I've been thinking about it, but like I've said before, I'm hardly a programmer, and Forge is pretty complicated for how much I know about modding (Which isn't a lot).
I'd be interested in maybe teaming up with someone else to help port it over to Forge, and possibly Bukkit, but I don't know any other modders. My views on Forge have changed quite a bit TBH. I didn't know that it doesn't require ModLoader and ModLoaderMP anymore up until recently, and that was one factor in my decision not to use it.
Forge would allow me to add a bunch of new blocks, and in turn, new biomes. And of course, compatibility with other mods and multiplayer support would also come with it.
So, if someone is able and willing to help me with porting the mod to Forge, I'd definitely be interested.
I dont think I would want to see a lot of blocks in the mod, it would destroy its compatability with vanili Mc, you can load most worlds in vannila.
Also, how hard was it to make this mod? (my friends looking into making mods)
Rollback Post to RevisionRollBack
I watch the Gingecast.......
I support the K7 projects.
I dont think I would want to see a lot of blocks in the mod, it would destroy its compatability with vanili Mc, you can load most worlds in vannila.
Also, how hard was it to make this mod? (my friends looking into making mods)
I was mainly talking about more plants, not actual block blocks (Like red rock or mud or whatever). Compatibility with vanilla MC is useless anyway, as all of the biomes will just revert to Plains if you uninstall the mod and load the world.
Also, for me, it wasn't that hard for the most part. It's quite simple to make a new biome (For me at least). I had previously worked on ExtraBiomes XL for a while, and I learned pretty much everything I know from working alongside MisterFiber.
The hardest part about making the biomes is getting them to be just the way I want them. Some biomes I've worked on for over 2 hours, like the Marsh and Redwood Forest. That's including the biome itself, custom generation code (Trees, the sections of land in the Marsh, etc.), and other tweaking to get it to look perfect.
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Lv44EnderShaman
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Y'know, it's a great mod you've got here. I've been using it since the 1.3.2 version, and I absolutely loved it. But it would be a shame if it were to go to Forge-only; I admired your strict "No-Forge" stance on the mod, sticking to only Modloader, and I'm afraid to say my respect for your backbone would only lessen if you were to completely port the mod over to Forge. But why not maintain two versions of the mod, though? One for those who like using Forge and one for those who like using Modloader? Surely we could please both sides of the Modloader-Forge war, couldn't we?
Rollback Post to RevisionRollBack
I've always had a deep respect, and I mean that most sincerely
The band is just fantastic, that is really what I think;
Y'know, it's a great mod you've got here. I've been using it since the 1.3.2 version, and I absolutely loved it. But it would be a shame if it were to go to Forge-only; I admired your strict "No-Forge" stance on the mod, sticking to only Modloader, and I'm afraid to say my respect for your backbone would only lessen if you were to completely port the mod over to Forge. But why not maintain two versions of the mod, though? One for those who like using Forge and one for those who like using Modloader? Surely we could please both sides of the Modloader-Forge war, couldn't we?
I think I'm just going to wait for the Mod API instead of going to Forge. It'll solve the problems of multiplayer, and of course, I'll be able to add as many blocks as I want, because the new renderer will use separate textures rather than texture atlases (Like terrain.png and items.png).
While I don't like Forge, I myself want things like multiplayer support, and being able to add more blocks if I wanted to. ModLoader is easy to use and all, but as far as modding goes, it's pretty outdated now.
I'd be interested in maybe teaming up with someone else to help port it over to Forge, and possibly Bukkit, but I don't know any other modders.
What went wrong when you tried to team up with the ExtraBiomesXL guys?
They didn't accept your code? It was too much red tape to submit code to them? Did they not accept your ideas? Treated you like dirt?
What went wrong when you tried to team up with the ExtraBiomesXL guys?
They didn't accept your code? It was too much red tape to submit code to them? Did they not accept your ideas? Treated you like dirt?
I didn't...?
I used to be on the ExtraBiomes XL team, and had an add-on for it called ExtraBiomes RPG. This is completely separate from that.
-----------------
Also, the new update to the mod is up!
- The Parasite block and Parasitic Heap biome have been removed.
- Added the Knoll biome. It's sort of based off of where I live. Dreary, hilly, and with dead trees.
- Added Hard Ice block.
- Glaciers are made of hard ice instead of ice and stone.
- Temperate Rainforest has been overhauled.
- Wastelands have green water and dead trees now.
- Deciduous Forest has been tweaked.
- Coast has been tweaked.
- Marsh has been tweaked.
Why not combine your projects, so that you don't have to do all the dirty API work they do? I think you're very talented at building the actual biome algorithms, and maybe if you were wasting time building API stuff the outcome wouldn't be as good. So it seems like a dreamteam if your personalities were actually compatible.
In the real world, they probably aren't. I personally can't work with anybody ...
