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1.5.2 - ExtrabiomesXL (3.13.1)

1.5.2 ssp smp universal forge terrain generation biome

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#10481

Hexilein
    Hexilein

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Posted 23 December 2012 - 03:29 PM

View PostCraftedMiner64, on 23 December 2012 - 01:18 AM, said:

Hello,

I've been trying to install this mod for about an hour now. I've installed Minecraft Forge and when I put the JAR into the mods folder, I get a black screen. No crash, just a black screen. I tried different ways to install it, and nothing works. The only other mods I have installed are OptiFine and TooManyItems. If you have any suggestions, I would love to hear 'em.

   Thanks.

I think I've found the problem. There are two links to download, when you choose the mirror, you'll get a file with 341KB, this one is causing the black screen (for me)... with the link under "latest recommended download" you'll get a file with 339KB only, and this one is working (for me).
Just try it out. ;)

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#10482

Annysia
    Annysia

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Posted 23 December 2012 - 04:03 PM

View PostAnonTheMouse, on 23 December 2012 - 10:22 AM, said:

I'd love to try out beekeeping. I just wish it wasn't dependant on 1) Buildcraft and it's amazingly magical "be lazy" machines, and 2) the whole rest of Forestry, which is like the machine part of Buildcraft, but moreso.

Bee keeping is a lot of fun and very interesting.  Honestly I could easily spend all my time in game doing that, especially with the Extra Bees add on.  The bees and machines it adds makes it more advanced and more interesting.  I haven't tried it on 1.4.6 yet, but you can run the machines with peat engines.

View PostHexilein, on 23 December 2012 - 03:29 PM, said:

I think I've found the problem. There are two links to download, when you choose the mirror, you'll get a file with 341KB, this one is causing the black screen (for me)... with the link under "latest recommended download" you'll get a file with 339KB only, and this one is working (for me).
Just try it out. Posted Image

Thanks for pointing that out!  We will get that changed. =)
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#10483

stardustrider

Posted 23 December 2012 - 04:22 PM

I appear to have a little bit of a problem.

Whenever I go to a Mountain Ridge biome, all of the red rock has been replaced by lava...

Posted Image

Here are the current mods I have installed, in the following load order:

ExtraBiomesXL: 3.7.0a
IndustrialCraft 2 1.112 (b176)
RedPower 2 Pre 6 Compat
RedPower 2 Pre 6 Core
RedPower 2 Pre 6 Digital
RedPower 2 Pre 6 Mechanical
BuildCraft 3.3.0
Twilight Forest 1.14.0
Equivalent Exchange 3 Pre 2 (Self Build)
RailCraft 6.12.1.0
ComputerCraft 1.48 Pre 3
Forestry 1.6.4.1
Fancy Fences 2.4
Iron Chests 4.5.1.199
BC Additional Pipes 2.1.3u36
BC Teleport Pipes 1.4
CC Misc Peripherals 2.2.1
IC2 Advanced Power Management 1.1.55
IC2 Gravisuite 1.6
IC2 Liquid UU 0.7.10 Experimental Build
IC2 Modular Forcefield System 2.2.8.2.13
IC2 Nuclear Control 1.4.5
IC2 Gregtech 2.70c
Ender Storage
OffLawn
ChickenChunks
NEI RedPower Plugin

Here are the current coremods I have installed, in the following load order:

CodeChickenCore 0.7.0.1
NotEnoughItems 1.4.4.0

Here are the current jar mods I have installed, in the following load order:

Minecraft Forge 6.5.0.473
OptiFine HD U A2
Double Door Mods

Posted Image

#10484

FnordMan
    FnordMan

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Posted 23 December 2012 - 04:37 PM

View PostStarPearl, on 22 December 2012 - 07:04 PM, said:

EBXL jar? there are 3 things in the download, i put all three into the mods folder

extrabiomes, credits, and mc.mod info

am i not supposed to put all three in it?

View PostAnnysia, on 22 December 2012 - 07:18 PM, said:

There is 1 thing in the download...the 3.7.0a jar.  Do nothing to that file except put it in the mods folder.
Don't forget Macs and OS X are utterly broken. They unzip everything possible when you download something.

