After noting this mod was not compatible with BWG4, I wiped everything and did a clean install of Minecraft, Forge, etc. Everything worked fine. Tried to install Universal Electricity and got a compatibility issue there:
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 4/3/13 9:33 PM
Description: Failed to start game
java.lang.IllegalArgumentException: Slot 3971 is already occupied by universalelectricity.components.common.block.BlockCopperWire@c351f6d when adding tdwp_ftw.biomesop.blocks.BlockPromisedPortal@73a2335d
at net.minecraft.block.Block.(Block.java:340)
at tdwp_ftw.biomesop.blocks.BlockPromisedPortal.(BlockPromisedPortal.java:29)
at tdwp_ftw.biomesop.mod_BiomesOPlenty.load(mod_BiomesOPlenty.java:528)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.GeneratedMethodAccessor8.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:689)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_31, Sun Microsystems Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 397463176 bytes (379 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.8.611 Minecraft Forge 7.7.1.611 11 mods loaded, 11 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.5.1]ReiMinimap_v3.3_04.zip) Unloaded->Constructed->Pre-initialized->Initialized
Backpack [Backpack] (backpack-1.7.8-1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
BasicComponents [Basic Components] (BasicComponents_v1.3.1.359.jar) Unloaded->Constructed->Pre-initialized->Initialized
BiblioCraft [BiblioCraft] (BiblioCraft[v1.1.5].zip) Unloaded->Constructed->Pre-initialized->Initialized
BiomesOPlenty [Biomes O' Plenty] (biomes-o-plenty-0.4.9.zip) Unloaded->Constructed->Pre-initialized->Errored
mod_all [mod_all] (Flintlock Guns Mod v1.4.3.zip) Unloaded->Constructed->Pre-initialized->Initialized
GP [Gems+] (GemsPlus Forge 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_JourneyMap [mod_JourneyMap] (JourneyMap2.0.1_MC1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: GeForce GT 240/PCIe/SSE2 GL version 3.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
After noting this mod was not compatible with BWG4, I wiped everything and did a clean install of Minecraft, Forge, etc. Everything worked fine. Tried to install Universal Electricity and got a compatibility issue there:
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 4/3/13 9:33 PM
Description: Failed to start game
java.lang.IllegalArgumentException: Slot 3971 is already occupied by universalelectricity.components.common.block.BlockCopperWire@c351f6d when adding tdwp_ftw.biomesop.blocks.BlockPromisedPortal@73a2335d
at net.minecraft.block.Block.(Block.java:340)
at tdwp_ftw.biomesop.blocks.BlockPromisedPortal.(BlockPromisedPortal.java:29)
at tdwp_ftw.biomesop.mod_BiomesOPlenty.load(mod_BiomesOPlenty.java:528)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.GeneratedMethodAccessor8.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:689)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_31, Sun Microsystems Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 397463176 bytes (379 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.8.611 Minecraft Forge 7.7.1.611 11 mods loaded, 11 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.5.1]ReiMinimap_v3.3_04.zip) Unloaded->Constructed->Pre-initialized->Initialized
Backpack [Backpack] (backpack-1.7.8-1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
BasicComponents [Basic Components] (BasicComponents_v1.3.1.359.jar) Unloaded->Constructed->Pre-initialized->Initialized
BiblioCraft [BiblioCraft] (BiblioCraft[v1.1.5].zip) Unloaded->Constructed->Pre-initialized->Initialized
BiomesOPlenty [Biomes O' Plenty] (biomes-o-plenty-0.4.9.zip) Unloaded->Constructed->Pre-initialized->Errored
mod_all [mod_all] (Flintlock Guns Mod v1.4.3.zip) Unloaded->Constructed->Pre-initialized->Initialized
GP [Gems+] (GemsPlus Forge 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_JourneyMap [mod_JourneyMap] (JourneyMap2.0.1_MC1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: GeForce GT 240/PCIe/SSE2 GL version 3.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Why are you reporting it? ID conflicts are a part of modding. A part of modding that the user fixes for that matter. If changing the ids wasn't working because the configuration file was unresponsive or something, then it becomes something we look into.
