I noticed the FAQ no longer has the question about OptiFine preventing the custom biome colors from working. Does this mean that the latest OptiFine + the latest BoP will now show proper Biome colors?
I'd love to go back to using OptiFine, but I don't want all my biomes changing to be the same shade of green.
The last time I tried the mod with OptiFine (Last week or so?), it worked fine (I was using Optifine for GLSL Shaders). I didn't have to disable smooth biomes, or change any other settings. All of the biomes had their correct colors. I was using the Ultra version of Optifine though, so maybe it's messed up in other ones?
Don't take this as a complaint, although how come the jade cliffs don't really look like the jade forest that was submitted?
I based it more off of the original picture that was provided, rather than that fancy mockup. I'll try to go back and improve it more, but there wasn't really much I could do to make it look exactly like it, while still being unique.
Does this mod replace the pre-mod MC biomes completely or just add on to them?
Does the "Biome Size" affect the sizes of the pre-modded minecraft biomes?
Thanks!
Vanilla biomes have a new enhanced version with the mod. It replaces the original ones, but you can toggle between them, and the pure vanilla biomes in the config file.
Biome Size affects every biome, including the Ocean, Ice Plains, vanilla biomes, my biomes, etc.
MC freezes when trying to create a 'Size 1' biome world. Hangs on "Converting World.." No report.
But 2 and up are fine. Odd.
1 isn't really a good size anyway. Biomes are ridiculously small with it. I'd recommend using 2 if you want small biomes. Speaking of which, I might re-add the Small Biomes world type, just to go along with the Large Biomes world type.
Ok, I've noticed a little bug I think. When growing BoP saplings with bone meal the bone meal isn't consumed.
Also, growing Fir Trees is a little counter-intuitive. I think that it should work similar to vanilla Jungle Saplings - when you put 4 in a 2x2 pattern it should grow a tree with a 2x2 trunk, aside from the normal growth of a single sapling.
Ok, I've noticed a little bug I think. When growing BoP saplings with bone meal the bone meal isn't consumed.
Also, growing Fir Trees is a little counter-intuitive. I think that it should work similar to vanilla Jungle Saplings - when you put 4 in a 2x2 pattern it should grow a tree with a 2x2 trunk, aside from the normal growth of a single sapling.
Yeah, it's a known bug, and I'm not entirely sure how to fix it. As for the fir saplings, it used to be like that, but it was a bit buggy, so I removed it. I'll look into re-adding that though.
I saw your post the other day about the Ruins not spawning in any biomes. I've never used the mod before, so I don't know how it works, but have you tried asking the author of it about it to see what he says?
ahhhhh I'm really sad because god I love this mod but when minecraft updated to 1.5 each time I try to re-install it goes to the black screen.
I've updated Forge and did everything correctly because before I add this mod the game works fine but as soon as I extract the files to my .minecraft folder I get the black screen problem
The last time I tried the mod with OptiFine (Last week or so?), it worked fine (I was using Optifine for GLSL Shaders). I didn't have to disable smooth biomes, or change any other settings. All of the biomes had their correct colors. I was using the Ultra version of Optifine though, so maybe it's messed up in other ones?
Odd, I also have the Ultra of the Optifine that was released a week or so ago. Hmm....
AH-HA!
Deleted the optionsop.txt from the .minecraft folder, let the new Optifine generate a new one, and the colors are correct!
ahhhhh I'm really sad because god I love this mod but when minecraft updated to 1.5 each time I try to re-install it goes to the black screen.
I've updated Forge and did everything correctly because before I add this mod the game works fine but as soon as I extract the files to my .minecraft folder I get the black screen problem
This mod and forge have not yet been updated for version 1.5. Now we play the waiting game.
Hi, I added Biomes O' Plenty to FTB Lite today, and I cant seem to find ANY of this mods biomes anywhere, and i've travelled all over. There isnt XBXL or other biome generating mods in the mod-pack, I've looked through the config and cant find anything.
Any Ideas what could be going on?
Did you change the World Type to Biomes O' Plenty? The option can be found under "More World Options..." when creating a new world. Either that or you can set "Add Biomes To Default World" to true in the config file and leave the world type on default.
Or, building on this, have a load of separate Minecraft folders that you can copy/paste in. Then you can still play your mods on the old Minecraft version, but if you want to play Vanilla you can have a separate jar/folder for it without being forced to play without your mods.
Building on this, you can use MultiMC to keep that organized for you. You can create instances for different versions of Minecraft and installation of mods is much easier
It's seriously the BEST mod ever. Go check that **** out!
Oh I love Wild Grass! It and Wild Caves are my go-to atmosphere-enhancing mods. I'm so glad to see it back.
Any chance you can do anything on your end to better integrate it, TDWP? Like perhaps a config option to swap out your medium / tall grass with that provided by Wild Grass? Or, barring that, an option to just disable some of BOP's grasses, which Wild Grass has covered?
The way Wild Grass was meant to be, was an "addition" to grass blocks, rather than a whole separate tall grass block (Hence why it has no hitbox). It used to grow on every single grass block before, rather than just a few here and there.
When/if ejhopkins adds a config file for Wild Grass, to change some of the settings like how it reduces the amount of vanilla tall grass, it'll go perfectly with Biomes O' Plenty.
Hey TDWP, I have searched in the config files, and all of my other mods have a config file there, but not this one. This mod's config file has been mentioned a lot, and I was wondering where I can access it?
