wow, people here is actually quite mature! compared to other non-updated mods :wink.gif: probably because this is a little bit more advanced than things like mo' creatures :smile.gif:
Sorry I didn't meet my deadline. I got really sick after I thought I had been really sick. Aparently it hadn't been enough so I got a double dose... Thanks immune system!
Anyhow, I did some work today and BOB is really screwed up. I'm going to try reverting because I think I did some terrible things when I tried to work with my fever. Regardless of these setbacks provided I don't die I'll have something done before the weekend hits.
Sorry I didn't meet my deadline. I got really sick after I thought I had been really sick. Aparently it hadn't been enough so I got a double dose... Thanks immune system!
Anyhow, I did some work today and BOB is really screwed up. I'm going to try reverting because I think I did some terrible things when I tried to work with my fever. Regardless of these setbacks provided I don't die I'll have something done before the weekend hits.
Sorry I didn't meet my deadline. I got really sick after I thought I had been really sick. Aparently it hadn't been enough so I got a double dose... Thanks immune system!
Anyhow, I did some work today and BOB is really screwed up. I'm going to try reverting because I think I did some terrible things when I tried to work with my fever. Regardless of these setbacks provided I don't die I'll have something done before the weekend hits.
God, I hope you don't disappear like Bucyruss did.
Take care RTB and remember you can't code (or do anything else) if you're a ghost.
Quick question. I'm using PTM SSP R1B10 + SMP R1B9 + BBOB, I put 9 BOBjects in the BobPlugins folder in both SSP and SMP. Custom Objects is set to True and frequency is fairly high at 100. I generated a custom map in SSP, wandered around it a bit, saw no BOBjects. Thinking it needed to generate out further I put it in SMP and used MLG to generate 1800 x 1800. No BOBjects.
If I only have 3 custom palm trees inside the BOBPlugins it generates them per the usual distribution just fine.
Is there a limit to how many BOBjects are allowed for one map type?
Note: The different BOB trees I made all have somewhat overlapping placement rules, but are all a bit different. For instance, the two Murphy pines spawn in all grassy biomes, and I have two sets of palms, one which spawns on grass/dirt and another which spawns on sand. Lastly I made two custom cycads that spawn on grass but only in rainforest and shrubland. Previous tests with just the palms shows that they place abundantly and correctly.
Maybe it's just too many competing arguments for the BOB part of the mod?
Take care RTB and remember you can't code (or do anything else) if you're a ghost.
Quick question. I'm using PTM SSP R1B10 + SMP R1B9 + BBOB, I put 9 BOBjects in the BobPlugins folder in both SSP and SMP. Custom Objects is set to True and frequency is fairly high at 100. I generated a custom map in SSP, wandered around it a bit, saw no BOBjects. Thinking it needed to generate out further I put it in SMP and used MLG to generate 1800 x 1800. No BOBjects.
If I only have 3 custom palm trees inside the BOBPlugins it generates them per the usual distribution just fine.
Is there a limit to how many BOBjects are allowed for one map type?
Note: The different BOB trees I made all have somewhat overlapping placement rules, but are all a bit different. For instance, the two Murphy pines spawn in all grassy biomes, and I have two sets of palms, one which spawns on grass/dirt and another which spawns on sand. Lastly I made two custom cycads that spawn on grass but only in rainforest and shrubland. Previous tests with just the palms shows that they place abundantly and correctly.
Maybe it's just too many competing arguments for the BOB part of the mod?
I had a similar issue, I figured the bob was just broken though. I kept finding single spots of dirt that I assumed were the spawn locations for the 'abandoned shack'. I don't recall if that affected the tree spawns as well, as I deleted the shack from the list pretty quick after that. Of course those were all .bob files not the .bo2, which I still haven't gotten a chance to utilize (i'm interested in the bukkit build only, no offense to the rest of the distros). But the shack would have put me at four or five bobjects.
Take care RTB and remember you can't code (or do anything else) if you're a ghost.
Quick question. I'm using PTM SSP R1B10 + SMP R1B9 + BBOB, I put 9 BOBjects in the BobPlugins folder in both SSP and SMP. Custom Objects is set to True and frequency is fairly high at 100. I generated a custom map in SSP, wandered around it a bit, saw no BOBjects. Thinking it needed to generate out further I put it in SMP and used MLG to generate 1800 x 1800. No BOBjects.
If I only have 3 custom palm trees inside the BOBPlugins it generates them per the usual distribution just fine.
