I know there is a known bug with Twilight Forest, but what I do not know, is if there is some kind of fix somewhere? I don't know if its just me, but when Twilight Forest is enabled, there are some of the coolest biomes of this mod that won't ever show, as if they're replaced
In response to another comment earlier, I do use Optifine. I use the ultra B4 or some other. I literally have every setting turned off, but even then when I run into just ONE cherry blossom tree or big redwood, I start getting intense lag spikes :S My girlfriends computer runs it basically like normal. I actually installed Java 7 recently, and I noticed a significant boost in general fps. This poor computer is a fighter to say the least xD
I have a quick question about Optifine and Forge. Whenever I install Forge, and then Optifine after, everything is blue in-game. I'm using the recommended version of Forge, and the latest version of Optifine Ultra.
Is it possible to grow Mangrove trees? I've planted the saplings, waited days and used bonemeal but nothing is working. Sorry if this is answered somewhere but I've searched and searched and can't find an answer.
Good to know, actually. LOL I was going to uninstall mine once 1.5 came out.
If you are a heavy mod user, a majority of mods blocks disappear once the blocks are removed. Biome adding mods have the added pain of massive "rips" in the ground at the boundry between newly generated terrain and terrain generated pre-install or post deletion. Honestly, it is heavily recommended not to update to a massive version change for MC if you are a mod user, as most LARGE scale mods can't update for quite a while afterwards usually. Especially with this version change completely changing how textures work, a lot of mod devs will take a bit longer than usual to adapt to the changes. Won't be anything like the 1.3.2 change, but it will add a pretty big step to this update from normal.
If you are a heavy mod user, a majority of mods blocks disappear once the blocks are removed. Biome adding mods have the added pain of massive "rips" in the ground at the boundry between newly generated terrain and terrain generated pre-install or post deletion. Honestly, it is heavily recommended not to update to a massive version change for MC if you are a mod user, as most LARGE scale mods can't update for quite a while afterwards usually. Especially with this version change completely changing how textures work, a lot of mod devs will take a bit longer than usual to adapt to the changes. Won't be anything like the 1.3.2 change, but it will add a pretty big step to this update from normal.
I was always a bit curious as to what happens to the blocks from biome-adding-mods. Thanks for that. I am indeed a heavy mod user and have seen the consequences of biome-adding mods creating "rips", and they are definitely not pretty. It seems as though I will indeed be sticking to 1.4.7 for many reasons, including that most of the mods I simply adore are 1.4.7, I do not wish to reinstall those mods, and what you said about the work that mod devs take due to this texture change will be shortened a bit longer. Honestly, 1.5 does not offer myself much, so I'll be sticking to 1.4.7 until all of my desired mods are updated. Thanks for the information. I honestly think I would be waiting around for all my mods to be updating to 1.5.x and avoiding playing minecraft if it wasn't for you, as silly as that might sound.
I was always a bit curious as to what happens to the blocks from biome-adding-mods. Thanks for that. I am indeed a heavy mod user and have seen the consequences of biome-adding mods creating "rips", and they are definitely not pretty. It seems as though I will indeed be sticking to 1.4.7 for many reasons, including that most of the mods I simply adore are 1.4.7, I do not wish to reinstall those mods, and what you said about the work that mod devs take due to this texture change will be shortened a bit longer. Honestly, 1.5 does not offer myself much, so I'll be sticking to 1.4.7 until all of my desired mods are updated. Thanks for the information. I honestly think I would be waiting around for all my mods to be updating to 1.5.x and avoiding playing minecraft if it wasn't for you, as silly as that might sound.
I had something similar at the 1.4.6 update. For some reason, a lot of my past worlds corrupted, and I couldn't fix em. Had to trash about 10 worlds, and scrapped EVERY single one of my configs, but I got stuff working pretty well now. Luckily, my first world is still safe, as I keep that guy on a backup save.
Question, is this mod compatible with Divine RPG?
DRPG adds a lot of content, and a massive amount of specialized mobs in many different areas. however, some of them are biome-specific, and others are cave-dwellers. Would any of the added items show up underground where they're supposed to be?
Sorry for the multiple questions, but I can't find anything related to DRPG at all in this mod topic X.x
Rollback Post to RevisionRollBack
*build giant castle of cobblestone* * Choses to live in the mine itself*
*Sees Enderman, Pulls out Blaze Rod, and charges*
Divine RPG, as of my last check, doesn't have mobs able to spawn in other mods biomes, but ores generate normally. Honestly it feels a bit cheaty to use alternate biome mods with DRPG, as you get to skip the risk of the underground, while still getting all the ores easy. Also, you have to be careful of ID overlaps, as DRPG uses the IDs right after the vanilla list ends for it's dimension biomes, and is an ID... "inappropriate word to describe women of the night", so to speak, having 1k IDs or so...
I have a quick question about Optifine and Forge. Whenever I install Forge, and then Optifine after, everything is blue in-game. I'm using the recommended version of Forge, and the latest version of Optifine Ultra.
In the Optifine thread, the author states to use with Forge 6.6.1.518 ,so you may want to update Forge. The current recommended version is 6.6.0.497. Although I tried it out just now and it worked just fine with the recommended version.
Well, honestly, even though it's a bit cheaty, I'm already using Rei's Minimap and Risugami's Death Chest together, as well as another mod tat adds hearts that instantly recover HP, and a lot of other little nuances.... I really just want to see the biomes, and explore them all myself :3
Rollback Post to RevisionRollBack
*build giant castle of cobblestone* * Choses to live in the mine itself*
*Sees Enderman, Pulls out Blaze Rod, and charges*
Does anybody know how to make Mo Creatures spawn in new biomes? I looked everywhere but I just couldn't find a fix. Also, is Better Dungeons compatible with this mod?
cripes....
