Above mods require Forge. BOP Integration should work with any version of Forge needed by the mods.
Installation:
Put the downloaded file into the mods folder together with Biomes O' Plenty and other mods.
Features:
Allows Mo' Creatures to spawn in all biomes.
Allows Thaumcraft Aura Nodes to be generated in all biomes.
Allows Thaumcraft Silverwood and Greatwood trees to spawn in selected biomes.
Allows Thaumcraft Brainy Zombies to spawn in all biomes.
Adds Thaumcraft Aspects to new blocks and items.
Allows usage of Biomes O' Plenty saplings in Forestry Fermenter to produce Biomass.
Allows usage of Biomes O' Plenty wood, planks, slabs, stairs, leaves and saplings in different recipes of other mods.
Screenshots:
FAQ:
Q: Can I add this to a mod pack?
A: Yes you can. Crediting me would be nice, though. So if you have some kind of credits list it would be nice to add me If it's a public mod pack I would appreciate informing me about that (can be in this post).
Change Log:
0.5.1
Fixed a bug with spawning frequencies.
0.5.0 - Adf.ly - (direct)
Mo' Creatures mobs spawning in new biomes.
Added configuration file.
0.4.1 - Adf.ly - (direct)
Made the code backward compatible with previous versions of Biomes O' Plenty - can work with any from 0.4.1 and higher.
0.4.0 - Adf.ly - (direct)
Adjusted biomes in which Silverwood and Greatwood trees spawn.
Added Thaumcraft Aspects to Biomes O' Plenty blocks and items.
Added Biomes O' Plenty saplings to Forestry Fermenter.
0.3 - Adf.ly - (direct)
Angry Zombies spawning enabled in new biomes.
Woods, Planks, Stairs, Slabs, Leaves and Saplings added to the Forge Ore Dictionary.
0.2 - Adf.ly - (direct)
Updated to newer version of Biomes O' Plenty.
0.1
Creation of the mod.
Thaumcraft Aura generation added to new biomes.
Silverwood and Greatwood trees spawning enabled in new biomes.
Feedback:
I would appreciate any kind of feedback and suggestions for future updates. I can imagine that some numbers would still need some adjustments for the Thaumcraft Aura and trees generation.
Right now on the to-do list is adding Thaumcraft Aspects to blocks and items from Biomes O' Plenty.
Also, if you know of any issues that Biomes O' Plenty has with other mods please let me know - I'll try to look into them. However priority have mods from FTB modpack, as this is where I would personally like to use Biomes O' Plenty.
thank you so much for making this <3 2 quick questions,
1. what biomes will the trees spawn in (i ask this because it took forever to find a greatwood tree, but sure enough it was in a bop area) and
2. will there be a config file in the future? (if there is one now, i cant find it)
1. what biomes will the trees spawn in (i ask this because it took forever to find a greatwood tree, but sure enough it was in a bop area) and
2. will there be a config file in the future? (if there is one now, i cant find it)
1. All the info can be found here. I still think it needs some tweaking. I feel that overall the vis levels are a little bit to high and silverwood and greatwood trees are a little bit too rare. However when deciding where the trees spawn I try to make them fit the scenery and the overall feel of the biomes. For example, I didn't add Silverwood nor Greawood to Ominous Woods, because for me it should be a dark and scary place, and Silverwood is more associated with light.
2. I'm considering it. Right now I'll probably add the option for the zombie spawn so it can be consistent with Thaumcraft - i'm not sure if I'll be able to tap into the Thaumcraft config for that info. However, as for the aura and trees config - to be honest I'm not certain. I'm more then willing to adjust the numbers after suggestions from more experienced Thaumcraft players, but I think that adding the option to change it in the config could probably break the balance of Thaumcraft.
i haven't started acctualy playing yet (making a private mod pack so im just jumping in and flying around making sure everything is spawning) so i cant say anything about the vis, but i agree on the trees. i have yet to find a silverwood tree and i have found only about 13 greatwood trees, and this is after about 2 hours of flying around
i haven't started acctualy playing yet (making a private mod pack so im just jumping in and flying around making sure everything is spawning) so i cant say anything about the vis, but i agree on the trees. i have yet to find a silverwood tree and i have found only about 13 greatwood trees, and this is after about 2 hours of flying around
Ok, I've looked around and added Silverwood and Greatwood trees to more biomes, it should be a little bit more common, but still quite rare, as only 30% of biomes can spawn them right now.