Is there a limit to how many BOBjects are allowed for one map type?
Note: The different BOB trees I made all have somewhat overlapping placement rules, but are all a bit different. For instance, the two Murphy pines spawn in all grassy biomes, and I have two sets of palms, one which spawns on grass/dirt and another which spawns on sand. Lastly I made two custom cycads that spawn on grass but only in rainforest and shrubland. Previous tests with just the palms shows that they place abundantly and correctly.
Maybe it's just too many competing arguments for the BOB part of the mod?
I've used at least six BBOB objects at the same time (in SSP) so I haven't run into the issue with a limited number of BOBject types being allowed. I did have trouble with the seventh, but thought I just hadn't set the frequency high enough or something. I do see the single squares of dirt on occasion.
I do know that the "spawnInBiome=" setting doesn't work - my rainforest-only trees spawn in tundra too.
Another thing I've noticed is that you have to restart Minecraft if you want it to update the BOBjects - otherwise it doesn't see new ones or stop using removed ones. Maybe you've already noticed this.
If I understand the post correctly, you have a version that works without the bob? If so could you release it? I only use this for terrain shapping and enhancing the amount of ore in the world.
I've used at least six BBOB objects at the same time (in SSP) so I haven't run into the issue with a limited number of BOBject types being allowed. I did have trouble with the seventh, but thought I just hadn't set the frequency high enough or something. I do see the single squares of dirt on occasion.
I do know that the "spawnInBiome=" setting doesn't work - my rainforest-only trees spawn in tundra too.
Another thing I've noticed is that you have to restart Minecraft if you want it to update the BOBjects - otherwise it doesn't see new ones or stop using removed ones. Maybe you've already noticed this.
There are aspects of the BOB2s that are supposed to be in the next release. Part of what I'm waiting for.
I've had all my bob items spawn on a single map. The shack. all the available trees and six or seven custom objects. I don't have any issue with them spawning. I did however up the rate at which they spawn because I wanted to see them while creating them. I personally have not noticed any problems.
I have however noticed they sometimes tend to cluster. I'll grt a small group of chunks with multiple spawns (various items) and then won't see any for quite a few chunks, get one or two and then after several more blank chunks i'll get another cluster.
Perhaps you're walking between clusters?
Biome specific stuff is in the next release I believe. And I'm not sure but I think the current version doesn't handle the biomes properly. I generate snowless worlds that are supposed to be just plains, and now that I'm in 1.6.6 the worlds generate snow in areas.
Obviously the biome designation wasn't actually replaced by the 'plains' generated.
R-T-B, would it be possible to have the ores made biome specific? So that I could get say lapis only generated in desert biomes only? Or say coal in only forest, plains and jungle biomes? (just examples)
And maybe some way to make a 'vein' of ore rather than a random clump?
R-T-B, would it be possible to have the ores made biome specific? So that I could get say lapis only generated in desert biomes only? Or say coal in only forest, plains and jungle biomes? (just examples)
And maybe some way to make a 'vein' of ore rather than a random clump?
Hm, I've seen that there still seem to be two problems with the terrain generation that have been there for a while now.
First one is that for some reason with the mod enabled, Minecraft tends to generate weird hill / mountainsides. Especially the top layers tend to have rectangular forms instead of being rounded towards the top. At least for me it really is prominent and kind of sullies the otherwise nice landscapes that are generated. Note that it doesn't much matter what settings I use for the TerrainMod. Currently I'm using values close to the default ones which should generate normal Minecraft landscapes.
The second thing is that while it got better, there are still very straight biome-borders. It's not nearly as extreme anymore but still prominent IMO.
would it maybe be possible to make the BOB system generate some and and maybe some , , , and when generating the terrain?
Yes, it can do all that. You could have it generate, for example, a furnished cottage, or just bookcases scattered randomly o'er the land.
I'm really looking forward to having the biome-specific spawning working - that will really make exploring fun. Also on my wishlist is integration with ymod, for some truly epic mountains.
Yes, it can do all that. You could have it generate, for example, a furnished cottage, or just bookcases scattered randomly o'er the land.
I'm really looking forward to having the biome-specific spawning working - that will really make exploring fun. Also on my wishlist is integration with ymod, for some truly epic mountains.
I'm surprised there aren't any other mods out there thay break the height limit. Is it something thats very very difficult to do now? Ymod is 'old'. 1.3 I think.
I'm surprised there aren't any other mods out there thay break the height limit. Is it something thats very very difficult to do now? Ymod is 'old'. 1.3 I think.
