iHasDragon, look in the config directory under biomesoplenty for ids.cfg. All of the block and item ID's are there. Use the IDConflicts.txt as a guide to change the ID's so that they don't collide anymore.
So wait, the latest 1.7.2 is the latest 1.7.10? gah! Time to redownload all the things. Resource pack, bop, everything. ;;
Yes the dev behind BOP said that he wanted BOP to be compatible with both and he couldn't do a 1.7.10 release that was backwards compatible. But he could make a 1.7.2 release that also had compatibility with 1.7.10.
Are waiting till the next next release of Thaumcraft before adding the compatibility to BoP? Or is it just on the list?
Thanks for a great mod!
Yeah, i'll try and do it for the next release. The issue that has prevented me from re-adding it for so long is that I have no good way of seeing what has aspects already assigned and what doesn't without manually scanning everything first. When you're trying to do something like integration, this really isn't helpful.
Adubbz,can you add a config option to determine the rate at which the ''decorative'' foliages appear?
BOP runs smoothly on my gaming PC,but when i try to run it in my laptop it lags too much because of the foliage.
Thanks for such a good mod
We're not too keen on config options for specific biome features. In the past there was one to some extent, however it was (in my opinion) poorly implemented and only there to stop some people whining.
Config options for us are provided only for things we don't feel would effect the overall design of the mod if changed. As we haven't based the mod around the placement of biomes/their size etc. those all remain. But we have made all of the biomes look a certain way which we don't want to be compromised.
I apologise if this isn't what you were hoping to hear, unfortunately world-gen based mods do require a beefier computer for some of their features to run well.
We're not too keen on config options for specific biome features. In the past there was one to some extent, however it was (in my opinion) poorly implemented and only there to stop some people whining.
Config options for us are provided only for things we don't feel would effect the overall design of the mod if changed. As we haven't based the mod around the placement of biomes/their size etc. those all remain. But we have made all of the biomes look a certain way which we don't want to be compromised.
I apologise if this isn't what you were hoping to hear, unfortunately world-gen based mods do require a beefier computer for some of their features to run well.
Maybe a light version that wouldn't need those configs but would function better on many laptops that couldn't "beef" up their video. Maybe it could contain the most popular biomes and features. I know this is the reason that I can't use this mod; it is way to resource extensive for me. I run an Intel i5 2.4g with 8mb ram unfortunately I can't change the video (Intel HD). I don't run a gaming rig.
Maybe a light version that wouldn't need those configs but would function better on many laptops that couldn't "beef" up their video. Maybe it could contain the most popular biomes and features. I know this is the reason that I can't use this mod; it is way to resource extensive for me. I run an Intel i5 2.4g with 8mb ram unfortunately I can't change the video (Intel HD). I don't run a gaming rig.
Set your graphics to fast. Leaves are most likely what's causing it (Due to how they render with transparency and whatnot, and because there are a lot of them being rendered at any given time), and setting you graphics to fast instead of fancy will help a lot with that.
Maybe a light version that wouldn't need those configs but would function better on many laptops that couldn't "beef" up their video. Maybe it could contain the most popular biomes and features. I know this is the reason that I can't use this mod; it is way to resource extensive for me. I run an Intel i5 2.4g with 8mb ram unfortunately I can't change the video (Intel HD). I don't run a gaming rig.
Set your graphics to fast. Leaves are most likely what's causing it (Due to how they render with transparency and whatnot, and because there are a lot of them being rendered at any given time), and setting you graphics to fast instead of fancy will help a lot with that.
Other things you can do are turn animations off for some things or all of them, make sure Advanced OpenGL is off. Just play around with the options in video settings.
Set your graphics to fast. Leaves are most likely what's causing it (Due to how they render with transparency and whatnot, and because there are a lot of them being rendered at any given time), and setting you graphics to fast instead of fancy will help a lot with that.
Other things you can do are turn animations off for some things or all of them, make sure Advanced OpenGL is off. Just play around with the options in video settings.
All those have been done; it seems to be the sheer volume that is loaded within each chunk. If you look at Intel HD graphics they are hit or miss; and they don't seem to care. They just set the bar for crappy graphics that are a cheap alternative for OEM's pretty low that won't go away anytime soon. The laptop I have wasn't a cheap one either. To give you a idea; I have another with very similar in specs with the difference being it uses a Nvidia GPU. It averages almost 200 FPS while this averages 25-30. It does about 40 FPS until you start building anything (drops to 19 -20 FPS as soon as this mod added on new world generation version 2.0.0.883). I miss the days of having a $4500 foot warming gaming rig with everything overclocked but such is life. Thanks for trying to help but it was just a suggestion that I thought might be a consideration. The amount of work put forth in this mod deserves to be seen; even if in a smaller scale; to the unfortunates that have gotten stuck with a lump of a computer.
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Apologies if this has been asked. I did a quick search and sifted through a few pages of results but no dice to my question.