ExtraBiomesXL guys with their weird little avatars seem like a weird little cult to me and I wouldn't even want to work with them myself, I only wish you would, lol.
Why not combine your projects, so that you don't have to do all the dirty API work they do? I think you're very talented at building the actual biome algorithms, and maybe if you were wasting time building API stuff the outcome wouldn't be as good. So it seems like a dreamteam if your personalities were actually compatible.
In the real world, they probably aren't. I personally can't work with anybody ...
ExtraBiomesXL guys with their weird little avatars seem like a weird little cult to me and I wouldn't even want to work with them myself, I only wish you would, lol.
Because I don't want to combine them. I like being able to do what I want with my mod, because I'm making it for myself for the most part. Not to mention, I prefer working alone whenever possible, because it means I can get things done at my own pace, whether it's faster or slower, and I don't have to worry about coordinating with other people.
MisterFiber and ScottKillen are cool guys though, so it's nothing personal with them. We had our share of arguments and disagreements in the past, but we're all on good terms now.
Has the 1.4.2 update fixed the bug causing Minecraft to get stuck on "Loading Chunks" or "Building Terrain"?
If it has, definitely downloading.
The Building Terrain one seems to be fixed for the most part (It's only happened to me a few times when testing the mod), but it still stops loading chunks after a while in a new world from what I've seen.
Re adding the reef? that's odd. I thought you said it was one of the ugliest biomes.
It is, because of how the water renders around the coral. If I made it an entity, which I'm not sure how I'd do that, it'd look a lot nicer, because water would just pass through it. I might add some type of seaweed (It could use the vine texture, but render like sugar cane) as well, to make it a little more interesting.
The main point of the reef is a way to get sponge in survival. I need to work on the aesthetics of it a bit more, and then it'll be perfect.
Either way, it's certainly a lot nicer looking than the Basin. I'm not sure why I even added it in the first place...
Is this not compatible with Forge Mod Loader? If not that really sucks...
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\Jon\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-05_14.50.24-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 54ec1ae7 --------
Generated 11/5/12 2:50 PM
java.lang.NoSuchMethodError: xp.onGUICreateWorldPress()V
at aru.a(GuiCreateWorld.java:258)
at asw.a(SourceFile:64)
at aru.a(GuiCreateWorld.java:429)
at asw.d(SourceFile:112)
at asw.m(SourceFile:100)
at net.minecraft.client.Minecraft.l(Minecraft.java:1502)
at net.minecraft.client.Minecraft.J(Minecraft.java:854)
at net.minecraft.client.Minecraft.run(Minecraft.java:779)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 3304108d ----------
I'm really liking the direction this mod is taking; the reef has potential, and is taking shape. The parasite and basin biome gone is a good choice as well. The little tweaks you're making to each biome looks fantastic! The only thing I'm underwhelmed by is the Knoll. It looks too similar to some of the biomes.
The Knoll might change into something else if I can think of anything. When the Mod API is out, and I can add blocks without having to worry about overriding textures to terrain.png and running out of free slots, I'll probably replace it with the old Garden biome with the giant flowers, but a lot nicer of course.
ExtraBiomesXL guys with their weird little avatars seem like a weird little cult to me and I wouldn't even want to work with them myself, I only wish you would, lol.
Zorilna...that is not an avatar...that is an actual photograph of me. We are not a cult...we only ask that you devote your life to Zerg. Nothing more.
an you PLEASE make this compatible with forge modloader? many mods are moving towards forge as the main modloader of minecraft, and would be great if I could add this to my collection of mods.
So I downloaded this mod right before you removed the parasitic heap. I made a new world I really like and there's one right by spawn. What's the block ID for the parasite so i can remove it in mcedit?
an you PLEASE make this compatible with forge modloader? many mods are moving towards forge as the main modloader of minecraft, and would be great if I could add this to my collection of mods.
He has indicated repeatedly he does not want to be compatible with forge.
Even though it'll be such a shame if BOP were to die. Forge provides SMP, you know?
I dont think I would want to see a lot of blocks in the mod, it would destroy its compatability with vanili Mc, you can load most worlds in vannila.
Also, how hard was it to make this mod? (my friends looking into making mods)
I support the K7 projects.
I was mainly talking about more plants, not actual block blocks (Like red rock or mud or whatever). Compatibility with vanilla MC is useless anyway, as all of the biomes will just revert to Plains if you uninstall the mod and load the world.
Also, for me, it wasn't that hard for the most part. It's quite simple to make a new biome (For me at least). I had previously worked on ExtraBiomes XL for a while, and I learned pretty much everything I know from working alongside MisterFiber.
The hardest part about making the biomes is getting them to be just the way I want them. Some biomes I've worked on for over 2 hours, like the Marsh and Redwood Forest. That's including the biome itself, custom generation code (Trees, the sections of land in the Marsh, etc.), and other tweaking to get it to look perfect.