Also, I think that most of the Thaumcraft integration is done, now I'll probably look more into Forestry.
hate to keep bothering you, but in the future ( i know it wont be any time soon lol) would you be willing/planning on doing the same thing with extrabiomesxl?
ps...thanks for the update, already finding trees much more frequently but not too much so <3
already do this, only catch is you have to configure it yourself in game or find someones pre made configuration to slip into your .minecraft while the mod is installed
hate to keep bothering you, but in the future ( i know it wont be any time soon lol) would you be willing/planning on doing the same thing with extrabiomesxl?
Actually, I think that EBXL is working quite well with other mods - especially mods from FTB modpack have native EBXL inegration. So what exactly would you like to be done with it?
Thanks for pointing out Essentia Everything - It's just what I was looking for. However, I'm having a major issue with your latest integration mod version.
Whenever a angry zombie spawns in SP I get a cryptic crash and can no longer enter that world - It will always crash.
The crash report is essentially useless:
Ticking screen
java.lang.NullPointerException
at ayh.a(NetClientHandler.java:896)
at co.a(SourceFile:87)
at cf.b(MemoryConnection.java:80)
at ayh.d(NetClientHandler.java:240)
at ayu.c(SourceFile:31)
at net.minecraft.client.Minecraft.l(Minecraft.java:1539)
at net.minecraft.client.Minecraft.J(Minecraft.java:848)
at net.minecraft.client.Minecraft.run(Minecraft.java:773)
at java.lang.Thread.run(Unknown Source)
But if I look at spawned entities, the last one to spawn before this crash is always the angry zombie. I'll do some more testing though and let you know if I find anything more out.
EDIT: Ok, I think I've figured it out. I've also got AtomicStryker's Infernal Mobs mod installed. It looks like it was trying to create an infernal version of the angry zombie, which for whatever reason, crashes the game. Probably a Thaumcraft/Infernal Mobs incompatibility. Thankfully you can disable infernal angry zombies in IM's config. Since doing that, I've seen plenty of angry zombies spawn without a crash.
Is there any chance of a link to an older version of BoP integration? I read that it needs 0.4.6 alongside thaumcraft 3.0.3, but my server runs 0.4.4 version for 1.4.7 (still 3.0.3 though)
I've found a couple of greatwoods after much searching but they only really show up on river biome (which I guess is the only place BoP hasn't tweaked) and no angry zombies spawn at all which is pretty game breaking on thaum.
I pray you can do/have done a 0.4.4 version, as my server won't update BoP (jar access yada yada)
Right now older versions are available under Change Log section, but I don't remember at what time I did add the newest biomes. I'll take a look in a moment. If they don't work I'll make a quick downgrade, as this shouldn't be hard. In later version I'll try to refactor the code so it will work with older versions.
Also, I'm sorry about the lack of updates lately, I'm little busy with IRL stuff. However, right now I'm looking into the Mo Creatures mod.
EDIT: 0.4.4 is the only version of the mod I'm missing. If someone knows where I could find it, it would be great.
EDIT2: As 0.4.4 had only some bugfixes and minor changes I have made it compatible with 0.4.3 and had a quick check if it works - didn't notice any problems. So here you go, a version for 0.4.3 (and 0.4.4 as well): http://adf.ly/LG8nB
EDIT3: Made a new version of the mod - now it can work with any version of Biomes O' Plenty from 0.4.1 and higher.
NEW UPDATE!
By popular demand I've added integration with Mo' Creatures. I still think that Spawn Rules or Mob Spawn Controls will yield better results and are a lot more configurable. However, for a quick fix my mod should be enough.
Also, I've made a simple config file in which you can disable integration with selected mods. It can be useful when a mod updates and stops working with my add-on.
NEW UPDATE!
By popular demand I've added integration with Mo' Creatures. I still think that Spawn Rules or Mob Spawn Controls will yield better results and are a lot more configurable. However, for a quick fix my mod should be enough.
Also, I've made a simple config file in which you can disable integration with selected mods. It can be useful when a mod updates and stops working with my add-on.