I am using a multiworld plugin and MoCreatures. They work very will with Biomes o Plenty, and I would love to step it up a notch. Specifically, is it possible to define multiple world gen sets for different worlds? That is, for example, could I generate a world with only specific biomes (say savanna and other African biomes only) and another with a completely different set of biomes (say arctic/taiga)?
I would love to be able to have a few different worlds each with a different variety of animals and general "feel". Plus it is very odd to have my African animals hanging out in what looks like Siberia. What can I say, they wander off a lot...
Is this currently possible?
note I am using 1.6.4, so is it possible in this version? And if not is it possible in your newest?
note I am using 1.6.4, so is it possible in this version? And if not is it possible in your newest?
It is possible in 1.6.4, using the config files to turn off any BOP biome you choose and only have certain ones. BUT, you won't be able to turn off vanilla biomes. So what might happen is since you only want two BOP biomes they might become difficult to find amongst vanilla biomes. Having vanilla biomes still form means you will still have the problem of having cold biomes in your world.
The good news is in MC 1.8 that is in development, you will be able to have exactly the scenario that you want. When you create your world you can specify that the entire world be any number of biomes you want, even just one. But, MC 1.8 is still pretty far off and even after, it will be quite awhile before you will be able to use mods on 1.8.
I Got this mod and i feel sorry for anyone whodoesnt have it. i Was extremly tired of the boring MC biomes. This adds Tons ofthings from biomes for a girl to mess around with!
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"I fell in love like you fall asleep. Slowly, then all at once."
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Thank you for the reply:)
My question specifically was if I could have two different worlds using two different BoP generators.
So on the Server config file, we have level-type=BIOMESOP right? On my multiworld plugin this is used as the World Generator for a specific world.
Currently, I could download other World Gens and make as many worlds as I want, but only one set of biomes for any BoP world.
Could I define level-type=BIOMESOP for one world and an entirely different world have it be level-type=BIOMESOP2 and generate only taiga (or whatever). Then somewhere I define what biomes go into BIOMESOP and BIOMESOP2?
Does anyone have a 1.7.2 Origin Valley seed? If you do, thanks. By the way, GREAT mod!! I really like the adventure feel that comes with all the new biomes!
I created a 1.7.10 game with BoP and I get this message when entering the game - "[TwilightForest] Biome ID conflict detected, Fix by editing the config file", which is fine but I have no idea what ID's are in conflict, there is no IDconflict file created, how do I find out what biomes are in conflict? game plays ok otherwise.
My question specifically was if I could have two different worlds using two different BoP generators.
So on the Server config file, we have level-type=BIOMESOP right? On my multiworld plugin this is used as the World Generator for a specific world.
Currently, I could download other World Gens and make as many worlds as I want, but only one set of biomes for any BoP world.
Could I define level-type=BIOMESOP for one world and an entirely different world have it be level-type=BIOMESOP2 and generate only taiga (or whatever). Then somewhere I define what biomes go into BIOMESOP and BIOMESOP2?
As far as I know there is only one level-type that exists and that is BIOMESOP. The only way I could see to have two worlds with separate sets of BOP biomes and them not conflict with each other would be to have world specific configs for BOP but I don't think that BOP supports world specific configs. BOP configs are global, so long story short no. You could create two worlds with different settings but I believe you would need to change the config every time you switched between the worlds or else new chunks will form with the others settings.
An alternative you could try is maybe using the Mystcraft mod. The way that mod works is it has what it calls ages and each age is like a dimension. But, you can also make a world an age. Mystcraft has what are called pages that you can find in the world or get them from NEI. Its my understanding that there is a page for each BOP biome that is currently enabled in that world and you can use that page to create an age that consists of a world that is just that one biome.
So say you have your BOP world with the specific biomes you want and then want a separate world with a specific biome. You can have a mystcraft portal to that age you created of that specific BOP biome which would essentially be a separate world. Then you could have as many ages as you wanted in that original BOP world since ages are considered dimensions (for reference, the nether or the Twilight Forest are dimensions).
Hopefully that is not too complicated. And I am not 100% certain that whole scenario would work correctly.
Yes the dev behind BOP said that he wanted BOP to be compatible with both and he couldn't do a 1.7.10 release that was backwards compatible. But he could make a 1.7.2 release that also had compatibility with 1.7.10.
Add biomes to default world has been removed however enhanced vanilla biomes still exist but as separate options for each of the biomes.
BOP runs smoothly on my gaming PC,but when i try to run it in my laptop it lags too much because of the foliage.
Thanks for such a good mod
Are waiting till the next next release of Thaumcraft before adding the compatibility to BoP? Or is it just on the list?
Thanks for a great mod!
Yeah, i'll try and do it for the next release. The issue that has prevented me from re-adding it for so long is that I have no good way of seeing what has aspects already assigned and what doesn't without manually scanning everything first. When you're trying to do something like integration, this really isn't helpful.
