its compatible with mocreatures use mocreatures with this then you can ride pegasuses all over!
I have some of the same issue... only i cant use mo' creatures at all, i have the horses have no skin problem(and there seems to be no fix) so i use simply horses.
I'm having some problems installing the mod on the technic pack. I think I just need to drop this mod into the mods folder in the technic launcher fill labeled "mods". I've done that but I'm having a hard time verifying it actually worked.
I have found a few mods that show how to make it work in vanilla minecraft but non on making it work with technic pack.
Anyone have any experiance getting this mod to work with technic pack? And does anyone know of a good world seed to test this mod on so I can quickly find a savanah or glacier so i know I've done it right? Thanks for any help.
I'm actually giving some thought to try and figure a way to make use of the cauldron...Certainly throwing roots in to make a stew would seem to fit.
After reading the ideas I had an epiphany... Maybe it could be a mix between cooking/brewing. I'm thinking enchanted food. Depending on the ingredients, you could cook chicken, add sugar and get the speed effect, or blaze powder for strength etc etc. The food could have a higher saturation level when cooked with roots.
So it could have a UI with 3 slots. 1 for the food item, one for roots, and one optional for the potion ingredient to give it the desired effect.
i'm sorry if this has been asked before somewhere in the hundreds of pages....but, are there any plans to include a Cavern Biome? Like those massive underground caves that stretch for miles which are currently only possible through terrain-editing tools (or massive amounts of TNT).
Thanks in advance.
Don't think so, I'm not sure if that would be possible.
Rollback Post to RevisionRollBack
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
Me too, I am wondering what all will change/be added on the update. owo
And cute avi pic you have there! ^w^ I think I have seen a full size one somewhere before though... o.o
The upcoming update will be compatible with Minecraft 1.3.1. In addition, it will contain some tweaks to cracked sand, a few bug fixes and an adaptation of Vazkii's Mod Update Manager.
The larger feature updates will come in Exrabiomes 3.0, which, brring any bug fixes, will be the next release following the 1.3.1 conversion.
You can track upcoming development with these links:
The next release (2.2.8) Open issues list (contains feature requests, annotated for upcoming releases. Does not contain upcoming feature list that is still in my head. )
Also, if you have an idea for a feature, you can use the new issue button to get it on the list. You can also click on any of the issues to read other's feedback and offer your own.
After reading the ideas I had an epiphany... Maybe it could be a mix between cooking/brewing. I'm thinking enchanted food. Depending on the ingredients, you could cook chicken, add sugar and get the speed effect, or blaze powder for strength etc etc. The food could have a higher saturation level when cooked with roots.
So it could have a UI with 3 slots. 1 for the food item, one for roots, and one optional for the potion ingredient to give it the desired effect.
i'm sorry if this has been asked before somewhere in the hundreds of pages....but, are there any plans to include a Cavern Biome? Like those massive underground caves that stretch for miles which are currently only possible through terrain-editing tools (or massive amounts of TNT).
Thanks in advance.
Hmmm...interesting. But consider that caverns are terrain features (decorations) that actually span several biomes, like ravines.
I like the idea...but it may fit better as an addon kind of how Bunyan is an addon.
Not that I know of. Most mods are compatible. The only ones that are definitely not are terrain generator replacements that edit the jar file.
Actually, the Trees++ mod falls into that category and seems to work fine. There may be errors I haven't encountered yet (though I know the author of that mod is actively working on "true" ExtrabiomesXL support). They actually compliment one-another quite well, from what I've seen.
I'm having some problems installing the mod on the technic pack. I think I just need to drop this mod into the mods folder in the technic launcher fill labeled "mods". I've done that but I'm having a hard time verifying it actually worked.
I have found a few mods that show how to make it work in vanilla minecraft but non on making it work with technic pack.
Anyone have any experiance getting this mod to work with technic pack? And does anyone know of a good world seed to test this mod on so I can quickly find a savanah or glacier so i know I've done it right? Thanks for any help.
I have a seed that has a savanah fairly close to the spawn point. (660m away using Rei's map) The seed is -7104125321550198153. The map coordinates for the savannah are +353.05, +307.23, 65.62. It is next to a huge red rock area and a massive volcano, so if you see either of those showing up on your map you know you are heading the right direction.