Hey TDWP, I have searched in the config files, and all of my other mods have a config file there, but not this one. This mod's config file has been mentioned a lot, and I was wondering where I can access it?
\.minecraft\config\BiomesOPlenty.cfg. Same folder as most mods.
----------------
Also, I'm going to do one last update before updating the mod to 1.5. Will be released in a bit.
Can anybody help me??? I installed this mod and now everytime I load minecraft I get a crash. I think its a block id conflict from reading the crash report. Is there any way I can fix it? Its conflicting with TF2 Teleporters.
Heres the crash report.
------------------------------------
java.lang.IllegalArgumentException: Slot 4095 is already occupied by tdwp_ftw.biomesop.blocks.BlockMudBrick@57887d83 when adding TF2.Teleporter.common.BlockTF2TeleporterBlue@41e8505a
at amq.<init>(Block.java:326)
at akb.<init>(BlockContainer.java:11)
at TF2.Teleporter.common.BlockTF2Teleporter.<init>(BlockTF2Teleporter.java:25)
at TF2.Teleporter.common.BlockTF2TeleporterBlue.<init>(BlockTF2TeleporterBlue.java:10)
at TF2.Teleporter.common.TF2TeleporterMod.load(TF2TeleporterMod.java:121)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 59d5ac0e ----------
The last time I tried the mod with OptiFine (Last week or so?), it worked fine (I was using Optifine for GLSL Shaders). I didn't have to disable smooth biomes, or change any other settings. All of the biomes had their correct colors. I was using the Ultra version of Optifine though, so maybe it's messed up in other ones?
I based it more off of the original picture that was provided, rather than that fancy mockup. I'll try to go back and improve it more, but there wasn't really much I could do to make it look exactly like it, while still being unique.
Vanilla biomes have a new enhanced version with the mod. It replaces the original ones, but you can toggle between them, and the pure vanilla biomes in the config file.
Biome Size affects every biome, including the Ocean, Ice Plains, vanilla biomes, my biomes, etc.
But 2 and up are fine. Odd.
Arctic, Bayou, Birch Forest, Chaparral, Coniferous Forest, Dead Forest, Drylands, Fen, Field, Frost Forest, Grassland, Grove, Heathland, Lush Swamp, Maple Woods, Meadow, Orchard, Outback, Prairie, Redwood Forest, Savanna, Scrubland, Shield, Shrubland, Snowy Woods, Spruce Woods, Steppe, Swampwoods, Tropical Rainforest, Tundra, Woodland, and all of the enhanced vanilla biomes except the new Jungle and Extreme Hills.
1 isn't really a good size anyway. Biomes are ridiculously small with it. I'd recommend using 2 if you want small biomes. Speaking of which, I might re-add the Small Biomes world type, just to go along with the Large Biomes world type.
It's seriously the BEST mod ever. Go check that **** out!
Also, growing Fir Trees is a little counter-intuitive. I think that it should work similar to vanilla Jungle Saplings - when you put 4 in a 2x2 pattern it should grow a tree with a 2x2 trunk, aside from the normal growth of a single sapling.
Yeah, it's a known bug, and I'm not entirely sure how to fix it. As for the fir saplings, it used to be like that, but it was a bit buggy, so I removed it. I'll look into re-adding that though.
I've updated Forge and did everything correctly because before I add this mod the game works fine but as soon as I extract the files to my .minecraft folder I get the black screen problem
Odd, I also have the Ultra of the Optifine that was released a week or so ago. Hmm....
AH-HA!
Deleted the optionsop.txt from the .minecraft folder, let the new Optifine generate a new one, and the colors are correct!
This mod and forge have not yet been updated for version 1.5. Now we play the waiting game.
Did you change the World Type to Biomes O' Plenty? The option can be found under "More World Options..." when creating a new world. Either that or you can set "Add Biomes To Default World" to true in the config file and leave the world type on default.
Building on this, you can use MultiMC to keep that organized for you. You can create instances for different versions of Minecraft and installation of mods is much easier
Oh I love Wild Grass! It and Wild Caves are my go-to atmosphere-enhancing mods. I'm so glad to see it back.
Any chance you can do anything on your end to better integrate it, TDWP? Like perhaps a config option to swap out your medium / tall grass with that provided by Wild Grass? Or, barring that, an option to just disable some of BOP's grasses, which Wild Grass has covered?
When/if ejhopkins adds a config file for Wild Grass, to change some of the settings like how it reduces the amount of vanilla tall grass, it'll go perfectly with Biomes O' Plenty.
\.minecraft\config\BiomesOPlenty.cfg. Same folder as most mods.
----------------
Also, I'm going to do one last update before updating the mod to 1.5. Will be released in a bit.
Heres the crash report.
------------------------------------
java.lang.IllegalArgumentException: Slot 4095 is already occupied by tdwp_ftw.biomesop.blocks.BlockMudBrick@57887d83 when adding TF2.Teleporter.common.BlockTF2TeleporterBlue@41e8505a
at amq.<init>(Block.java:326)
at akb.<init>(BlockContainer.java:11)
at TF2.Teleporter.common.BlockTF2Teleporter.<init>(BlockTF2Teleporter.java:25)
at TF2.Teleporter.common.BlockTF2TeleporterBlue.<init>(BlockTF2TeleporterBlue.java:10)
at TF2.Teleporter.common.TF2TeleporterMod.load(TF2TeleporterMod.java:121)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 59d5ac0e ----------