Hey guys! I got a problem. It sounds a bit noobish but, well I really don't know what's going on there. okay, I had Biome id conflicts between ebxl and some other mods. Normally I would say it's easy-going just change the conflicting id's. That's what I did with ebxl's id's but after i started Minecraft again they were changed back to the conflicting values
I thought about changing their conflicting counterparts but that won't work either because some of them don't have a config or they need to be set inbetween special values (like Erebus with max 127)
Is it possible to stop whatever is changing them back?
img src="http://i.imgur.com/WA3O3Rd.jpg" alt=""> ExtrabiomesXL
ExtrabiomesXL is a collaborativeopen source mod for Minecraft which adds new biomes and an assortment of natural blocks and items that enhance gameplay and make exploring fun and interesting. Keep up-to-date on the latest development news and general interest regarding ExtrabiomesXL on http://extrabiomes.com/. The official ExtrabiomesXL wiki is the best place to read any kind of information regarding ExtrabiomesXL.
Prerequisite
ExtrabiomesXL 3.16.3 was tested using Minecraft Forge 10.13.4.1481, which can be found here.
Drag the ExtrabiomesXL download into the mods folder (Don't unarchive it)
Enjoy!
Resource Pack Support
A list of resource packs and texture packs which support ExtrabiomesXL can be found on our wiki. We can't guarantee all of these will be up-to-date, however.
Additional Content
ExtrabiomesXL team member gwydion0917 has utilized Custom Stuff 2 to add special red rock versions of furnaces, buttons, pressure plates, etc. It can be found here.
Localization
ExtrabiomesXL is currently available in English, French, German, Italian, Polish, Portuguese, Russian, Simplified Chinese, Spanish, and Swedish.As ExtrabiomesXL updates with new content, however, we can't guarantee these localizations will remain up-to-date. We'd greatly appreciate any assistance in ensuring all of ExtrabiomesXL's localizations are up-to-date and accurate. A list of the localization files can be found here. Always feel free to add new languages! Our localizations are done by hand, by speakers of the select language for utmost quality, so please no Google Translate. Thank you!
Modpacks
You are free to distribute ExtrabiomesXL in your modpack, so long as it's not being used to make money.Credits
Support
If you have any problems or questions, please ask in the forum. Be advised, however, that we can never diagnose or fix anything without a complete log file. You should post your complete log (ForgeModLoader-0.log, or ForgeModLoader-client-0.log) on pastebin (or any other similar text sharing service) and then post a link to it here in the forum. The community around this thread likes solving support issues and the most important step you can take is posting your complete log file. Any support requests should be handled publicly where everyone can benefit. Please do not PM the team members with support requests!
Note: Failure to post complete log files using the directions outlined above severely reduces the likelihood that you will achieve a successful outcome to your support your support issue. How to receive support if you do not have a crash report. In the event that Minecraft didn't crash and you did not get a crash report, don't worry. Crash reports are not helpful or wanted. To receive support for your issue, post a complete log by following the above instructions.
FAQ
A list of frequently asked questions is available on our Wiki.
ScreenshotsVideos
There are currently no up-to-date videos for ExtrabiomesXL. Only videos using a recent version of ExtrabiomesXL displaying our new content are allowed on the OP. For a comprehensive list of videos from previous versions, refer to our wiki.
I'm sorry if I'm being mean because there's something missing and the missing thing is flowers plz make more flowers and bushes because there's a bit of lackiness of this mod
I noticed that I can't use logs from ExtrabiomesXL to craft wooden items from other mods. (Like weaponmod)
Also could it be possible to disable wood specific doors and fences from config files, because it's weird to have a redwood door, but not a jungle wood door in 1.7.10.
This is not really EBXL's fault. I suspect you'll find that the root of the problem is that Weaponmod is not using the ore dictionary.
The simple, general fix for problems of this type is to install Minetweaker3 and use it to make sure that:
1 — the resources you're trying to use are properly oredicted as equivalents;
2 — the recipes you're trying to craft use oredict entries instead of specific items, where applicable. (For instance, ore:logWood rather than minecraft:log)
There was a very ill-fated 1.8 attempt a while back, but that has since been cancelled. I am working slowly on a 1.10 update in between work and other responsibilities, but it's still not playable yet. My goal at this rate is to have it ready before the end of the year.
There was a very ill-fated 1.8 attempt a while back, but that has since been cancelled. I am working slowly on a 1.10 update in between work and other responsibilities, but it's still not playable yet. My goal at this rate is to have it ready before the end of the year.
I will be eager to test it when the time comes. I've always liked ExtraBiomes better than the other major biome-adding mods.
I will be eager to test it when the time comes. I've always liked ExtraBiomes better than the other major biome-adding mods.