I think I'm just going to wait for the Mod API instead of going to Forge. It'll solve the problems of multiplayer, and of course, I'll be able to add as many blocks as I want, because the new renderer will use separate textures rather than texture atlases (Like terrain.png and items.png).
While I don't like Forge, I myself want things like multiplayer support, and being able to add more blocks if I wanted to. ModLoader is easy to use and all, but as far as modding goes, it's pretty outdated now.
What went wrong when you tried to team up with the ExtraBiomesXL guys?
They didn't accept your code? It was too much red tape to submit code to them? Did they not accept your ideas? Treated you like dirt?
I didn't...?
I used to be on the ExtraBiomes XL team, and had an add-on for it called ExtraBiomes RPG. This is completely separate from that.
-----------------
Also, the new update to the mod is up!
- The Parasite block and Parasitic Heap biome have been removed.
- Added the Knoll biome. It's sort of based off of where I live. Dreary, hilly, and with dead trees.
- Added Hard Ice block.
- Glaciers are made of hard ice instead of ice and stone.
- Temperate Rainforest has been overhauled.
- Wastelands have green water and dead trees now.
- Deciduous Forest has been tweaked.
- Coast has been tweaked.
- Marsh has been tweaked.
In the real world, they probably aren't. I personally can't work with anybody ...
ExtraBiomesXL guys with their weird little avatars seem like a weird little cult to me and I wouldn't even want to work with them myself, I only wish you would, lol.
Because I don't want to combine them. I like being able to do what I want with my mod, because I'm making it for myself for the most part. Not to mention, I prefer working alone whenever possible, because it means I can get things done at my own pace, whether it's faster or slower, and I don't have to worry about coordinating with other people.
MisterFiber and ScottKillen are cool guys though, so it's nothing personal with them. We had our share of arguments and disagreements in the past, but we're all on good terms now.
The Building Terrain one seems to be fixed for the most part (It's only happened to me a few times when testing the mod), but it still stops loading chunks after a while in a new world from what I've seen.
- Replaced the Basin biome with the Reef biome.
- Added coral block for Reef biome.
- Added patches of grass and dead trees to the Quagmire biome.
Re adding the reef? that's odd. I thought you said it was one of the ugliest biomes.
It is, because of how the water renders around the coral. If I made it an entity, which I'm not sure how I'd do that, it'd look a lot nicer, because water would just pass through it. I might add some type of seaweed (It could use the vine texture, but render like sugar cane) as well, to make it a little more interesting.
The main point of the reef is a way to get sponge in survival. I need to work on the aesthetics of it a bit more, and then it'll be perfect.
Either way, it's certainly a lot nicer looking than the Basin. I'm not sure why I even added it in the first place...
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\Jon\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-05_14.50.24-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 54ec1ae7 --------
Generated 11/5/12 2:50 PM
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_04, Oracle Corporation
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 388582688 bytes (370 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- FML: MCP v7.19 FML v4.2.8.424 Minecraft Forge 6.0.1.349 Optifine OptiFine_1.4.2_HD_U_B5 7 mods loaded, 7 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_BiomesOPlenty [mod_BiomesOPlenty] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
GlowBlocks [GlowBlocks Mod] (GlowBlocks Mod v1.1.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
- LWJGL: 2.4.2
- OpenGL: GeForce GT 520/PCI/SSE2 GL version 4.1.0, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: ~ERROR~ NullPointerException: null
java.lang.NoSuchMethodError: xp.onGUICreateWorldPress()V
at aru.a(GuiCreateWorld.java:258)
at asw.a(SourceFile:64)
at aru.a(GuiCreateWorld.java:429)
at asw.d(SourceFile:112)
at asw.m(SourceFile:100)
at net.minecraft.client.Minecraft.l(Minecraft.java:1502)
at net.minecraft.client.Minecraft.J(Minecraft.java:854)
at net.minecraft.client.Minecraft.run(Minecraft.java:779)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 3304108d ----------
No. I'll still be tweaking existing biomes that I feel still need tweaking though, like the Reef, Sacred Springs, Promised Land, and a few others.
The Knoll might change into something else if I can think of anything. When the Mod API is out, and I can add blocks without having to worry about overriding textures to terrain.png and running out of free slots, I'll probably replace it with the old Garden biome with the giant flowers, but a lot nicer of course.
Zorilna...that is not an avatar...that is an actual photograph of me. We are not a cult...we only ask that you devote your life to Zerg. Nothing more.
Edit: nevermind, it says in mcedit block id: 177
He has indicated repeatedly he does not want to be compatible with forge.
Even though it'll be such a shame if BOP were to die. Forge provides SMP, you know?
Updates at twitter: https://twitter.com/luacs1998