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    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Here is the first test of the Mo' Creatures configs. Most of the biomes are in there, but there are some that still need to be sorted.

    Requires Mo'Creatures 6.2.0 and Custom Mob Spawner 3.2.0r1.

    https://onedrive.live.com/download?resid=100BA3B98B2ABEE!1084&authkey=!AA5C6MA-v4zKkic&ithint=file,.zip

    To install, simply drag the CustomSpawner folder into your config folder.
    Posted in: Minecraft Mods
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    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from SMEZ1234

    You can find all the biome IDs in the Biomes.cfg.
    By default:
    I:"Biome ID of Alpine Mountains"=76
    I:"Biome ID of Alpine Mountains Edge"=77
    I:"Biome ID of Alpine Mountains M"=204
    I:"Biome ID of Alpine Tundra"=103
    I:"Biome ID of Aspen Forest"=96
    I:"Biome ID of Aspen Hills"=97
    I:"Biome ID of Badlands"=52
    I:"Biome ID of Basin"=99
    I:"Biome ID of Blossom Hills"=57
    I:"Biome ID of Blossom Woods"=56
    I:"Biome ID of Boreal Archipelago"=172
    I:"Biome ID of Boreal Forest"=62
    I:"Biome ID of Boreal Plateau"=92
    I:"Biome ID of Boreal Plateau M"=220
    I:"Biome ID of Carr"=91
    I:"Biome ID of Clay Hills"=86
    I:"Biome ID of Clearing"=101
    I:"Biome ID of Cold Boreal Forest"=190
    I:"Biome ID of Cold Cypress Forest"=188
    I:"Biome ID of Cold Fir Forest"=208
    I:"Biome ID of Cold Pine Forest"=226
    I:"Biome ID of Creek Bed"=49
    I:"Biome ID of Cypress Forest"=60
    I:"Biome ID of Desert Archipelago"=41
    I:"Biome ID of Ephemeral Lake"=88
    I:"Biome ID of Ephemeral Lake Edge"=89
    I:"Biome ID of Fens"=90
    I:"Biome ID of Fir Forest"=80
    I:"Biome ID of Flowery Archipelago"=170
    I:"Biome ID of Forested Archipelago"=42
    I:"Biome ID of Forested Mountains"=186
    I:"Biome ID of Forested Valley"=187
    I:"Biome ID of Frozen Archipelago"=45
    I:"Biome ID of Glacier"=78
    I:"Biome ID of Grassy Archipelago"=46
    I:"Biome ID of Ice Sheet"=178
    I:"Biome ID of Kakadu"=63
    I:"Biome ID of Lake"=100
    I:"Biome ID of Low Hills"=74
    I:"Biome ID of Mangrove"=87
    I:"Biome ID of Marsh"=102
    I:"Biome ID of Meadow"=75
    I:"Biome ID of Meadow M"=203
    I:"Biome ID of Mountainous Archipelago"=40
    I:"Biome ID of Mountains"=66
    I:"Biome ID of Mountains Edge"=67
    I:"Biome ID of Oak Forest"=61
    I:"Biome ID of Oasis"=53
    I:"Biome ID of Pine Forest"=98
    I:"Biome ID of Pine Forest Archipelago"=44
    I:"Biome ID of Plateau"=65
    I:"Biome ID of Polar Desert"=50
    I:"Biome ID of Prairie"=73
    I:"Biome ID of Rainforest"=54
    I:"Biome ID of Rainforest Valley"=55
    I:"Biome ID of Riparian Zone"=135
    I:"Biome ID of Rocky Desert"=47
    I:"Biome ID of Rocky Hills"=82
    I:"Biome ID of Roofed Shrublands"=198
    I:"Biome ID of Sahara"=51
    I:"Biome ID of Sandstone Canyon"=83
    I:"Biome ID of Sandstone Canyon 2"=84
    I:"Biome ID of Sandstone Ranges"=68
    I:"Biome ID of Sandstone Ranges M"=196
    I:"Biome ID of Scree"=69
    I:"Biome ID of Scrub"=48
    I:"Biome ID of Shield"=85
    I:"Biome ID of Shrublands"=70
    I:"Biome ID of Silver Pine Forest"=93
    I:"Biome ID of Silver Pine Hills"=94
    I:"Biome ID of Snowy Desert"=207
    I:"Biome ID of Snowy Plateau"=193
    I:"Biome ID of Snowy Wastelands"=209
    I:"Biome ID of Steppe"=72
    I:"Biome ID of Stone Canyon"=211
    I:"Biome ID of Stone Canyon 2"=212
    I:"Biome ID of Tropical Archipelago"=43
    I:"Biome ID of Tundra"=79
    I:"Biome ID of Volcano"=64
    I:"Biome ID of Volcano M"=192
    I:"Biome ID of Wastelands"=81
    I:"Biome ID of Woodland Field"=95
    I:"Biome ID of Woodland Hills"=59
    I:"Biome ID of Woodland Lake"=216
    I:"Biome ID of Woodland Lake Edge"=217
    I:"Biome ID of Woodlands"=58
    I:"Biome ID of Xeric Savanna"=71

    However if you were going to code proper compatibility you could try using the biome list in BiomeGenBase. Just check if the slot isn't null and do it by name.


