Just a heads up, the next update is going to break existing worlds. Biomes have been changed around quite a bit, including a few new ones.
I'd highly suggest waiting for the update, which will hopefully be before the end of the month, to create a new world if you haven't already.
I normally wouldn't make this suggestion because it IS a world breaking suggestion, but...
Since you're going to break existing worlds in the next update, would it be too much to ask for biome id's to be changed to a sequence starting at, for example, 100 (so as to allow instant compatibility with ExtraBiomes XL & Twilight Forest biome id's)
...or would there be so many different biome mods that I'm not aware of that already use some of these numbers making it irrelevant? (I know of a 4th one that uses biome id's at the end of this list, but that's it. These seem to be the biggest ones I know of)
I thinkthis might be BIOME OVER KILL!If you know what i mean. But i like that you added unimplemented biomes from the Beta versions of Minecraft. From the looks of it, i think people who want more adventure (ALOT of adventure) will like this mod.
I normally wouldn't make this suggestion because it IS a world breaking suggestion, but...
Since you're going to break existing worlds in the next update, would it be too much to ask for biome id's to be changed to a sequence starting at, for example, 100 (so as to allow instant compatibility with ExtraBiomes XL & Twilight Forest biome id's)
...or would there be so many different biome mods that I'm not aware of that already use some of these numbers making it irrelevant? (I know of a 4th one that uses biome id's at the end of this list, but that's it. These seem to be the biggest ones I know of)
The way we did our biome IDs was to allow for mod compatibility right out of the box.
Our IDs start at 254, and go backwards. We skip over the biome IDs that Mo' Creatures and Better World Generation 4 use, and then go in between those for other IDs. We had to cut into the section ExtraBiomes XL uses for the Promised Land and Nether biomes, and also for the upcoming beach variations and ocean sub-biomes.
I'm not sure about Twilight Forest, but I'll look at what IDs it uses.
It's not as important to maintain compatibility with ExtraBiomes XL as it is other mods that add biomes, but aren't primarily biome mods. You can still use EBXL, as long as you don't use BWG4, but you'll have to change IDs.
I am using latest gregtech and ic2 as well as the latest BoP.. when I put a sunflower into the crafting table it makes 4 hydrogen cells.. Not sure who's end this is on but I thought I would throw it ur way.
I am using latest gregtech and ic2 as well as the latest BoP.. when I put a sunflower into the crafting table it makes 4 hydrogen cells.. Not sure who's end this is on but I thought I would throw it ur way.
Sounds like an ID conflict. Sunflowers produce 4 sunflower seeds when crafted, so an item ID must be conflicting. For some reason, Forge doesn't check for item ID conflicts, only block ID conflicts. It doesn't crash when item IDs conflict either.
If you delete your config files (Granted you didn't change anything), it should regenerate them with non-conflicting IDs.
I have changed gregtech endlessly let me try deleeting the bop config. However I already have had to do this just to make it load.. hmmm oh well i can manually fix it I bet...
Is there some kind of way to delete a biome? Because i always find myself wandering around in the middle of the sea or some snowy place.
Oceans and Ice Plains cannot be toggled off, yet. BWG4 has an option to toggle Ice Plains, so I'll see if ted80 (Who is also a Biomes O' Plenty dev) can add that feature for us as well. The Ocean biome, however, will never be allowed to be toggled, as there needs to be some kind of base biome.
Looks like you have an itemid conflict in your configs. Forge adds 256 to an itemid by default. I have the same itemid in-game and the crafting examples you show work fine. But I'm 100% certain I have no duplicate itemid's in any of the config files for the mods I'm running.
Check out the config file for the mod that contains the items you see in the crafting window and compare it to the Biomes O Plenty config. Somewhere there's a duplicate (or a lot of duplicates) and you'll need to change itemid's to unused values.
Not Enough Items has a great feature that allows you to dump not only all the itemid's in your game but also all the unused itemids so you know what's available when you're fixing your dupe ids.
This isn't a problem with BOP or your other mods, it's just the way Minecraft functions.
I have EXLB and BOP installed. I created a new world and under "More World Option" I change the World Type to Biomes O Plenty. Does this disable EXBL biomes? Are there any specific features I gain/lose by using this option? I did search the thread but did not find the answer to my questions. I started reading posts but 247 pages of posts is a lot to go through. I was going cross eyed....lol
I also had Gregtech installed with this mod and there was a conflict. I know i's lazy but I just deleted Gregtech instead of fixing the conflict. I'll miss Gregtech but I'll get over it. I wish IDResolver was updated to 1.5.2....sigh.
Oh, before you comment how lazy I am being know this. I am aware and do not care.
I have EXLB and BOP installed. I created a new world and under "More World Option" I change the World Type to Biomes O Plenty. Does this disable EXBL biomes? Are there any specific features I gain/lose by using this option? I did search the thread but did not find the answer to my questions. I started reading posts but 247 pages of posts is a lot to go through. I was going cross eyed....lol
I also had Gregtech installed with this mod and there was a conflict. I know i's lazy but I just deleted Gregtech instead of fixing the conflict. I'll miss Gregtech but I'll get over it. I wish IDResolver was updated to 1.5.2....sigh.
Oh, before you comment how lazy I am being know this. I am aware and do not care.
Thank you, that is all.
Depending on how they handle biomes, it may or may not work. You'll have to try it for yourself.
Dang, I was almost finished generating my new worlds. What kind of changes are being made to the non-ocean biomes?
Quite a few. The Bog, Tundra, Swampwoods (Which is now called the Sludgepit), and Drylands (Which is now called the Brushland) have the most significant changes. It'd be best to just wait until the next update if you plan on doing a serious survival world.