Actually, I think that EBXL is working quite well with other mods - especially mods from FTB modpack have native EBXL inegration. So what exactly would you like to be done with it?
im not using ftb, i just never noticed thaumcraft trees and such spawning in the added biomes. maybe i just didn't look hard enough?
also, will your mo creatures addon work still if i have mob spawn controls installed as well? im lazy and dont feel like manually adding all the mobs to the bop biomes :$ however atmosmobs had a config file for bop with msc so i didn't have to spend hrs on it. its the only reason i stopped using mo creatures
im not using ftb, i just never noticed thaumcraft trees and such spawning in the added biomes. maybe i just didn't look hard enough?
also, will your mo creatures addon work still if i have mob spawn controls installed as well? im lazy and dont feel like manually adding all the mobs to the bop biomes :$ however atmosmobs had a config file for bop with msc so i didn't have to spend hrs on it. its the only reason i stopped using mo creatures
All my add-on does is registering Mo' Creatures mobs for new biomes, divided into categories like forest, jungle, desert. It's not perfect, so I would even recommend using mob spawn controls to tweak what spawns where. And as far as I know mob spawn controls should detect what I did and you should be able to work from that.
Currently integrated mods: Thaumcraft, Forestry, Mo' Creatures.
Download: http://www.mediafire.com/?8gnweoxb55sw728
Requirements:
Necessary:
Installation:
Put the downloaded file into the mods folder together with Biomes O' Plenty and other mods.
Features:
Allows Mo' Creatures to spawn in all biomes.
Allows Thaumcraft Aura Nodes to be generated in all biomes.
Allows Thaumcraft Silverwood and Greatwood trees to spawn in selected biomes.
Allows Thaumcraft Brainy Zombies to spawn in all biomes.
Adds Thaumcraft Aspects to new blocks and items.
Allows usage of Biomes O' Plenty saplings in Forestry Fermenter to produce Biomass.
Allows usage of Biomes O' Plenty wood, planks, slabs, stairs, leaves and saplings in different recipes of other mods.
Screenshots:
FAQ:
A: Yes you can. Crediting me would be nice, though. So if you have some kind of credits list it would be nice to add me If it's a public mod pack I would appreciate informing me about that (can be in this post).
Change Log:
Fixed a bug with spawning frequencies.
0.5.0 - Adf.ly - (direct)
Mo' Creatures mobs spawning in new biomes.
Added configuration file.
0.4.1 - Adf.ly - (direct)
Made the code backward compatible with previous versions of Biomes O' Plenty - can work with any from 0.4.1 and higher.
0.4.0 - Adf.ly - (direct)
Adjusted biomes in which Silverwood and Greatwood trees spawn.
Added Thaumcraft Aspects to Biomes O' Plenty blocks and items.
Added Biomes O' Plenty saplings to Forestry Fermenter.
0.3 - Adf.ly - (direct)
Angry Zombies spawning enabled in new biomes.
Woods, Planks, Stairs, Slabs, Leaves and Saplings added to the Forge Ore Dictionary.
0.2 - Adf.ly - (direct)
Updated to newer version of Biomes O' Plenty.
0.1
Creation of the mod.
Thaumcraft Aura generation added to new biomes.
Silverwood and Greatwood trees spawning enabled in new biomes.
Feedback:
I would appreciate any kind of feedback and suggestions for future updates. I can imagine that some numbers would still need some adjustments for the Thaumcraft Aura and trees generation.
Right now on the to-do list is adding Thaumcraft Aspects to blocks and items from Biomes O' Plenty.
Also, if you know of any issues that Biomes O' Plenty has with other mods please let me know - I'll try to look into them. However priority have mods from FTB modpack, as this is where I would personally like to use Biomes O' Plenty.
This mod (plugin, a patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of
1. what biomes will the trees spawn in (i ask this because it took forever to find a greatwood tree, but sure enough it was in a bop area) and
2. will there be a config file in the future? (if there is one now, i cant find it)
thanks again for the great tweak/mod
However I seem to be unable to use BoP Logs in recipes such as Barrels.
The other stuff seems to be working just fine though.
Any chance we could get the saplings to work with Biomass Production?
1. All the info can be found here. I still think it needs some tweaking. I feel that overall the vis levels are a little bit to high and silverwood and greatwood trees are a little bit too rare. However when deciding where the trees spawn I try to make them fit the scenery and the overall feel of the biomes. For example, I didn't add Silverwood nor Greawood to Ominous Woods, because for me it should be a dark and scary place, and Silverwood is more associated with light.
