Hey, is there a way to stop the trees from spawning in the air with no blocks under them?
BTW, this is one amazing mod :smile.gif:
Lady E
Yeah there is. Remove the plugins in the BOBPlugins folder and avoid those old legacy .BOB files. There is a new format, called .BO2 (BOBv2) that fixes this issue. You can go to PhoenixTerrainMod.com and download these files from the BOB repository, most of the names are pretty descriptive. It will then populate with these objects instead of the included ones, and they won't float. :wink.gif:
Yeah there is. Remove the plugins in the BOBPlugins folder and avoid those old legacy .BOB files. There is a new format, called .BO2 (BOBv2) that fixes this issue. You can go to PhoenixTerrainMod.com and download these files from the BOB repository, most of the names are pretty descriptive. It will then populate with these objects instead of the included ones, and they won't float. :wink.gif:
I really need to update the included BOB Objects.
You know, I did go over there..and am still trying to read the BOB thread. I downloaded the BOB maker file kit thing, and tried to download a BOB file from you repository. But it just pops up code. So I figured I needed to make a BOB file with the code..couldn't figure out how to insert the code into the BOB maker..so I made a txt file and pasted the code in there and renamed it to the BOB extension. Was trying to get the rainforest tree (basic) to work. Don't think it is working though hehe. I probably did something wrong.
Lady E
...wait...updated you say? Maybe I need to change the extension to .Bo2 instead of the .BOB?
I still can't get any trees or bob objects in SSP. I used a clean install, didn't even put MCPatcher on it. Not having any trouble with tall grass though... Hmm.
I still can't get any trees or bob objects in SSP. I used a clean install, didn't even put MCPatcher on it. Not having any trouble with tall grass though... Hmm.
That's weird. Any terrain customization options working? It might be something you did wrong in the install, but that would stop all options from working.
It might also be a difference between SSP and SMP. Could someone test SSP and confirm this? I don't have a computer ready to run minecraft on hand.
It might also be a difference between SSP and SMP. Could someone test SSP and confirm this? I don't have a computer ready to run minecraft on hand.
Anti-confirmation ahoy.
My tallgrass is all working flawlessly, as are all 37 BO2s that I grabbed off of the repository.
A couple crashed on start-up due to 3,2 apparently being an invalid number (in the allowed block line; is there support for multiple blocks?) -- this was with a fair number of Murphy's trees, including, for example, the prettypine -- replacing 3,2 with just 2 (for grass spawns) made them work fine.
It's also working just fine with the WildGrass/Vines/Lilies mod, which was unexpected, but cool.
Anti-confirmation ahoy.
My tallgrass is all working flawlessly, as are all 37 BO2s that I grabbed off of the repository.
A couple crashed on start-up due to 3,2 apparently being an invalid number (in the allowed block line; is there support for multiple blocks?) -- this was with a fair number of Murphy's trees, including, for example, the prettypine -- replacing 3,2 with just 2 (for grass spawns) made them work fine.
It's also working just fine with the WildGrass/Vines/Lilies mod, which was unexpected, but cool.
You're right, BOBjects get upset when containing multiple spawn types. I'll need to fix that soon.
For now, I put up some repackaged files with new working BOBjects without this issue in the "latest releases" section. This should help newbs not get confused until I get around to fixing this. You can always fix it with a text editor as described above, of course. :wink.gif:
will there be a BOB editor for mac anytime in the future?
We're working on that. In the meantime, you might try running it under Mono since it is a .NET application. However, that requires a bit of geek-knowledge and console black magic.
I've got a few questions about the .Bo2 files. On the rarity setting for the item to spawn...what do the numbers mean? 1 is most frequent or the least amount chance? I know the rarity goes all the way to 1000, because the BOB maker does (I already checked). I just can't seem to find any descriptions for the settings anywhere. My husband and I have scoured the internet looking.
Reason I want them is because the tree's are very rare to see in-game, and I just wanted to increase the seed chance.
I'm a big fan of this mod and use it alot on fun little servers with friends. One of my buddies wants to use a mod called Industrial Craft as part of the bukkit mods. I know PTM isn't updated for 1.7 with bukkit yet, but my main worry is the mod relies on generating new blocks like copper and tin and would this mod be able to work with industrial craft?
Still new to bukkit so hoping all the mods they allow are one big happy family.
I'm a big fan of this mod and use it alot on fun little servers with friends. One of my buddies wants to use a mod called Industrial Craft as part of the bukkit mods. I know PTM isn't updated for 1.7 with bukkit yet, but my main worry is the mod relies on generating new blocks like copper and tin and would this mod be able to work with industrial craft?
Still new to bukkit so hoping all the mods they allow are one big happy family.
Ore generation is done as a second pass.
My server played PTM + IC just fine.
Even though we increased spawns on the regular ores, copper/tin were still more abundant.
Though that was with the normal server software.
I can't comment on that Bukkit ModLoader MP.
BTW, this is one amazing mod :smile.gif:
Lady E
Yeah there is. Remove the plugins in the BOBPlugins folder and avoid those old legacy .BOB files. There is a new format, called .BO2 (BOBv2) that fixes this issue. You can go to PhoenixTerrainMod.com and download these files from the BOB repository, most of the names are pretty descriptive. It will then populate with these objects instead of the included ones, and they won't float. :wink.gif:
I really need to update the included BOB Objects.
Yes, you do, having to delete them every time is annoying. :tongue.gif:
You know, I did go over there..and am still trying to read the BOB thread. I downloaded the BOB maker file kit thing, and tried to download a BOB file from you repository. But it just pops up code. So I figured I needed to make a BOB file with the code..couldn't figure out how to insert the code into the BOB maker..so I made a txt file and pasted the code in there and renamed it to the BOB extension. Was trying to get the rainforest tree (basic) to work. Don't think it is working though hehe. I probably did something wrong.
Lady E
...wait...updated you say? Maybe I need to change the extension to .Bo2 instead of the .BOB?
If the one you got was a bo2 file, not a bob file, then yes, you would need it to be a bo2 file...
That's weird. Any terrain customization options working? It might be something you did wrong in the install, but that would stop all options from working.
It might also be a difference between SSP and SMP. Could someone test SSP and confirm this? I don't have a computer ready to run minecraft on hand.
Anti-confirmation ahoy.
My tallgrass is all working flawlessly, as are all 37 BO2s that I grabbed off of the repository.
A couple crashed on start-up due to 3,2 apparently being an invalid number (in the allowed block line; is there support for multiple blocks?) -- this was with a fair number of Murphy's trees, including, for example, the prettypine -- replacing 3,2 with just 2 (for grass spawns) made them work fine.
It's also working just fine with the WildGrass/Vines/Lilies mod, which was unexpected, but cool.
You're right, BOBjects get upset when containing multiple spawn types. I'll need to fix that soon.
For now, I put up some repackaged files with new working BOBjects without this issue in the "latest releases" section. This should help newbs not get confused until I get around to fixing this. You can always fix it with a text editor as described above, of course. :wink.gif:
We're working on that. In the meantime, you might try running it under Mono since it is a .NET application. However, that requires a bit of geek-knowledge and console black magic.
Reason I want them is because the tree's are very rare to see in-game, and I just wanted to increase the seed chance.
Thanks :smile.gif:
Lady E
Still new to bukkit so hoping all the mods they allow are one big happy family.
Ore generation is done as a second pass.
My server played PTM + IC just fine.
Even though we increased spawns on the regular ores, copper/tin were still more abundant.
Though that was with the normal server software.
I can't comment on that Bukkit ModLoader MP.
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-Darkchaotic