I'd hate give a bad name to your biomes though, so i'll probably avoid adding new ones (unsure about ted and amnet's thoughts on adding new ones but i certainly don't want to spoil it). I know i for one certainly can't replace your creativity and awesome designs when it comes to adding new ones.
I can't say what you guys can or can't do, as I'm not really in charge of the mod anymore, but I personally think it would be best if no new biomes (Or really any other content, TBH) were added. I mean, there aren't really a lot of other possibilities, at least for biomes that would fit in with the mod.
As for blocks and items, that's a slightly different story. When I did the textures and design for the blocks and items, I tried making them fit in with the other vanilla textures. It's something a lot of modders don't do, but really should. Mods should feel like it's actually a part of the game IMO, not an out-of-place add-on.
But, it's up to you guys in the long run. I was mainly just expecting ted80 to just keep the mod updated, while fixing bugs, increasing mod compatibility, and possibly fine-tuning existing features. Obviously if you guys want to add new content, you can, but I hope it'll fit in with my content if you do.
Is there any way to use the same Red Rock in Biomes O' Plenty and ExtrabiomesXL? I've got both mods working nicely together, but there are some redundant blocks that will not stack together and have different textures. Is there any way to refer to the same block in the worldgen of both mods, or does this inherently cause an ID conflict?
Between Forgotten Nature, EXBL, and BoP, the number of redundant blocks/items is getting pretty large. If only the Acacia trees in each mod dropped the same Acacia logs regardless of which mod's Acacia tree was chopped down... Maybe this is the kind of thing that Forge's Ore Dictionary is supposed to do, but I'm not sure whether it could help in situations like these. Is it worth digging into the Forge documentation, or is this a lost cause?
How about adding a feature that I think was meant to be added but never came to be. Making so the "mud balls" can be thown and do a little (like half a heart) damage. Thanks!
I can't say what you guys can or can't do, as I'm not really in charge of the mod anymore, but I personally think it would be best if no new biomes (Or really any other content, TBH) were added. I mean, there aren't really a lot of other possibilities, at least for biomes that would fit in with the mod.
As for blocks and items, that's a slightly different story. When I did the textures and design for the blocks and items, I tried making them fit in with the other vanilla textures. It's something a lot of modders don't do, but really should. Mods should feel like it's actually a part of the game IMO, not an out-of-place add-on.
But, it's up to you guys in the long run. I was mainly just expecting ted80 to just keep the mod updated, while fixing bugs, increasing mod compatibility, and possibly fine-tuning existing features. Obviously if you guys want to add new content, you can, but I hope it'll fit in with my content if you do.
Yeah, I think that right now there are enough biomes and the main concern should be fixing bugs and mod compatibility. I've got some fixes on the way, but don't have enough time to make make them
How about adding a feature that I think was meant to be added but never came to be. Making so the "mud balls" can be thown and do a little (like half a heart) damage. Thanks!
I've played a bit with the code and it should be in the next update
I can't say what you guys can or can't do, as I'm not really in charge of the mod anymore, but I personally think it would be best if no new biomes (Or really any other content, TBH) were added. I mean, there aren't really a lot of other possibilities, at least for biomes that would fit in with the mod.
As for blocks and items, that's a slightly different story. When I did the textures and design for the blocks and items, I tried making them fit in with the other vanilla textures. It's something a lot of modders don't do, but really should. Mods should feel like it's actually a part of the game IMO, not an out-of-place add-on.
But, it's up to you guys in the long run. I was mainly just expecting ted80 to just keep the mod updated, while fixing bugs, increasing mod compatibility, and possibly fine-tuning existing features. Obviously if you guys want to add new content, you can, but I hope it'll fit in with my content if you do.