Me, too. BoP has a lot of pretty biomes, but it tends to be very heavy with the ground clutter, and with the extra overhead that every additional block model adds in 1.10.2, it's really memory-hungry. I always preferred EBXL's use of biome-specific plants as accents and decoration, as opposed to BOP's using them as ground cover. That, and most of the BOP ground clutter is useless, whereas most EBXL and all of Plant Megapack's plants (another mod that added massive amounts plant decor) can be used for something, even if it's just dye.
Me, too. BoP has a lot of pretty biomes, but it tends to be very heavy with the ground clutter, and with the extra overhead that every additional block model adds in 1.10.2, it's really memory-hungry. I always preferred EBXL's use of biome-specific plants as accents and decoration, as opposed to BOP's using them as ground cover. That, and most of the BOP ground clutter is useless, whereas most EBXL and all of Plant Megapack's plants (another mod that added massive amounts plant decor) can be used for something, even if it's just dye.
BoP adds a lot of completely useless stuff, yeah. Crag stone, I'm looking at you here...
(And crag stone is ugly. So you don't even want to build with it.)
I really want the 1.10.2 update just so I can finally have a good biome mod that works with the Custom world type...
The way Biomes O' Plenty works, with it's own world type rather than just adding biomes to default, means you can't use any of the biomes in custom... It has it's own custom, but it's not a very fun one. You can't even set the world to be one specific biome instead of random biomes like normal custom...
How is the port to 1.10 going? I saw on Curse you were having problems. Would it be a good idea to have a dev version available so more people can help work out the kinks?
This mod is one of the main barriers to my moving on to 1.10. BoP, with its useless clutter and lack of defensive coding, is not a viable option. Highlands has yet to arrive at 1.10 either. EXBL, with its extra dye flowers including eel grass and strawberries, makes the early game so much easier. I even made some custom EXBL textures for John Smith, especially the flowers.
I'm still working on my third and likely last 1.7.10 world, so no time pressure.
Set Read-only config file
Is this mod dead?
I really like this mod, but before I started using it I would always choose the large biomes option.
Is there any option in extrabiomesxl to use the extrabiomesxl biomes in a map type with larger biomes?
Would be nice to see the biomes spread much farther than they are currently.
I am pretty sure it is :[
will you add a proper jungle biome. like vanilla jungle but, looks more like the rainforest of either africa or south america?.
Sorry If my english is bad
This is not really EBXL's fault. I suspect you'll find that the root of the problem is that Weaponmod is not using the ore dictionary.
The simple, general fix for problems of this type is to install Minetweaker3 and use it to make sure that:
1 — the resources you're trying to use are properly oredicted as equivalents;
2 — the recipes you're trying to craft use oredict entries instead of specific items, where applicable. (For instance, ore:logWood rather than minecraft:log)
Will you ever make a 1.8.9 version?
1710 ftb inventions
again no slimespawn night at green swamp
seems issue close on github too early...
There was a very ill-fated 1.8 attempt a while back, but that has since been cancelled. I am working slowly on a 1.10 update in between work and other responsibilities, but it's still not playable yet. My goal at this rate is to have it ready before the end of the year.
I will be eager to test it when the time comes. I've always liked ExtraBiomes better than the other major biome-adding mods.
intresting, i didnt know about it,
yea i must check..
Me, too. BoP has a lot of pretty biomes, but it tends to be very heavy with the ground clutter, and with the extra overhead that every additional block model adds in 1.10.2, it's really memory-hungry. I always preferred EBXL's use of biome-specific plants as accents and decoration, as opposed to BOP's using them as ground cover. That, and most of the BOP ground clutter is useless, whereas most EBXL and all of Plant Megapack's plants (another mod that added massive amounts plant decor) can be used for something, even if it's just dye.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
BoP adds a lot of completely useless stuff, yeah. Crag stone, I'm looking at you here...
(And crag stone is ugly. So you don't even want to build with it.)
Gem stone ores. Which just waste ore gen space in the stone layers.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
Can't wait until this is updated to 1.10.2.....this mod is just gorgeous. You're extremely talented.
I really want the 1.10.2 update just so I can finally have a good biome mod that works with the Custom world type...
The way Biomes O' Plenty works, with it's own world type rather than just adding biomes to default, means you can't use any of the biomes in custom... It has it's own custom, but it's not a very fun one. You can't even set the world to be one specific biome instead of random biomes like normal custom...
I am going to add 30 more trees to the ExtraBiomes XL.
Stay Porky
Is this the latest version of the mod? Like with the doors and fences and other stuff?
How is the port to 1.10 going? I saw on Curse you were having problems. Would it be a good idea to have a dev version available so more people can help work out the kinks?
This mod is one of the main barriers to my moving on to 1.10. BoP, with its useless clutter and lack of defensive coding, is not a viable option. Highlands has yet to arrive at 1.10 either. EXBL, with its extra dye flowers including eel grass and strawberries, makes the early game so much easier. I even made some custom EXBL textures for John Smith, especially the flowers.
I'm still working on my third and likely last 1.7.10 world, so no time pressure.