    Errkay, didn't see that. You don't actually code a plugin mod- you have to adjust the config files in CustomMobSpawner. When I finish it, I will post it here.
    Posted in: Minecraft Mods
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    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from SMEZ1234

    Glad you got that worked out. I'll put the info into the OP.


    Looked into making compatibility- it looks like CMS actually registers the "Cold Pine Forest" biome, but nothing else. All in all, making compat requires a list of biome ids- is there anywhere I can get that from?
    Posted in: Minecraft Mods
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    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from AaronRussellOct

    i know that, but the normal mobs like zombie creeper and stuff


    Then it is an issue with CustomMobSpawner; it must be the one controlling the spawning of all mobs (including vanilla ones) and disabling support for modded biomes in the process. Try removing Mo' Creatures and Custom Mob Spawner, load a world, and see what happens.
    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from AaronRussellOct

    Hmm i use MoCreatures which probably the problem of this.


    Yeah, if you use Mo' Creatures you have to tamper around with the configs to allow mobs to spawn in modded biomes. Otherwise, they just spawn in Vanilla biomes.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    @fabricator77- Thank you for taking over the mod and, apparently, adding plenty of new things to it. I cannot wait to see what happens to it in 1.7.x and beyond!!
    Posted in: Minecraft Mods
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    posted a message on Runes of Wizardry (31 October - Reviving the Thread)


    The time has finally come for the 1.7.x port. Not nearly as busy for a few days, so I am going to try and power through most of the port as fast as possible.

    Let the fixing begin!
    Posted in: Minecraft Mods
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    posted a message on Tonius's Mods - Simply Jetpacks - NEI Integration - FancyGrass
    Been waiting for an IC2- esque jetpack for Thermal Expansion. Will try out!

    Edit: Wow, this became something more, didn't it? Good luck in your current and future projects!
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from sdj64

    Alright, I'll take a look. I probably should release another bug fixing update for 1.6.4 sometime next week. I finally got Gradle working so I can work on 1.7 as well. Haven't heard from Zombiepig in a while, so I'm not sure how well his updates are coming along.


    Yah, I disappeared (again, for the 15 millionth time). The world type is by far the biggest issue that remains, but I think I can get that worked out soon. If the situation improves I will post here again.

    @sdj64- Also, I put up setup instructions for ForgeGradle in the readme on the repo I forked. If you have any issues with it, just shoot me a message and I will try to help.

    Didn't see that you got gradle working; my bad :P
    Posted in: Minecraft Mods
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    posted a message on Minecraft Is Too Easy (MITE) Mod
    Just saw this mod, and I will say it looks to be very interesting. Kinda like Better than Wolves minus all the anti-Forge stuff. Anyway, I may give it a spin; nice work.

    Quote from darkariel7

    I do end up with a 1.6.4-MITE folder in the versions folder and a jar that says the samething in that 1.6.4-MITE folder but what are the other files that should be in there. Also the 1.6.4-MITE version does not show up on the launcher under versions. I use the team extreme launcher.


    Uhhhh... people do not typically provide support for cracked Minecraft accounts or launchers, and I am one of them. Just buy the darn game.
    Posted in: Minecraft Mods
  • 1

    posted a message on [DISCONTINUED] [1.6.4] Enhanced Books
    Soon...

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] TrapCraft v1.03
    Quote from nightb49

    i know that your mod has been afk for a bit...but.... may i ask that you attempt to bring it back please


    Here: http://www.minecraftforum.net/topic/1684171-162-trapcraft-v210a-fans-igniters-spikes-magnetic-chests-and-more-now-open-source/page__st__120#entry28540337

    Anyway, why is this thread still open?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from LtGreeneyes

    Ooh! Does this mean that sdj can focus on implementing more awesome for 1.6.4 and zombiepig can just update it all to 1.7 as it comes out? ;)


    If you want to put it that way, yes! I think, I don't know what sdj has in mind...
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from JasonKillsUS

    hi there
    you wrote 2.1.7a whereby the download files says 2.1.7 ???


    The a was put in the title to make it clear there was a hotfix made to the mod, since 2.1.7 had some more mountain biome issues.

    Also, for those interested...: https://github.com/sdj64/Highlands/pull/18
    Posted in: Minecraft Mods
  • 0

    posted a message on Runes of Wizardry (31 October - Reviving the Thread)
    Ahhhhh.... the sweet smell of work....

    Posted in: Minecraft Mods
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