Actually, the Trees++ mod falls into that category and seems to work fine. There may be errors I haven't encountered yet (though I know the author of that mod is actively working on "true" ExtrabiomesXL support). They actually compliment one-another quite well, from what I've seen.
Yes, LCTrees works fine. It does not change classes in a way that harms extrabiomes.
I have a seed that has a savanah fairly close to the spawn point. (660m away using Rei's map) The seed is -7104125321550198153. The map coordinates for the savannah are +353.05, +307.23, 65.62. It is next to a huge red rock area and a massive volcano, so if you see either of those showing up on your map you know you are heading the right direction.
Thanks, this will help in determining if installation was successful, I just can't figure out how. :C
I have tried to properly install this mod with the technic pack for almost 2 days. Its driving me insane. Could any of you nice people explain the process of installing extrabiomes in with the technic pack? I got millenaire to work, but can't seem to get this one too.
Nevermind! I figured out the issue, It seems i forgot to extract the files in the zip folder, woops
This is a little something I whipped up using WorldEdit that reminded me of your upcoming mod 'Intelligent Terrain' Scott . http://www.flickr.co.../in/photostream
Not that I know of. Most mods are compatible. The only ones that are definitely not are terrain generator replacements that edit the jar file.
I have some of the same issue... only i cant use mo' creatures at all, i have the horses have no skin problem(and there seems to be no fix) so i use simply horses.
I have found a few mods that show how to make it work in vanilla minecraft but non on making it work with technic pack.
Anyone have any experiance getting this mod to work with technic pack? And does anyone know of a good world seed to test this mod on so I can quickly find a savanah or glacier so i know I've done it right? Thanks for any help.
Me too, I am wondering what all will change/be added on the update. owo
And cute avi pic you have there! ^w^ I think I have seen a full size one somewhere before though... o.o
After reading the ideas I had an epiphany... Maybe it could be a mix between cooking/brewing. I'm thinking enchanted food. Depending on the ingredients, you could cook chicken, add sugar and get the speed effect, or blaze powder for strength etc etc. The food could have a higher saturation level when cooked with roots.
So it could have a UI with 3 slots. 1 for the food item, one for roots, and one optional for the potion ingredient to give it the desired effect.
Don't think so, I'm not sure if that would be possible.
The upcoming update will be compatible with Minecraft 1.3.1. In addition, it will contain some tweaks to cracked sand, a few bug fixes and an adaptation of Vazkii's Mod Update Manager.
The larger feature updates will come in Exrabiomes 3.0, which, brring any bug fixes, will be the next release following the 1.3.1 conversion.
You can track upcoming development with these links:
The next release (2.2.8)
Open issues list (contains feature requests, annotated for upcoming releases. Does not contain upcoming feature list that is still in my head. )
Also, if you have an idea for a feature, you can use the new issue button to get it on the list. You can also click on any of the issues to read other's feedback and offer your own.
Add it to the issues list!
Hmmm...interesting. But consider that caverns are terrain features (decorations) that actually span several biomes, like ravines.
I like the idea...but it may fit better as an addon kind of how Bunyan is an addon.
These same words led to the development of Bunyan quarter logs.
Actually, the Trees++ mod falls into that category and seems to work fine. There may be errors I haven't encountered yet (though I know the author of that mod is actively working on "true" ExtrabiomesXL support). They actually compliment one-another quite well, from what I've seen.
http://www.minecraftforum.net/topic/1251882-puz-park-1718-test-madman-revamped
I have a seed that has a savanah fairly close to the spawn point. (660m away using Rei's map) The seed is -7104125321550198153. The map coordinates for the savannah are +353.05, +307.23, 65.62. It is next to a huge red rock area and a massive volcano, so if you see either of those showing up on your map you know you are heading the right direction.
Yes, LCTrees works fine. It does not change classes in a way that harms extrabiomes.
Thanks! If you've been on Furaffinity.net which is a really good art site, you might have seen it there.
Thanks, this will help in determining if installation was successful, I just can't figure out how. :C
This is on the todo list for the Bunyan mod.
I have tried to properly install this mod with the technic pack for almost 2 days. Its driving me insane. Could any of you nice people explain the process of installing extrabiomes in with the technic pack? I got millenaire to work, but can't seem to get this one too.Nevermind! I figured out the issue, It seems i forgot to extract the files in the zip folder, woops