#10485

stardustrider

Posted 23 December 2012 - 04:41 PM

Scratch that. It appears to have been my own fault for ignoring the

# *** is used in terrain generation. Its id must be less than 256.

comments in the config. Now that the two are set below 256, it's not happening anymore.
Posted Image

#10486

felinoel
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Posted 23 December 2012 - 04:57 PM

View PostScottKillen, on 23 December 2012 - 04:12 AM, said:

Once github comes back up, the link will be available. also, once github comes back up, you can peruse the source code for the "coded name" of each biome.
Oh the "coded name" of each biome is in github too? Good.

Quote

The rules have changed now that the forums automatically combine your posts. Her double posts were perfectly acceptable...which is why the forums did not automatically combine them.
My mistake.

View PostAnnysia, on 23 December 2012 - 04:30 AM, said:

EBXL already works with Millenaire....so if your addon is only to make it compatible then you don't need to create one.  Github is now back up and you can get a list of the biomes there.
Working with is one thing, I want to make Millenaire villages be able to be naturally spawned in the extra biomes.

Quote

Regarding my double post....as part of the team here I thought it more important that I respond to someone then be concerned about a double post. And as Scott said, normally the forum combines them....but sometimes it doesn't.
Ehh, I've come across some uncaring moderators in the past, it was just a warning, nevermind.
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#10487

Annysia
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Posted 23 December 2012 - 05:11 PM

View Postfelinoel, on 23 December 2012 - 04:57 PM, said:

Working with is one thing, I want to make Millenaire villages be able to be naturally spawned in the extra biomes.

Working with = they spawn in the biomes created by EBXL.  They spawn in EBXL biomes just like vanilla villages do.
Posted Image

#10488

felinoel
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Posted 23 December 2012 - 05:55 PM

View PostAnnysia, on 23 December 2012 - 05:11 PM, said:

Working with = they spawn in the biomes created by EBXL.  They spawn in EBXL biomes just like vanilla villages do.
Naturally spawn I said...?

You mean to tell me that they naturally spawn in the extra biomes? The only way that could happen is if someone worked this out with the creator of Millenaire for it to work like that, because the towns are individually coded for what biome to spawn in...
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#10489

Kressara
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Posted 23 December 2012 - 06:09 PM

View PostFnordMan, on 23 December 2012 - 04:37 PM, said:

Don't forget Macs and OS X are utterly broken. They unzip everything possible when you download something.

That's easily fixable if you go into your Safari preferences.
Posted Image

#10490

ScottKillen
  • Location: Charleston, SC, USA
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Posted 23 December 2012 - 06:54 PM

View Postfelinoel, on 23 December 2012 - 05:55 PM, said:

Naturally spawn I said...?

You mean to tell me that they naturally spawn in the extra biomes? The only way that could happen is if someone worked this out with the creator of Millenaire for it to work like that, because the towns are individually coded for what biome to spawn in...

Check the Millenaire config files. Our biomes are listed.

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#10491

Annysia
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Posted 23 December 2012 - 07:06 PM

View Postfelinoel, on 23 December 2012 - 05:55 PM, said:

Naturally spawn I said...?

You mean to tell me that they naturally spawn in the extra biomes? The only way that could happen is if someone worked this out with the creator of Millenaire for it to work like that, because the towns are individually coded for what biome to spawn in...

Yes....they naturally spawn in our biomes without doing anything if both are installed.  We used it on our server until recently.
Posted Image

#10492

felinoel
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Posted 23 December 2012 - 07:24 PM

View PostScottKillen, on 23 December 2012 - 06:54 PM, said:

Check the Millenaire config files. Our biomes are listed.

View PostAnnysia, on 23 December 2012 - 07:06 PM, said:

Yes....they naturally spawn in our biomes without doing anything if both are installed.  We used it on our server until recently.

I blame this...

