There are mods that support "retrogen" - natura is not one of them. An alternative idea - instead of messing with your existing map too much - make "Mystcraft" one of the mods you add: You can then create an entirely new dimension - which WILL populate with all your (new) mods world gen features, and set up a transport hub for your players to visit it. This preserves your players existing structures, but lets them move to the new place if - for example - they wish to build a new home in a proper giant redwood.
This is an idea... But my server may not be able to handle it. I'm hosting on a computer in my closet. :\ Not an ideal set up, but it's fairly easy and I've had few issues to date.
Also, why is 'retrogen' not supported? I don't image it would be too hard... I've not written any mods either, so I'm not the authority on this.
well, you could just spawn saplings and like...plant them? or are you talking about the oaks and stuff that grow into weird shapes?
Well, this would do some of the things... but the 'Jonny Appleseed' approach is time consuming and loses the effect of a naturally generated environment.
It's especially time consuming because my overworld is over 180 thousand chunks.
My other idea of copying the inhabited chunks seems to be looking better and better every minute... I just can't figure that out.
This is an idea... But my server may not be able to handle it. I'm hosting on a computer in my closet. :\ Not an ideal set up, but it's fairly easy and I've had few issues to date.
Also, why is 'retrogen' not supported? I don't image it would be too hard... I've not written any mods either, so I'm not the authority on this.
...
My other idea of copying the inhabited chunks seems to be looking better and better every minute... I just can't figure that out.
Actually it is quite hard. Chunk and feature generation is a multi-pass process - once certain passes have been done on a chunk its not possible to re-do earlier passes (easilly) without making features overlap in jarring ways. A natura redwood tree - being generated in an existing world - would have no way of knowing its about to obliterate a players house.
MCEdit can be used to mark chunks so that their features are regenerated - one other way of using MCEdit that ive done is to simply select the inhabited chunks, and use the 'crop' command to delete everything outside the selected area. This forces the regeneration of all (deleted) chunks.
There were some mods for bukkit iirc that would try do this automatically by scanning chunks for signs of habitation - any blocks that would not generate with normal world gen. So players could place at least a sign, in any chunk, they want to preserve.
hey, weird question. Berries are all well and good, but why not add bottled juice as a crafting recipe? also would be a handy way to carry all the berries one might need, and each of the four berries could possibly have it's own effect.
I may have found a bug, i tried to expand a village in my game and used giant sequoia for wood and doors. However it seems the villagers don't recognize them as doors, they can't seem to open them or enter.
Actually it is quite hard. Chunk and feature generation is a multi-pass process - once certain passes have been done on a chunk its not possible to re-do earlier passes (easilly) without making features overlap in jarring ways. A natura redwood tree - being generated in an existing world - would have no way of knowing its about to obliterate a players house.
Well, again still just speculation, couldn't it be written to try and manually grow the tree rather than just place it into the world? I'm just being optimistic about it a bit, I guess.
MCEdit can be used to mark chunks so that their features are regenerated - one other way of using MCEdit that ive done is to simply select the inhabited chunks, and use the 'crop' command to delete everything outside the selected area. This forces the regeneration of all (deleted) chunks.
This is something I was considering, because the world seed generates the same general terrain when using all the mods. I'll give this a try, I've been making backups so I'm not worried about breaking the world.
I may have found a bug, i tried to expand a village in my game and used giant sequoia for wood and doors. However it seems the villagers don't recognize them as doors, they can't seem to open them or enter.
I've noticed this in my testing as well. I don't think it's a bug with Natura though, but with the actual villagers. They are likely set to recognize doors based on block ID... Just speculation.
I may have found a bug, i tried to expand a village in my game and used giant sequoia for wood and doors. However it seems the villagers don't recognize them as doors, they can't seem to open them or enter.
This is a known problem for mods that add doors. Villagers appear to be hard-coded to only recognize vanilla doors, and no one has yet to come up with an elegant solution.
I may have found a bug....but I'm not sure...since the mod doesn't have a wiki I'm not sure what is and what's not in the mod... None of the Natura wood plank slabs can be crafted.....the items appear in NEI and I can cheat them in but they can't be crafted. Also the NEI question mark functionality that populates recipes that's supposed to be fixxed according to the changelog in the Natura woods crafting tables.....yeah...that's still broken....there's not even a question mark there. Using: MC 1.6.4 NotEnoughItems 1.6.1.5 Natura_1.6.2_2.1.9 TConstruct_1.6.4_1.4.7d5 BiblioCraft[v1.4.1] BiblioWoods[Natura][v1.0] As I said I'm not sure if the slabs I'm talking about are from natura or bibliowoods [natura].....because you have no wiki....so also please get a wiki....whoever wants mystery...can not read the wiki.
The slabs are from Natura, not Bibliowoods. And yes, they're uncraftable for no explicable reason. I am hoping that will be fixed in the next release, as I need Natura slabs for a few of my building projects.
