1.7.10 Forge

Biomes O' Plenty - Over 75 new biomes, plants, and more!

  • #6074
    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
    :Notch:
  • #6075
    Quote from Derek31037

    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.

  • #6076
    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
  • #6077
    Quote from Edwin0101

    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.

  • #6078
    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-
  • #6079
    Quote from panggul_mas

    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.

  • #6080
    Quote from EntropySeattle

    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.

    -
  • #6081
    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
  • #6082
    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:
    "biome settings" {
    B:"Add Biomes To Default World"=true
    I:"Biome Size"=6
    B:"Enhanced Vanilla Biomes"=true
    }


    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.
    Last edited by JesterB: 6/27/2013 12:15:06 PM
  • #6083
    Does anyone have some good seed numbers ? I would love if someone has a number where Wetland is close to spawn.. :-)
  • #6084
    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.

    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
    Mo's Creatures
    Biomes O Plenty
    Jammy Furniture Mod
    Not Enough Items
    Familiars API
    GuiAPI
    Airship Mod
    Backpack Mod
    More Breeds
    Coral Reef Mod
    Dr Zhark's Custom Spawner
    The Ether
    Fossil Archelogy
    Default Mob Pack
    Extended Familiars Pack
    Herobrine Familiar Pack
    Fancy Fences
    Fireplace Mod
    Gems Plus
    Health Bars
    Instant Blocks
    Lucky Blocks
    Map Writer
    Mr Crayfish's Furniture Mod
    Minecraft Comes Alive
    More Glowstone Mod
    Scheaetica
    Shur'tugal
    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.
  • #6085
    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.
    Last edited by TheLoreSeeker: 6/27/2013 4:12:44 PM
  • #6086
    there should be monsters in those depths IMO
    atmosmobs?
    Last edited by jokeb4serious: 6/27/2013 8:36:27 PM
  • #6087
    Quote from FocalFury

    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.

  • #6088
    Quote from jokeb4serious

    there should be monsters in those depths IMO
    atmosmobs?


    Except Atmosmobs isn't updated to 1.5x and it doesn't add any monsters.

  • #6089
    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.

    my 2ยข.
  • #6090
    Quote from EntropySeattle

    Except Atmosmobs isn't updated to 1.5x and it doesn't add any monsters.

    i hear its getting an update soon finally. and there are deep sea creatures in that mod arent there?
  • #6091
    Quote from EntropySeattle

    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
  • #6092
    I would like to know, as after searching for the information and not finding it, if barley can be planted naturally? I'd love to take advantage of the pasture i'v found but I do not want to ruin the look of the place over time with large patches without the barley.
  • #6093
    Quote from EntropySeattle

    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.


    I've just found what was the issue and it's now fixed :)
    Developer
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