I installed Biomes O Plenty and Mo Creatures but Mo Creatures mobs only seem to spawn in the vanilla biomes they won't spawn in the new biomes. Why is this happening?
I installed Biomes O Plenty and Mo Creatures but Mo Creatures mobs only seem to spawn in the vanilla biomes they won't spawn in the new biomes. Why is this happening?
Dr.Zhark, the creator of Mo'Creatures, needs to add support for this mod in order to get animals spawning in the new biomes
- Added Enderporter item, which allows for fast travel in the overworld. Check the Description section in the opening post for more info.
- Added Tiny Cacti which spawn in desert-like biomes. They can be smelted into Cactus Green dye.
- Tweaked the Garden biome. Less giant flowers spawn, improving how the biome looks.
- Added separate leaf textures for Redwood and Bamboo trees.
- Fixed terrain/non-terrain block IDs.
Also, Daveyx0 has added support for Biomes O' Plenty in his mod, Atmosmobs! It adds a ton of awesome mobs that aim to provide a more lively atmosphere in Minecraft. You can find installation instructions for getting it to work with Biomes O' Plenty in his topic.
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very well done, and thanks a lot for forge support.
any help on how to make villages generate I tried looking in the config and didn't see any flag for it,
i'm testing on a new save on clean install of 1.4.7 + forge 6.6.0.497 + optifine ULTRA B2
also i found a bug in how your new short grass renders on snow
screenshot:
EDIT:
I checked again and it isn't just the short grass but also all the new flowers, both parts of the tall grass, the new mushrooms, thorns, and sprouts
Will you in a near future make your mod use less blocks id (for id under 255) or will you add more block (because my under 255 id begin to be very low ) ? Thanks
I'll be adding a Barley item, but I'm not entirely sure what I'll use it for. Probably just a substitute for wheat (Crafting bread, cake, etc.).
The Undead Spiders spawn in the Deadlands and Wasteland.
All biomes use the "single pixel" method, which is done by setting temperature and rainfall. However, some biomes don't actually take their color from it, and instead, use a hardcoded color in decimal format. They should work fine with any texture pack.
I'm not sure if this has been brought up before since it's hard to search, but is anyone else having an issue with crafting Acacia wood into planks? When I put it in my crafting bench, it doesn't show any output.
can you please re-implement the world types? I'm not too savvy with configs, soooo yeah
While I would like to see the world types re-implemented, it's pretty easy to set up the config file. Just open it with notepad and change the "true" value on all the biomes you don't want to "false".
The old world types will not be re-added. The config file makes them useless, and like jmassmann said, it's as simple as opening it up in Notepad and changing whatever biomes you don't want from true to false.
Just found a bug (unless it's already been mentioned); I can't craft Acacia logs into planks. Haven't tried it with other trees yet, as I spawned in a Savannah, but I'll let you know if any others don't work!
Edit: That was some ninja work right now... Also, I'm playing on the version previous to this update (actually forgot about the update to begin with o_O)
I must've pasted over the Acacia wood recipes as well. >_> Will be fixed for the next update.
Working on saplings right now, so hopefully I can get those in the next update as well.
Hello and great mod by the way ^^. I like to know what are the ID numbers of the new wood logs that this mod adds so I can use treecapitator on them. Can you tell me them please?
Hello and great mod by the way ^^. I like to know what are the ID numbers of the new wood logs that this mod adds so I can use treecapitator on them. Can you tell me them please?
Quick question, you say that by setting the biome sizes, 4 = default size, and 6 = large-biome size. What would happen if I se it to 8, or 10, or 99? Would that even work? I don't want to break something, that's why I'm asking. =P
Amazing! I can't wait to see how this great looking mod and the underground biomes mod work together! Great work, bro!
Exterminator Jeff and I might do a collaboration in the future to allow for extended support between our mods. Stuff like the Mesa being entirely made up of Red Rock, without any stone below it, Deadlands being completely made of ash, etc. Although, there is actually an event in Forge that can do this (Replace any block in a biome with another block), so I might look into doing that instead.
