The EBXL team are well aware that there are many, sometimes hundreds of varieties of every type of plant life. The look we were going for was a redwood forest similar to this image, which are found on the west coast of North America, which is pretty much one type of tree. While yes, in a real forest you would see every stage of growth of the trees accounting for different heights, currently that is not something we can do. This would call for some major changes in code as well as looking to see how much slow down it would cause for those that don't have good computers. This is something that we had already been talking about implementing and if it can be done, we would love to add this into a later version.
As mentioned in previous posts, we are also working on re-vamping all of our biomes, which will include among other things more variety in plant and tree life.
That picture looks pretty cool. I'm making that my desktop.
Yep that is indeed the issue, upgrading from older versions kept on the old quarterlogs by default to allow for backwards compatibility but the new names in 1.7.10 ended up resulting in them and they probably should have been fully removed, as people were given pleanty of time to make sure they that old forests had been replaced by that time.
Anyways on a completely different note I am going to have to step down as a member of the team, I have come to the conclusion that I have been putting myself under to much stress between trying to work on ExtrabiomesXL, and my own maintain my own free time. Getting home from a long/annonying day at work and wanting to relax, only to feel guilty because I know there is work to be done on ExtrabiomesXL and then getting neither relaxations or stuff done on ExtrabiomesXL and just felling at that much worse, is never good for oneself.
As such I am going to have to retire as a member of the ExtrabiomesXL development team. I might come back to mine craft modding one day but for now I am going to have to step away and wish Annysia and Scott the best of luck. (Maybe they will actually get v4 on out the door as I partially feel that I have been holding it back.)
Until next time I'll be out exploring the the wonderful world in which we are blessed to exist. (And who knows I may eventually get around to writing that factorio mod that I wanted to make, but always put off because I felt guilty every time I thought about spending time trying to do it instead of working on ExtabiomesXL.)
I understand. You're coding will be missed greatly.
We know that some are taller. Currently our "redwoods" are more like sequoia's, which is why the fir can be taller. We are working on re-vamping all of our existing biomes and tree generation and the types are one of the things we are looking into.
Regarding the weather mod....if you can't get storms, perhaps that is an issue of that mod, although it's difficult to tell what's going on without a Forge log. There is always a Forge log generated as soon as you start the game whether or not it crashes.
I've updated the Customstuff EBXL Red Rock addon, so now it's even better, with red rock buttons, fences, walls, fence gates, pressure plates and mossy versions of all of them. Everything is now configurable too, so parts can be disabled if they aren't wanted
I've updated the Customstuff EBXL Red Rock addon, so now it's even better, with red rock buttons, fences, walls, fence gates, pressure plates and mossy versions of all of them. Everything is now configurable too, so parts can be disabled if they aren't wanted
Bit late to reply to this, but it's nice to see it back
I did PureBDcraft textures for the old buggy version back in MC1.4.7 so I updated them.
It's great that you did that =), although we are going to be moving those items into the core part of EBXL. It has always been the plan to make them part of the mod as it didn't make any sense that they were separate. Gwydion (who created them originally and is part of our team) was going to do that but has been pretty sick for a while and so it hadn't been able to do it yet.
the localized weather and storms fronts mod uses the temperature of the biomes to create storms. and i think it only works with vanilla biomes
Our biomes have temperatures and humidity which are listed on the list of biomes on our wiki. If it is only looking for vanilla biomes then that is something he would need to fix in his mod if it indeed does not work with modded biomes and it is something he is wanting to add.
Our biomes have temperatures and humidity which are listed on the list of biomes on our wiki. If it is only looking for vanilla biomes then that is something he would need to fix in his mod if it indeed does not work with modded biomes and it is something he is wanting to add.
If you are using the localized weather mod and not experiencing whether in our bimes...you shuld report that to the weather mod's author.
The way our mod is designed, our biomes look no different than vanilla biomes and thus if the eweather is wrong it rests with the way tht mod is designed.
We do not include the IC2 API, however, it does appear that the IC2 team has changed its API from what we expect. I have added this to our issues list.
In the future, either post your logs between spoiler tags, or better yet, post your logs at pastbin.com and link to them here.
Everyone, if you are reporting something like this in the future, please create a new issue in our issue tracker.
If you are using the localized weather mod and not experiencing whether in our bimes...you shuld report that to the weather mod's author.
The way our mod is designed, our biomes look no different than vanilla biomes and thus if the eweather is wrong it rests with the way tht mod is designed.
How does the biome weights work? What happens if i change the weight for the redwod forest to like 50?
The weights are supposed to increase the chance that the vanilla terrain generator will pull a biome from the available biomes. If you want to know exactly what it will be like, you are going to have to create a test world and play with the biome weights.
You reported this above and I asked for more details about which mods you were using. Repeating yourself is not giving more details.
Regarding snow, you are right, but if that is not happening in your game, it has nothing to do with us. We create biomes and tell the game to make them cold...the game then does what it does. I asked if your were using any localized whether mods (your logs hinted that you were) so that is where to look for whether related bugs.
If I change the weight for the birch forest to 50 will that increase the change of it spawning?
Shouldn't the birch forest be removed? because we already have birch forests in vanilla
That picture looks pretty cool. I'm making that my desktop.
I understand. You're coding will be missed greatly.
Usually it's found in .minecraft/logs.
Please read THIS before making a suggestion
And support the ability to add paintings and records!
Bit late to reply to this, but it's nice to see it back
I did PureBDcraft textures for the old buggy version back in MC1.4.7 so I updated them.
BDcraft.net BDcraft Web Admin
It's great that you did that =), although we are going to be moving those items into the core part of EBXL. It has always been the plan to make them part of the mod as it didn't make any sense that they were separate. Gwydion (who created them originally and is part of our team) was going to do that but has been pretty sick for a while and so it hadn't been able to do it yet.
They will probably added in the next release.
Our biomes have temperatures and humidity which are listed on the list of biomes on our wiki. If it is only looking for vanilla biomes then that is something he would need to fix in his mod if it indeed does not work with modded biomes and it is something he is wanting to add.
im testing with your mod
We haven't tested it against that build of Forge, but it should work.
Please provide more details.
EDIT:
If you are using the localized weather mod and not experiencing whether in our bimes...you shuld report that to the weather mod's author.
The way our mod is designed, our biomes look no different than vanilla biomes and thus if the eweather is wrong it rests with the way tht mod is designed.
Seems you use outdated IC2 API.
In the future, either post your logs between spoiler tags, or better yet, post your logs at pastbin.com and link to them here.
Everyone, if you are reporting something like this in the future, please create a new issue in our issue tracker.
Snow is supposed to generate in the snowy biomes
The weights are supposed to increase the chance that the vanilla terrain generator will pull a biome from the available biomes. If you want to know exactly what it will be like, you are going to have to create a test world and play with the biome weights.
You reported this above and I asked for more details about which mods you were using. Repeating yourself is not giving more details.
Regarding snow, you are right, but if that is not happening in your game, it has nothing to do with us. We create biomes and tell the game to make them cold...the game then does what it does. I asked if your were using any localized whether mods (your logs hinted that you were) so that is where to look for whether related bugs.
Shouldn't the birch forest be removed? because we already have birch forests in vanilla