We're not too keen on config options for specific biome features. In the past there was one to some extent, however it was (in my opinion) poorly implemented and only there to stop some people whining.
Config options for us are provided only for things we don't feel would effect the overall design of the mod if changed. As we haven't based the mod around the placement of biomes/their size etc. those all remain. But we have made all of the biomes look a certain way which we don't want to be compromised.
I apologise if this isn't what you were hoping to hear, unfortunately world-gen based mods do require a beefier computer for some of their features to run well.
Maybe a light version that wouldn't need those configs but would function better on many laptops that couldn't "beef" up their video. Maybe it could contain the most popular biomes and features. I know this is the reason that I can't use this mod; it is way to resource extensive for me. I run an Intel i5 2.4g with 8mb ram unfortunately I can't change the video (Intel HD). I don't run a gaming rig.
Set your graphics to fast. Leaves are most likely what's causing it (Due to how they render with transparency and whatnot, and because there are a lot of them being rendered at any given time), and setting you graphics to fast instead of fancy will help a lot with that.
This account is a shared dev team account between the developers of the Biomes O' Plenty, Tough As Nails, and Bullseye mods.
Other things you can do are turn animations off for some things or all of them, make sure Advanced OpenGL is off. Just play around with the options in video settings.
All those have been done; it seems to be the sheer volume that is loaded within each chunk. If you look at Intel HD graphics they are hit or miss; and they don't seem to care. They just set the bar for crappy graphics that are a cheap alternative for OEM's pretty low that won't go away anytime soon. The laptop I have wasn't a cheap one either. To give you a idea; I have another with very similar in specs with the difference being it uses a Nvidia GPU. It averages almost 200 FPS while this averages 25-30. It does about 40 FPS until you start building anything (drops to 19 -20 FPS as soon as this mod added on new world generation version 2.0.0.883). I miss the days of having a $4500 foot warming gaming rig with everything overclocked but such is life. Thanks for trying to help but it was just a suggestion that I thought might be a consideration. The amount of work put forth in this mod deserves to be seen; even if in a smaller scale; to the unfortunates that have gotten stuck with a lump of a computer.
I am using a multiworld plugin and MoCreatures. They work very will with Biomes o Plenty, and I would love to step it up a notch. Specifically, is it possible to define multiple world gen sets for different worlds? That is, for example, could I generate a world with only specific biomes (say savanna and other African biomes only) and another with a completely different set of biomes (say arctic/taiga)?
I would love to be able to have a few different worlds each with a different variety of animals and general "feel". Plus it is very odd to have my African animals hanging out in what looks like Siberia. What can I say, they wander off a lot...
Is this currently possible?
note I am using 1.6.4, so is it possible in this version? And if not is it possible in your newest?
It is possible in 1.6.4, using the config files to turn off any BOP biome you choose and only have certain ones. BUT, you won't be able to turn off vanilla biomes. So what might happen is since you only want two BOP biomes they might become difficult to find amongst vanilla biomes. Having vanilla biomes still form means you will still have the problem of having cold biomes in your world.
The good news is in MC 1.8 that is in development, you will be able to have exactly the scenario that you want. When you create your world you can specify that the entire world be any number of biomes you want, even just one. But, MC 1.8 is still pretty far off and even after, it will be quite awhile before you will be able to use mods on 1.8.
"Our love story will die along with us. The way it should be."
"Okay Hazel Grace? Okay."
My question specifically was if I could have two different worlds using two different BoP generators.
So on the Server config file, we have level-type=BIOMESOP right? On my multiworld plugin this is used as the World Generator for a specific world.
Currently, I could download other World Gens and make as many worlds as I want, but only one set of biomes for any BoP world.
Could I define level-type=BIOMESOP for one world and an entirely different world have it be level-type=BIOMESOP2 and generate only taiga (or whatever). Then somewhere I define what biomes go into BIOMESOP and BIOMESOP2?
As far as I know there is only one level-type that exists and that is BIOMESOP. The only way I could see to have two worlds with separate sets of BOP biomes and them not conflict with each other would be to have world specific configs for BOP but I don't think that BOP supports world specific configs. BOP configs are global, so long story short no. You could create two worlds with different settings but I believe you would need to change the config every time you switched between the worlds or else new chunks will form with the others settings.
An alternative you could try is maybe using the Mystcraft mod. The way that mod works is it has what it calls ages and each age is like a dimension. But, you can also make a world an age. Mystcraft has what are called pages that you can find in the world or get them from NEI. Its my understanding that there is a page for each BOP biome that is currently enabled in that world and you can use that page to create an age that consists of a world that is just that one biome.
So say you have your BOP world with the specific biomes you want and then want a separate world with a specific biome. You can have a mystcraft portal to that age you created of that specific BOP biome which would essentially be a separate world. Then you could have as many ages as you wanted in that original BOP world since ages are considered dimensions (for reference, the nether or the Twilight Forest are dimensions).
Hopefully that is not too complicated. And I am not 100% certain that whole scenario would work correctly.