Quick question, you say that by setting the biome sizes, 4 = default size, and 6 = large-biome size. What would happen if I se it to 8, or 10, or 99? Would that even work? I don't want to break something, that's why I'm asking. =P
Yes, it should work. I've tried it on 8 and 10 before myself, and the biomes were pretty damn big. I'm not sure about extreme values like 99, but you could try it.
Yes, it should work. I've tried it on 8 and 10 before myself, and the biomes were pretty damn big. I'm not sure about extreme values like 99, but you could try it.
EDIT - Just in case any mojangstas see this thread...... TAKE SOME G*DD*MN NOTES FROM THIS GUY..... these are biomes we want...
And forgot to say well done on the trees, not way overdone like EBXL... all those damn redwoods etc are just lag creators, very well done man.
Dr.Zhark, the creator of Mo'Creatures, needs to add support for this mod in order to get animals spawning in the new biomes
They're next on my to-do list.
I can't say when they'll be done, as I have to learn how to do them, but it should be ready by next week.
------------------
Anyway, today's update will be out in a bit.
- Added Enderporter item, which allows for fast travel in the overworld. Check the Description section in the opening post for more info.
- Added Tiny Cacti which spawn in desert-like biomes. They can be smelted into Cactus Green dye.
- Tweaked the Garden biome. Less giant flowers spawn, improving how the biome looks.
- Added separate leaf textures for Redwood and Bamboo trees.
- Fixed terrain/non-terrain block IDs.
Also, Daveyx0 has added support for Biomes O' Plenty in his mod, Atmosmobs! It adds a ton of awesome mobs that aim to provide a more lively atmosphere in Minecraft. You can find installation instructions for getting it to work with Biomes O' Plenty in his topic.
2013-01-11 20:49:37 [INFO] [STDERR] Exception in thread "Minecraft main thread" java.lang.NoSuchFieldError: MUD
2013-01-11 20:49:37 [INFO] [STDERR] at mod_BiomesOPlenty.<clinit>(mod_BiomesOPlenty.java:47)
Or what does "nosuchfield error" mean?
Thanks!
any help on how to make villages generate I tried looking in the config and didn't see any flag for it,
i'm testing on a new save on clean install of 1.4.7 + forge 6.6.0.497 + optifine ULTRA B2
also i found a bug in how your new short grass renders on snow
screenshot:
EDIT:
I checked again and it isn't just the short grass but also all the new flowers, both parts of the tall grass, the new mushrooms, thorns, and sprouts
There are only 7 IDs below 256 in the mod...
Seems to be a problem with Optifine, so I can't do anything about it.
I'll be adding a Barley item, but I'm not entirely sure what I'll use it for. Probably just a substitute for wheat (Crafting bread, cake, etc.).
The Undead Spiders spawn in the Deadlands and Wasteland.
All biomes use the "single pixel" method, which is done by setting temperature and rainfall. However, some biomes don't actually take their color from it, and instead, use a hardcoded color in decimal format. They should work fine with any texture pack.
While I would like to see the world types re-implemented, it's pretty easy to set up the config file. Just open it with notepad and change the "true" value on all the biomes you don't want to "false".
Also:
I must've pasted over the Acacia wood recipes as well. >_> Will be fixed for the next update.
Working on saplings right now, so hopefully I can get those in the next update as well.
You can check the default IDs in the config file.
Quick question, you say that by setting the biome sizes, 4 = default size, and 6 = large-biome size. What would happen if I se it to 8, or 10, or 99? Would that even work? I don't want to break something, that's why I'm asking. =P
Exterminator Jeff and I might do a collaboration in the future to allow for extended support between our mods. Stuff like the Mesa being entirely made up of Red Rock, without any stone below it, Deadlands being completely made of ash, etc. Although, there is actually an event in Forge that can do this (Replace any block in a biome with another block), so I might look into doing that instead.
Yes, it should work. I've tried it on 8 and 10 before myself, and the biomes were pretty damn big. I'm not sure about extreme values like 99, but you could try it.
Thanks! I'll Try it!