Agree with you 100% there, i think the only feature type things we'll be adding is minor tweaks to the original things (like throwable mud balls). Unless someone has a 'eureka!' moment, it's not worth it.
Is there any way to use the same Red Rock in Biomes O' Plenty and ExtrabiomesXL? I've got both mods working nicely together, but there are some redundant blocks that will not stack together and have different textures. Is there any way to refer to the same block in the worldgen of both mods, or does this inherently cause an ID conflict?
Between Forgotten Nature, EXBL, and BoP, the number of redundant blocks/items is getting pretty large. If only the Acacia trees in each mod dropped the same Acacia logs regardless of which mod's Acacia tree was chopped down... Maybe this is the kind of thing that Forge's Ore Dictionary is supposed to do, but I'm not sure whether it could help in situations like these. Is it worth digging into the Forge documentation, or is this a lost cause?
Anyway, thanks for your help!
The forge ore dictionary just makes it so items/blocks of the same type can be used in the same recipes rather than only being able to use one type of that item. So while we could add them to the ore dictionary, it'd also depend on whether the XBXL team added their versions of the blocks to it as well.
Also, making the biomes use another mods blocks would make it either A. dependant on that mod or B. a pain in the ass as we'd have to make separate versions of the same biome (TDWP_FTW was originally wanting to do something similar from what i'm aware and he couldn't get it working without separate versions)
Oh sweet! I can only use the forge version 1.5.1-7.7.0.610 with the mod, as the latest version of Forge won't load. And Forge is awesome with the Minesweeper Mod, Elemental Creepers, and Clay Soldiers and ComputerCraft and Biomes O Plenty is the best mod I ever used!!!!!!!!!!!!!!!!!!
Oh sweet! I can only use the forge version 1.5.1-7.7.0.610 with the mod, as the latest version of Forge won't load. And Forge is awesome with the Minesweeper Mod, Elemental Creepers, and Clay Soldiers and ComputerCraft and Biomes O Plenty is the best mod I ever used!!!!!!!!!!!!!!!!!!
I'd suggest using Forge 624, seems to be working and stable here.
This mod does work with Clay Soldiers, COmputerCRAFT, Elemental Creepers, and Minesweeper Mod!
Favorite Biome: Rainforest, because it reminds me of Terraria.
Interesting. I wonder why they don't have a link to this on the official page yet.
They are dev builds, the top one isn't even by the BuildCraft team from what i'm aware, it's just some folks who have decided to make a Jenkins autobuild BuildCraft's Github repo. The IC2 one is done by the IC2 folks themselves.
// Don't be sad, have a hug! <3
Time: 4/3/13 9:33 PM
Description: Failed to start game
java.lang.IllegalArgumentException: Slot 3971 is already occupied by universalelectricity.components.common.block.BlockCopperWire@c351f6d when adding tdwp_ftw.biomesop.blocks.BlockPromisedPortal@73a2335d
at net.minecraft.block.Block.(Block.java:340)
at tdwp_ftw.biomesop.blocks.BlockPromisedPortal.(BlockPromisedPortal.java:29)
at tdwp_ftw.biomesop.mod_BiomesOPlenty.load(mod_BiomesOPlenty.java:528)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.GeneratedMethodAccessor8.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:689)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_31, Sun Microsystems Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 397463176 bytes (379 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.8.611 Minecraft Forge 7.7.1.611 11 mods loaded, 11 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.5.1]ReiMinimap_v3.3_04.zip) Unloaded->Constructed->Pre-initialized->Initialized
Backpack [Backpack] (backpack-1.7.8-1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
BasicComponents [Basic Components] (BasicComponents_v1.3.1.359.jar) Unloaded->Constructed->Pre-initialized->Initialized
BiblioCraft [BiblioCraft] (BiblioCraft[v1.1.5].zip) Unloaded->Constructed->Pre-initialized->Initialized
BiomesOPlenty [Biomes O' Plenty] (biomes-o-plenty-0.4.9.zip) Unloaded->Constructed->Pre-initialized->Errored
mod_all [mod_all] (Flintlock Guns Mod v1.4.3.zip) Unloaded->Constructed->Pre-initialized->Initialized
GP [Gems+] (GemsPlus Forge 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_JourneyMap [mod_JourneyMap] (JourneyMap2.0.1_MC1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: GeForce GT 240/PCIe/SSE2 GL version 3.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Why are you reporting it? ID conflicts are a part of modding. A part of modding that the user fixes for that matter. If changing the ids wasn't working because the configuration file was unresponsive or something, then it becomes something we look into.