I'm not fond of "discover for yourself'" in lieu of documentation. direwolf20's spotlight does a good job of showing the plants and trees of Natura. The mod also adds some former Tinkers Construct mobs in: imps, heatscar spiders, and nitro creepers.
Nitro creepers apparently don't have the familiar "sssss" countdown of regular creepers. They just go boom. (I say 'apparently', because I use Mob Spawn Controls 2 to disable them.)
Heatscar spiders are large spiders in the Nether that can set you on fire. They drop flamestring, which can be used with sticks from Natura's Nether trees to make bows. I do not know if there are any benefits to these Nether bows over regular bows, but my darkwood bow looks spiffing.
Imps are little pig-creatures in the Nether. They're neutral and drop a greenish meat I've never eaten and imp leather, which can be used to craft fire-resistant leather armor.
Rollback Post to RevisionRollBack
[Scott]: Things I have managed to get in the last five minutes, in order of ascending importance: cobblestone, planks, lapis lazuli, redstone, gold, coal, diamond. VERY LOST.
MCEdit can be used to mark chunks so that their features are regenerated - one other way of using MCEdit that ive done is to simply select the inhabited chunks, and use the 'crop' command to delete everything outside the selected area. This forces the regeneration of all (deleted) chunks.
I've decided after a bit of testing that I will go with the pruning/cropping method. The only reason I was hesitant with this before is that I thought I had to Select-All chunks then deselect the ones that I wanted to keep. Select all on that many chunks took almost ten minutes.
2013-09-20 17:46:25 [INFO] [STDOUT] [TConstruct] Natura, what are we going to do tomorrow night?
2013-09-20 17:46:25 [INFO] [STDOUT] [Natura] TConstruct, we're going to take over the world!
I've come across a strange bug with Natura and the Energy Manipulation mod in 1.5.2. I've tested it with just one or the other on an otherwise blank forge installation; it only throws this when I try to run them together. I'll notify the EMI author, of course.
Ive encountered something a bit weird, it seems the floating slime islands from Tinkers Construct are spawning in the middle of redwood trees done by Natura, and cutting big chunks out of them. Anyone else seeing this?
EDIT: While im at it, how do I turn off all cloud gen? Its not really required is it?
This can happen anytime the island spawn while there is something in its path, it's not really Natura related. For example it's common for them to spawn inside the mountains from Highlands tallest biomes. I assume the same happen with some biomes in the BoP world type.
I would tend to agree, but I thought there may be a bug with how Redwood trees location was determined in certain biomes and a correlation with the floating islands location determination. The reason I thought this was because I had (with view distance set to 9) three redwood trees, with three floating islands either completely through or intersecting the redwood trees, and no other redwood trees or floating islands. Seemed to be related.
I've lost the world due to repeated reloading while testing other mods, but if I come across it again, I'll post a screenshot.
EDIT: Also, I really, really want to turn off cloud gen. Config only specify options for ash clouds?
I seem to be having a slight problem with cotton. When I find or grow a plant, and right click it to harvest, the plant always turns back into seeds a few seconds after, it doesn't stay a plant. Do I need to use a hoe to harvest?
Bug: I've been using wood from the Natura's giant Sequoia trees for fencing my animals in, and while it does an effective job of keeping them in one place I have noticed that the non vanilla fences seem to be 'invisible' to the mob pathfinding. They keep on walking up to a fence, then bouncing up and down, as the pathfinding doesn't expect an obstruction there.
I'm going to have to replace all my fences with vanilla fences from oak wood :/
Bug: I've been using wood from the Natura's giant Sequoia trees for fencing my animals in, and while it does an effective job of keeping them in one place I have noticed that the non vanilla fences seem to be 'invisible' to the mob pathfinding. They keep on walking up to a fence, then bouncing up and down, as the pathfinding doesn't expect an obstruction there.
I'm going to have to replace all my fences with vanilla fences from oak wood :/
I had the same issue. I assumed they were jumping like that because fences aren't "whole" blocks, but now that you mention it... they don't do that with vanilla fences. Though I was planning to switch out the fencing with that warded stone of sealing stuff from Thaumcraft anyway, heh.
Hey mDiyo! I LOVE this mod. I was wondering if you could add chests, torches, doors, ladders and windows crafted by the different trees, and apple trees. I've seen these In the texture files. Also, in premium wood. Maybe the next update? Also, It seems amaranth trapdoors have missing textures. Same with the 1.5 versions, only the other trapdoors have missing textures too, but still exist. Some things also seem to not be craftable. I noticed this with some fences, gates, slabs, and buttons. One last thing. You added the Premium wood and Nethercraft stuff. Maybe you could add the manta and egg from Scokeev's Manta mod?
Is there a trick to get saguaro cactus to grow? I am using MC 1.6.4 and Natura_1.6.2_2.1.9.
I have a single block of saguaro cactus on a single block of sand. I've allowed about a dozen in-game days to pass and the cactus has not grown. I am in a Woodland biome (anExtraBiomesXL biome, I believe).