View Postfelinoel, on 23 December 2012 - 03:45 AM, said:

changed in the past year (I've been mostly away)

Huh... I guess one of the things I spoke with Kinn about he actually did, and here I thought he wasn't liking my ideas.
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#10493

Minipete

Posted 23 December 2012 - 09:04 PM

Um, when I play with both this and Mine Little Brony installed, I have an... interesting, issue, arise.

Biomes don't... change, as you explore.  It's just MLB's biomes stretching out to infinity, along with rivers and (rarely, and only close to the spawn point in my experience) Ice Plains.  Teotoo, the mod's developer, says he doesn't do anything to the way the game "selects" which biome to put where, and well... just... care to look into this?  I'd love to have both mods installed at once, but seeing your biomes (and the vanilla biomes) only in Mystcraft Ages is kind of a bummer...

EDIT:  Oh, if it makes a difference, this has been happening since 1.3.2, possibly earlier.
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Posted Image

#10494

ScottKillen
  • Location: Charleston, SC, USA
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Posted 23 December 2012 - 09:30 PM

View PostMinipete, on 23 December 2012 - 09:04 PM, said:

Um, when I play with both this and Mine Little Brony installed, I have an... interesting, issue, arise.

Biomes don't... change, as you explore.  It's just MLB's biomes stretching out to infinity, along with rivers and (rarely, and only close to the spawn point in my experience) Ice Plains.  Teotoo, the mod's developer, says he doesn't do anything to the way the game "selects" which biome to put where, and well... just... care to look into this?  I'd love to have both mods installed at once, but seeing your biomes (and the vanilla biomes) only in Mystcraft Ages is kind of a bummer...

EDIT:  Oh, if it makes a difference, this has been happening since 1.3.2, possibly earlier.

You have not provided the information we need, but I note that MLP installs directly into the minecraft jar, so it probably overwrites a mechanism that we use. Any more, there is no reason to mod with base edits...so he needs to fix that before we can explore compatibility.

Veteran Minecraft Modder / Grumpy Old Man


#10495

Codiferus17

Posted 23 December 2012 - 11:55 PM

View PostScottKillen, on 23 December 2012 - 01:21 PM, said:

Eloraam has asked us not to add gen of her trees or flowers as she has added support for custom biomes in RP2.

Well, damn.  :(

Bonemeal still works, but it would be nice if the RP2 stuff generated in appropriate biomes (meadows, autumn forests, etc.).  Ah, well.  not giving up either mod, so I'll just learn to deal with it.
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#10496

Annysia
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Posted 24 December 2012 - 12:01 AM

View PostCodiferus17, on 23 December 2012 - 11:55 PM, said:

Well, damn.  Posted Image

Bonemeal still works, but it would be nice if the RP2 stuff generated in appropriate biomes (meadows, autumn forests, etc.).  Ah, well.  not giving up either mod, so I'll just learn to deal with it.

You could be a little bonemeal fairy and fly around bonemealing the grass all over the world where they don't naturally spawn. :P
Posted Image

#10497

jatie1
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Posted 24 December 2012 - 01:06 AM

Tiny cactus should be able to be placed in flower pots :D
Posted Image

#10498

Keybounce
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Posted 24 December 2012 - 01:53 AM

View PostFnordMan, on 23 December 2012 - 04:37 PM, said:

Don't forget Macs and OS X are utterly broken. They unzip everything possible when you download something.

Only if you use Safari. Firefox is "well-behaved".

Safari: Go to (menu) Safari -> Preferences. On the "General" tab, at the bottom, is "Open safe files after downloading". Turn that option off.
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#10499

ScottKillen
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Posted 24 December 2012 - 02:01 AM

View Postjatie1, on 24 December 2012 - 01:06 AM, said:

Tiny cactus should be able to be placed in flower pots Posted Image

Forge is planning a fix to this--otherwise, it will require q new block.

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#10500

MrJohnson

Posted 24 December 2012 - 02:04 AM

Hi,

I love this mod but are there any plans to allow the IC2 Terraformer to work with biomes such as those that have cracked sand?  We currently have a Terraformer we'd like to use in one of these biomes but it doesn't seem to be able to alter the landscape.  The only information I could find to do with this was in this thread: http://forum.industr...d&threadID=7526.