I can't say what you guys can or can't do, as I'm not really in charge of the mod anymore, but I personally think it would be best if no new biomes (Or really any other content, TBH) were added. I mean, there aren't really a lot of other possibilities, at least for biomes that would fit in with the mod.
As for blocks and items, that's a slightly different story. When I did the textures and design for the blocks and items, I tried making them fit in with the other vanilla textures. It's something a lot of modders don't do, but really should. Mods should feel like it's actually a part of the game IMO, not an out-of-place add-on.
But, it's up to you guys in the long run. I was mainly just expecting ted80 to just keep the mod updated, while fixing bugs, increasing mod compatibility, and possibly fine-tuning existing features. Obviously if you guys want to add new content, you can, but I hope it'll fit in with my content if you do.
Between Forgotten Nature, EXBL, and BoP, the number of redundant blocks/items is getting pretty large. If only the Acacia trees in each mod dropped the same Acacia logs regardless of which mod's Acacia tree was chopped down... Maybe this is the kind of thing that Forge's Ore Dictionary is supposed to do, but I'm not sure whether it could help in situations like these. Is it worth digging into the Forge documentation, or is this a lost cause?
Anyway, thanks for your help!
Yeah, I think that right now there are enough biomes and the main concern should be fixing bugs and mod compatibility. I've got some fixes on the way, but don't have enough time to make make them
I've played a bit with the code and it should be in the next update
Agree with you 100% there, i think the only feature type things we'll be adding is minor tweaks to the original things (like throwable mud balls). Unless someone has a 'eureka!' moment, it's not worth it.
The forge ore dictionary just makes it so items/blocks of the same type can be used in the same recipes rather than only being able to use one type of that item. So while we could add them to the ore dictionary, it'd also depend on whether the XBXL team added their versions of the blocks to it as well.
Also, making the biomes use another mods blocks would make it either A. dependant on that mod or B. a pain in the ass as we'd have to make separate versions of the same biome (TDWP_FTW was originally wanting to do something similar from what i'm aware and he couldn't get it working without separate versions)
I hear cliff jumping is in style these days, or if you want to go the cheaty route, nether portals.
I'd suggest using Forge 624, seems to be working and stable here.
Sweet! I hope to see some other awesome goodies.
Favorite Biome: Rainforest, because it reminds me of Terraria.
As i said, nether portals. I'm gonna leave it as is, because it adds the need for planning if you want to get all of The Promised Land's goodness.
We arn't really adding anymore biomes, just possibly doing tweaks to existing ones (like ted adding alpha beaches to the origin valley)
Also, will you look at that, ted just opened a Git repo called "BiomesOPlentyAddonForBWG4"
And to those who missed it, we now have an IRC channel #bop on Espernet. Feel free to help rid the place of tumbleweeds!
Also, when you tried to catch me TDWP_FTW, it was 1AM (Yay for Australia!) I have a bouncer which is what makes it seem as if i'm always there.
Interesting. I wonder why they don't have a link to this on the official page yet.
Be friendly to me, & I'll be friendly to you. Sounds easy, right?
My YouTube channel:
DolphyBlueDrake
They are dev builds, the top one isn't even by the BuildCraft team from what i'm aware, it's just some folks who have decided to make a Jenkins autobuild BuildCraft's Github repo. The IC2 one is done by the IC2 folks themselves.