2. I'm considering it. Right now I'll probably add the option for the zombie spawn so it can be consistent with Thaumcraft - i'm not sure if I'll be able to tap into the Thaumcraft config for that info. However, as for the aura and trees config - to be honest I'm not certain. I'm more then willing to adjust the numbers after suggestions from more experienced Thaumcraft players, but I think that adding the option to change it in the config could probably break the balance of Thaumcraft.
It should work with BoP Logs, do you have the newest update (v0.3)?
In future somehow there should be an official link on both, BoP and Thaumcraft Threads, but there's no hurry
You can now use BO'P sapling to produce Biomass.
Ok, I've looked around and added Silverwood and Greatwood trees to more biomes, it should be a little bit more common, but still quite rare, as only 30% of biomes can spawn them right now.
Also, I think that most of the Thaumcraft integration is done, now I'll probably look more into Forestry.
Any chance I could convince you to use your Thaumcraft-integration skills on the mod Metallurgy http://www.minecraft...k-in-minecraft/?
I imagine it wouldn't be too hard, since it's all just ores and the tools / machines can be derived from their component ores, once those are defined.
Actually, as far as I know Essentia Everything Add-on does already support Metallurgy 2, so you can use it.
ps...thanks for the update, already finding trees much more frequently but not too much so <3
also;
Think you could use your abilities to make Mo creatures work with the newest version of BoP?
http://www.minecraft...upport-updated/
and
http://www.minecraft...mobs-per-biome/
already do this, only catch is you have to configure it yourself in game or find someones pre made configuration to slip into your .minecraft while the mod is installed
I'll take a look into it, however probably using Mob Spawn Controls or Spawn Rules will work out better and allow more control.
Actually, I think that EBXL is working quite well with other mods - especially mods from FTB modpack have native EBXL inegration. So what exactly would you like to be done with it?
Whenever a angry zombie spawns in SP I get a cryptic crash and can no longer enter that world - It will always crash.
The crash report is essentially useless:
But if I look at spawned entities, the last one to spawn before this crash is always the angry zombie. I'll do some more testing though and let you know if I find anything more out.
EDIT: Ok, I think I've figured it out. I've also got AtomicStryker's Infernal Mobs mod installed. It looks like it was trying to create an infernal version of the angry zombie, which for whatever reason, crashes the game. Probably a Thaumcraft/Infernal Mobs incompatibility. Thankfully you can disable infernal angry zombies in IM's config. Since doing that, I've seen plenty of angry zombies spawn without a crash.
Right now older versions are available under Change Log section, but I don't remember at what time I did add the newest biomes. I'll take a look in a moment. If they don't work I'll make a quick downgrade, as this shouldn't be hard. In later version I'll try to refactor the code so it will work with older versions.
Also, I'm sorry about the lack of updates lately, I'm little busy with IRL stuff. However, right now I'm looking into the Mo Creatures mod.
EDIT: 0.4.4 is the only version of the mod I'm missing. If someone knows where I could find it, it would be great.
EDIT2: As 0.4.4 had only some bugfixes and minor changes I have made it compatible with 0.4.3 and had a quick check if it works - didn't notice any problems. So here you go, a version for 0.4.3 (and 0.4.4 as well):
http://adf.ly/LG8nBEDIT3: Made a new version of the mod - now it can work with any version of Biomes O' Plenty from 0.4.1 and higher.
By popular demand I've added integration with Mo' Creatures. I still think that Spawn Rules or Mob Spawn Controls will yield better results and are a lot more configurable. However, for a quick fix my mod should be enough.
Also, I've made a simple config file in which you can disable integration with selected mods. It can be useful when a mod updates and stops working with my add-on.
you, my friend, are amazing. thank you.
im not using ftb, i just never noticed thaumcraft trees and such spawning in the added biomes. maybe i just didn't look hard enough?
also, will your mo creatures addon work still if i have mob spawn controls installed as well? im lazy and dont feel like manually adding all the mobs to the bop biomes :$ however atmosmobs had a config file for bop with msc so i didn't have to spend hrs on it. its the only reason i stopped using mo creatures
All my add-on does is registering Mo' Creatures mobs for new biomes, divided into categories like forest, jungle, desert. It's not perfect, so I would even recommend using mob spawn controls to tweak what spawns where. And as far as I know mob spawn controls should detect what I did and you should be able to work from that.
excellent thanks ^.^