I haven't kept up, evidently. Do you know of any that are compatible with PTM?
great to here that you are well
I love you.
God, I hope you don't disappear like Bucyruss did.
Quick question. I'm using PTM SSP R1B10 + SMP R1B9 + BBOB, I put 9 BOBjects in the BobPlugins folder in both SSP and SMP. Custom Objects is set to True and frequency is fairly high at 100. I generated a custom map in SSP, wandered around it a bit, saw no BOBjects. Thinking it needed to generate out further I put it in SMP and used MLG to generate 1800 x 1800. No BOBjects.
If I only have 3 custom palm trees inside the BOBPlugins it generates them per the usual distribution just fine.
Is there a limit to how many BOBjects are allowed for one map type?
Note: The different BOB trees I made all have somewhat overlapping placement rules, but are all a bit different. For instance, the two Murphy pines spawn in all grassy biomes, and I have two sets of palms, one which spawns on grass/dirt and another which spawns on sand. Lastly I made two custom cycads that spawn on grass but only in rainforest and shrubland. Previous tests with just the palms shows that they place abundantly and correctly.
Maybe it's just too many competing arguments for the BOB part of the mod?
I had a similar issue, I figured the bob was just broken though. I kept finding single spots of dirt that I assumed were the spawn locations for the 'abandoned shack'. I don't recall if that affected the tree spawns as well, as I deleted the shack from the list pretty quick after that. Of course those were all .bob files not the .bo2, which I still haven't gotten a chance to utilize (i'm interested in the bukkit build only, no offense to the rest of the distros). But the shack would have put me at four or five bobjects.
I've used at least six BBOB objects at the same time (in SSP) so I haven't run into the issue with a limited number of BOBject types being allowed. I did have trouble with the seventh, but thought I just hadn't set the frequency high enough or something. I do see the single squares of dirt on occasion.
I do know that the "spawnInBiome=" setting doesn't work - my rainforest-only trees spawn in tundra too.
Another thing I've noticed is that you have to restart Minecraft if you want it to update the BOBjects - otherwise it doesn't see new ones or stop using removed ones. Maybe you've already noticed this.
If I understand the post correctly, you have a version that works without the bob? If so could you release it? I only use this for terrain shapping and enhancing the amount of ore in the world.
Thank you,
Rykazz
There are aspects of the BOB2s that are supposed to be in the next release. Part of what I'm waiting for.
I've had all my bob items spawn on a single map. The shack. all the available trees and six or seven custom objects. I don't have any issue with them spawning. I did however up the rate at which they spawn because I wanted to see them while creating them. I personally have not noticed any problems.
I have however noticed they sometimes tend to cluster. I'll grt a small group of chunks with multiple spawns (various items) and then won't see any for quite a few chunks, get one or two and then after several more blank chunks i'll get another cluster.
Perhaps you're walking between clusters?
Biome specific stuff is in the next release I believe. And I'm not sure but I think the current version doesn't handle the biomes properly. I generate snowless worlds that are supposed to be just plains, and now that I'm in 1.6.6 the worlds generate snow in areas.
Obviously the biome designation wasn't actually replaced by the 'plains' generated.
And maybe some way to make a 'vein' of ore rather than a random clump?
I second this
Highly unlikely, I think the focus of this update is BO2 Support.
First one is that for some reason with the mod enabled, Minecraft tends to generate weird hill / mountainsides. Especially the top layers tend to have rectangular forms instead of being rounded towards the top. At least for me it really is prominent and kind of sullies the otherwise nice landscapes that are generated. Note that it doesn't much matter what settings I use for the TerrainMod. Currently I'm using values close to the default ones which should generate normal Minecraft landscapes.
The second thing is that while it got better, there are still very straight biome-borders. It's not nearly as extreme anymore but still prominent IMO.
I hope that can be fixed soon. :smile.gif:
Thank you guys very much for all your hard work on this, and hope you feel better RTB :wub.gif:
Yes, it can do all that. You could have it generate, for example, a furnished cottage, or just bookcases scattered randomly o'er the land.
I'm really looking forward to having the biome-specific spawning working - that will really make exploring fun. Also on my wishlist is integration with ymod, for some truly epic mountains.
I'm surprised there aren't any other mods out there thay break the height limit. Is it something thats very very difficult to do now? Ymod is 'old'. 1.3 I think.
I haven't kept up, evidently. Do you know of any that are compatible with PTM?