Apparently, due to the Mud Block being the same ID as one of the ores, I can't even LOAD BOP and DRPG together....
Sad, because someone else got it to work properly X.x
going to try shoving one or both into Core Mods folder, just to see what happens.....
Rollback Post to RevisionRollBack
*build giant castle of cobblestone* * Choses to live in the mine itself*
*Sees Enderman, Pulls out Blaze Rod, and charges*
How about you just go into either one's config file and change the Block ID?
..
..... I thought about that, but I wouldn't know where to begin X.x
soon as I can find the config file for BOP, since the name of the block that's borked on both is easier to remember as Mud Block than some ore that's 15 letters long startnig with X, like half of the Ores there X.x
EDIT: Can't find a Config File in either set of folders! D:
RE-EDIT: Ignore above, found it,. and I found the issues.... Changed the mud block, and all of the redwood parts into 3XXX rather than 4XXX, and it loads perfectly.....
Now to wait for the Aether II mod to throw in, and I'll be set for life!
How did you prevent Minecraft from hanging during world creation with biomes with non-vanilla blocks as the top block or filler block?
In my own mod, the console says a nullPointerException occurs when the world attempts to get the block with getTopSolidOrLiquidBlock, but the block is properly registered and fully functional in game, the biome is also functional if I give it vanilla blocks to decorate with. I've been scouring source code for days now, and I'm stumped. How did you get around this?
http://www.minecraftforum.net/topic/642151-building-guide-tips-and-help/
I have a quick question about Optifine and Forge. Whenever I install Forge, and then Optifine after, everything is blue in-game. I'm using the recommended version of Forge, and the latest version of Optifine Ultra.
http://www.minecraftforum.net/topic/642151-building-guide-tips-and-help/
Good to know, actually. LOL I was going to uninstall mine once 1.5 came out.
If you are a heavy mod user, a majority of mods blocks disappear once the blocks are removed. Biome adding mods have the added pain of massive "rips" in the ground at the boundry between newly generated terrain and terrain generated pre-install or post deletion. Honestly, it is heavily recommended not to update to a massive version change for MC if you are a mod user, as most LARGE scale mods can't update for quite a while afterwards usually. Especially with this version change completely changing how textures work, a lot of mod devs will take a bit longer than usual to adapt to the changes. Won't be anything like the 1.3.2 change, but it will add a pretty big step to this update from normal.
I was always a bit curious as to what happens to the blocks from biome-adding-mods. Thanks for that. I am indeed a heavy mod user and have seen the consequences of biome-adding mods creating "rips", and they are definitely not pretty. It seems as though I will indeed be sticking to 1.4.7 for many reasons, including that most of the mods I simply adore are 1.4.7, I do not wish to reinstall those mods, and what you said about the work that mod devs take due to this texture change will be shortened a bit longer. Honestly, 1.5 does not offer myself much, so I'll be sticking to 1.4.7 until all of my desired mods are updated. Thanks for the information. I honestly think I would be waiting around for all my mods to be updating to 1.5.x and avoiding playing minecraft if it wasn't for you, as silly as that might sound.
I had something similar at the 1.4.6 update. For some reason, a lot of my past worlds corrupted, and I couldn't fix em. Had to trash about 10 worlds, and scrapped EVERY single one of my configs, but I got stuff working pretty well now. Luckily, my first world is still safe, as I keep that guy on a backup save.
DRPG adds a lot of content, and a massive amount of specialized mobs in many different areas. however, some of them are biome-specific, and others are cave-dwellers. Would any of the added items show up underground where they're supposed to be?
Sorry for the multiple questions, but I can't find anything related to DRPG at all in this mod topic X.x
*Sees Enderman, Pulls out Blaze Rod, and charges*
In the Optifine thread, the author states to use with Forge 6.6.1.518 ,so you may want to update Forge. The current recommended version is 6.6.0.497. Although I tried it out just now and it worked just fine with the recommended version.
Well, honestly, even though it's a bit cheaty, I'm already using Rei's Minimap and Risugami's Death Chest together, as well as another mod tat adds hearts that instantly recover HP, and a lot of other little nuances.... I really just want to see the biomes, and explore them all myself :3
*Sees Enderman, Pulls out Blaze Rod, and charges*
So, ID sloot?
Apparently, due to the Mud Block being the same ID as one of the ores, I can't even LOAD BOP and DRPG together....
Sad, because someone else got it to work properly X.x
going to try shoving one or both into Core Mods folder, just to see what happens.....
*Sees Enderman, Pulls out Blaze Rod, and charges*
..... I thought about that, but I wouldn't know where to begin X.x
soon as I can find the config file for BOP, since the name of the block that's borked on both is easier to remember as Mud Block than some ore that's 15 letters long startnig with X, like half of the Ores there X.x
EDIT: Can't find a Config File in either set of folders! D:
RE-EDIT: Ignore above, found it,. and I found the issues.... Changed the mud block, and all of the redwood parts into 3XXX rather than 4XXX, and it loads perfectly.....
Now to wait for the Aether II mod to throw in, and I'll be set for life!
*Sees Enderman, Pulls out Blaze Rod, and charges*
How did you prevent Minecraft from hanging during world creation with biomes with non-vanilla blocks as the top block or filler block?
In my own mod, the console says a nullPointerException occurs when the world attempts to get the block with getTopSolidOrLiquidBlock, but the block is properly registered and fully functional in game, the biome is also functional if I give it vanilla blocks to decorate with. I've been scouring source code for days now, and I'm stumped. How did you get around this?
-Nicolas Negroponte