Rollback Post to RevisionRollBack
Now the whole world stands on the brink, staring down into bloody hell. All those liberals and intellectuals and smooth talkers - and all of a sudden, nobody can think of anything to say.
Is there a trick to get saguaro cactus to grow? I am using MC 1.6.4 and Natura_1.6.2_2.1.9.
I have a single block of saguaro cactus on a single block of sand. I've allowed about a dozen in-game days to pass and the cactus has not grown. I am in a Woodland biome (anExtraBiomesXL biome, I believe).
This is an idea... But my server may not be able to handle it. I'm hosting on a computer in my closet. :\ Not an ideal set up, but it's fairly easy and I've had few issues to date.
Also, why is 'retrogen' not supported? I don't image it would be too hard... I've not written any mods either, so I'm not the authority on this.
Well, this would do some of the things... but the 'Jonny Appleseed' approach is time consuming and loses the effect of a naturally generated environment.
It's especially time consuming because my overworld is over 180 thousand chunks.
My other idea of copying the inhabited chunks seems to be looking better and better every minute... I just can't figure that out.
Actually it is quite hard. Chunk and feature generation is a multi-pass process - once certain passes have been done on a chunk its not possible to re-do earlier passes (easilly) without making features overlap in jarring ways. A natura redwood tree - being generated in an existing world - would have no way of knowing its about to obliterate a players house.
MCEdit can be used to mark chunks so that their features are regenerated - one other way of using MCEdit that ive done is to simply select the inhabited chunks, and use the 'crop' command to delete everything outside the selected area. This forces the regeneration of all (deleted) chunks.
There were some mods for bukkit iirc that would try do this automatically by scanning chunks for signs of habitation - any blocks that would not generate with normal world gen. So players could place at least a sign, in any chunk, they want to preserve.
Well, again still just speculation, couldn't it be written to try and manually grow the tree rather than just place it into the world? I'm just being optimistic about it a bit, I guess.
This is something I was considering, because the world seed generates the same general terrain when using all the mods. I'll give this a try, I've been making backups so I'm not worried about breaking the world.
I've noticed this in my testing as well. I don't think it's a bug with Natura though, but with the actual villagers. They are likely set to recognize doors based on block ID... Just speculation.
This is a known problem for mods that add doors. Villagers appear to be hard-coded to only recognize vanilla doors, and no one has yet to come up with an elegant solution.
The slabs are from Natura, not Bibliowoods. And yes, they're uncraftable for no explicable reason. I am hoping that will be fixed in the next release, as I need Natura slabs for a few of my building projects.
I'm not fond of "discover for yourself'" in lieu of documentation. direwolf20's spotlight does a good job of showing the plants and trees of Natura. The mod also adds some former Tinkers Construct mobs in: imps, heatscar spiders, and nitro creepers.
Nitro creepers apparently don't have the familiar "sssss" countdown of regular creepers. They just go boom. (I say 'apparently', because I use Mob Spawn Controls 2 to disable them.)
Heatscar spiders are large spiders in the Nether that can set you on fire. They drop flamestring, which can be used with sticks from Natura's Nether trees to make bows. I do not know if there are any benefits to these Nether bows over regular bows, but my darkwood bow looks spiffing.
Imps are little pig-creatures in the Nether. They're neutral and drop a greenish meat I've never eaten and imp leather, which can be used to craft fire-resistant leather armor.
I've decided after a bit of testing that I will go with the pruning/cropping method. The only reason I was hesitant with this before is that I thought I had to Select-All chunks then deselect the ones that I wanted to keep. Select all on that many chunks took almost ten minutes.
Thanks for your advice Farproc!
Just as funny as Minecraft Crash reports, lol.
http://pastebin.com/7JVxzK6r
EDIT: While im at it, how do I turn off all cloud gen? Its not really required is it?
I would tend to agree, but I thought there may be a bug with how Redwood trees location was determined in certain biomes and a correlation with the floating islands location determination. The reason I thought this was because I had (with view distance set to 9) three redwood trees, with three floating islands either completely through or intersecting the redwood trees, and no other redwood trees or floating islands. Seemed to be related.
I've lost the world due to repeated reloading while testing other mods, but if I come across it again, I'll post a screenshot.
EDIT: Also, I really, really want to turn off cloud gen. Config only specify options for ash clouds?
I'm going to have to replace all my fences with vanilla fences from oak wood :/
I had the same issue. I assumed they were jumping like that because fences aren't "whole" blocks, but now that you mention it... they don't do that with vanilla fences. Though I was planning to switch out the fencing with that warded stone of sealing stuff from Thaumcraft anyway, heh.
I have a single block of saguaro cactus on a single block of sand. I've allowed about a dozen in-game days to pass and the cactus has not grown. I am in a Woodland biome (an ExtraBiomesXL biome, I believe).
On vanilla workbench ladder can be placed,but on workbench made of your mod wood it cant be placed.