Question should anyone know the answer ... when generating a new world with the default world size and using the Biomes O Plenty worldtype option approximately how many biomes, what size area would be generated initially before exploring the world and forcing more chunk/world generation?
Ultimately I'd like to start worlds for servers with only a few biomes enabled to guarantee they'd be near the spawn area, stop the game after worldgen, then enable all of the other biomes I'd like so that they would appear as the world was explored.
I'm just not sure how many would be an appropriate number and realize that there's probably only a ballpark # and not an exact # that are generated on a new world
Question should anyone know the answer ... when generating a new world with the default world size and using the Biomes O Plenty worldtype option approximately how many biomes, what size area would be generated initially before exploring the world and forcing more chunk/world generation?
Ultimately I'd like to start worlds for servers with only a few biomes enabled to guarantee they'd be near the spawn area, stop the game after worldgen, then enable all of the other biomes I'd like so that they would appear as the world was explored.
I'm just not sure how many would be an appropriate number and realize that there's probably only a ballpark # and not an exact # that are generated on a new world
I have tried something similar using sets of biomes in the config. It will result in sheer cliffs once you re-enable the other biomes again. Minecraft seems to have predetermined areas of land elevation. If you have Field, Pasture and Woodland enabled for a 1000x1000 area, then you enable all the other biomes, it will generate things like Canyon and Jade Cliffs right at the edge of the new chunk. Very unsightly. My current workaround for this is to use the Ages from Mystcraft to contain the biomes I want. Set a WorldBorder for each one and use portals to travel to a new area. (waiting for BoP and Mystcraft to be updated now, though).
I:"Skystone ID"=171
to:
I:"Skystone ID"=172
This should fix the Slot Arguement Exception that immediately crashes Minecraft.
Or, alternatively, you could do what's already been suggested several times and simply delete the config file altogether and let it create a new one.
Doing it this way is actually more preferential, as changing the IDs could cause problems later on, especially when another update comes out.
I normally wouldn't make this suggestion because it IS a world breaking suggestion, but...
Since you're going to break existing worlds in the next update, would it be too much to ask for biome id's to be changed to a sequence starting at, for example, 100 (so as to allow instant compatibility with ExtraBiomes XL & Twilight Forest biome id's)
...or would there be so many different biome mods that I'm not aware of that already use some of these numbers making it irrelevant? (I know of a 4th one that uses biome id's at the end of this list, but that's it. These seem to be the biggest ones I know of)
The way we did our biome IDs was to allow for mod compatibility right out of the box.
Our IDs start at 254, and go backwards. We skip over the biome IDs that Mo' Creatures and Better World Generation 4 use, and then go in between those for other IDs. We had to cut into the section ExtraBiomes XL uses for the Promised Land and Nether biomes, and also for the upcoming beach variations and ocean sub-biomes.
I'm not sure about Twilight Forest, but I'll look at what IDs it uses.
It's not as important to maintain compatibility with ExtraBiomes XL as it is other mods that add biomes, but aren't primarily biome mods. You can still use EBXL, as long as you don't use BWG4, but you'll have to change IDs.
Sounds like an ID conflict. Sunflowers produce 4 sunflower seeds when crafted, so an item ID must be conflicting. For some reason, Forge doesn't check for item ID conflicts, only block ID conflicts. It doesn't crash when item IDs conflict either.
If you delete your config files (Granted you didn't change anything), it should regenerate them with non-conflicting IDs.
Oceans and Ice Plains cannot be toggled off, yet. BWG4 has an option to toggle Ice Plains, so I'll see if ted80 (Who is also a Biomes O' Plenty dev) can add that feature for us as well. The Ocean biome, however, will never be allowed to be toggled, as there needs to be some kind of base biome.
Check out the config file for the mod that contains the items you see in the crafting window and compare it to the Biomes O Plenty config. Somewhere there's a duplicate (or a lot of duplicates) and you'll need to change itemid's to unused values.
Not Enough Items has a great feature that allows you to dump not only all the itemid's in your game but also all the unused itemids so you know what's available when you're fixing your dupe ids.
This isn't a problem with BOP or your other mods, it's just the way Minecraft functions.
I also had Gregtech installed with this mod and there was a conflict. I know i's lazy but I just deleted Gregtech instead of fixing the conflict. I'll miss Gregtech but I'll get over it. I wish IDResolver was updated to 1.5.2....sigh.
Oh, before you comment how lazy I am being know this. I am aware and do not care.
Thank you, that is all.
Depending on how they handle biomes, it may or may not work. You'll have to try it for yourself.
Quite a few. The Bog, Tundra, Swampwoods (Which is now called the Sludgepit), and Drylands (Which is now called the Brushland) have the most significant changes. It'd be best to just wait until the next update if you plan on doing a serious survival world.
Ultimately I'd like to start worlds for servers with only a few biomes enabled to guarantee they'd be near the spawn area, stop the game after worldgen, then enable all of the other biomes I'd like so that they would appear as the world was explored.
I'm just not sure how many would be an appropriate number and realize that there's probably only a ballpark # and not an exact # that are generated on a new world
Also, why isn't the Jade Forest that won in the mod? Just wondering
It is. It's called the Jade Cliffs.
I have tried something similar using sets of biomes in the config. It will result in sheer cliffs once you re-enable the other biomes again. Minecraft seems to have predetermined areas of land elevation. If you have Field, Pasture and Woodland enabled for a 1000x1000 area, then you enable all the other biomes, it will generate things like Canyon and Jade Cliffs right at the edge of the new chunk. Very unsightly. My current workaround for this is to use the Ages from Mystcraft to contain the biomes I want. Set a WorldBorder for each one and use portals to travel to a new area. (waiting for BoP and Mystcraft to be updated now, though).