOP with the below Mods.
Pam's Harvest Craft
Pam's Huge Mushroom Spawn
Pam's Wee Flowers
Pam's Melon Spawn
Pam's Clay Spawn
Pam's Get All Seeds
Link Removed
Biomes O Plenty
Jammy Furniture Mod
Not Enough Items
Familiars API
GuiAPI
Airship Mod
Backpack Mod
Link Removed
Coral Reef Mod
Dr Zhark's Custom Spawner
The Ether
Fossil Archelogy
Default Mob Pack
Extended Familiars Pack
Herobrine Familiar Pack
Link Removed
Link Removed
Gems Plus
Health Bars
Instant Blocks
Lucky Blocks
Map Writer
Link Removed
Minecraft Comes Alive
More Glowstone Mod
Scheaetica
Link Removed
Small Boats Mod
The Camping Mod
Villiage Tavern
Timber
It required a few ID changes on my part but I'm now running 114 Mods and all are running fine with forge once I ironed out my ID conflicts.
My gaming group have been discussing ocean biomes for a while now....and we think that a simple "Deep Ocean" sub biome with some trenches and rocky outcroppings like the Crag would be really cool.
Thats one of my favorite things about the Crag. Swimming there makes me paranoid because of how deep the water is. I just expect monsters in those depths.
I saw a suggestion here for Volcanic Marine vents....that would be cool too.
atmosmobs?
No there's not. I encountered a similar issue with Dr. Zhark's spawner a while back as well. The problem you're experiencing is due to the fact that Dr. Zhark's custom spawner is inexcusably buggy at the moment considering it's a requirement to use MoC. It doesn't seem to have 'control' over some mods' spawning and there was at least one bug where some mods' mobs couldn't be made to spawn at all without a manual workaround that wasn't at all obvious.
I invested quite some time last weekend installing and configuring Just Another Spawner (finally) and now use it with CMS disabled and let JAS do the work. Happy that I did and in the end it was worth the effort because it potentially gives you a lot more control in tweaking spawning on your world/server just how you'd like.
All that said I think there is a bug with jungle spider spawning somewhere in BoP because I've seen them in what I consider to be inappropriate biomes w/o using a spawner. But Dr. Zhark's spawner seemed to be what also caused massive amounts of spawn rates to the point there would be no other kinds of mobs but jungle spiders in some biomes no matter how you messed with the spawn configs.
Except Atmosmobs isn't updated to 1.5x and it doesn't add any monsters.
my 2¢.
i hear its getting an update soon finally. and there are deep sea creatures in that mod arent there?
Hmmm, well thanks for the response.
I'll look into JAS.
I have a buddy on my server that is in a rainforest biome i think and he made his house over there and it is just overwhelmed with Jungle Spiders
Not sure really what else to do