1) I'm not even sure if it's possible to edit the size of biomes, but from what I've seen, it's not possible.
I am not sure how the code has changed over the last few patches, but there used to be a mod (for 1.6 or 1.7) that made biomes HUGE called Infinite Biomes or maybe Huge Biomes or Big Biomes.
I hope it is still changeable, configurable biomes size is the only thing this mod is missing. If its not oh well at least the biomes are better then the standard ones.
I think you missed my post (in first page)
So ill just ask it again..
I have mod called ZooMod and i want to use your biomes in my mod(animals spawning).
Like making an alternative.. What do you think?
MisterFiber, I started using ExtraBiomes after I saw Ijevin use it, and I was sads when I heard you wouldn't be updating to 1.2.3. Now that you have brought it back, and with help, new biomes, and more biomes on the way, I had a happys. But no, in all seriousness, I LOVE the redwood forest biomes, they remind me of the redwood forests in B.C, Canada. It's my favorite biome, and the extreme jungle reminds me of jurassic park :3
Wow, this mod makes pretty terrain. Anyway, this isn't compatible with mcpatcher... or something in it, because the better grass and the grass tufts are grey. Of course, it's only in the Birch Biome.
Yeah the redwood forests hit home for me too. I love it because none of the trees interfere with construction.
And i nominate cherry trees for epic japanese gardens!
Wow, this mod makes pretty terrain. Anyway, this isn't compatible with mcpatcher... or something in it, because the better grass and the grass tufts are grey. Of course, it's only in the Birch Biome.
Re-patch with a fresh install, and install the mod through MCPatcher.
java.lang.IllegalArgumentException: Slot 165 is already occupied by BlockOrangeFlower@2484de3c when adding BlockPamSalt@f1a47df
at ox.<init>(Block.java:295)
at ox.<init>(Block.java:327)
at BlockPamSalt.<init>(BlockPamSalt.java:12)
at mod_Pamfood.<init>(mod_Pamfood.java:519)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:293)
at ModLoader.readFromClassPath(ModLoader.java:1217)
at ModLoader.init(ModLoader.java:885)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(Minecraft.java:395)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: oreID set to 206
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: gemID set to 207
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: dyerecipeOutput set to 16
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: cobbleID set to 208
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: paverID set to 209
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: brickID set to 210
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: glassID set to 211
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: smoothID set to 212
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: metalblockID set to 167
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: generatecoloredsmoothstone set to false
Mar 12, 2012 2:44:49 AM ModLoader addMod
FINE: Failed to load mod from "mod_Pamearthcraft.class"
Mar 12, 2012 2:44:49 AM ModLoader addMod
FINER: THROW
java.lang.IllegalArgumentException: Slot 167 is already occupied by BlockPurpleFlower@4446a5c4 when adding BlockPamMetalBlock@7a2d09e0
at ox.<init>(Block.java:295)
at ox.<init>(Block.java:327)
at BlockPamMetalBlock.<init>(BlockPamMetalBlock.java:12)
at mod_Pamearthcraft.<init>(mod_Pamearthcraft.java:341)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:293)
at ModLoader.readFromClassPath(ModLoader.java:1217)
at ModLoader.init(ModLoader.java:885)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(Minecraft.java:395)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
I get this after changing the config so those block IDs from Extra Biomes are in the 140s not the 160s. The mod ignores the config file.
Yeah, it appears I can't change the ID of Several Blocks despite chaining the in the config file. The two I can't change is "Fir Sapling ID (175)" and "Dead Tall Grass ID (154)".
Great job guy's, loving the new additions.
So in the absence of your wonderfull mod I was playing around with this mod "wedge", anyway I decided to see if it would be compatible with ExtraBiomesXL and i'm happy to say that to a certain extent it is. It seems that most of the biomes will work up to a height of 256, with the exception of biomes that use the new blocks e.g red rock, wasteland (these will crash the game) but with a bit of messing around you can create some truely fantastic worlds that you can then use with ExtraBiomesXL on it's own.
(some pics)
I think you missed my post (in first page)
So ill just ask it again..
I have mod called ZooMod and i want to use your biomes in my mod(animals spawning).
Like making an alternative.. What do you think?
Or better yet...make your mod check for the new biomes and use them if they exist...that way I can use you mod, too!
Yes I'm sure. Like I said. I can't change the ID of the dead grass block (ID 154). It doesn't matter what number I try. I still says it's being used.
I am not sure how the code has changed over the last few patches, but there used to be a mod (for 1.6 or 1.7) that made biomes HUGE called Infinite Biomes or maybe Huge Biomes or Big Biomes.
I hope it is still changeable, configurable biomes size is the only thing this mod is missing. If its not oh well at least the biomes are better then the standard ones.
Congrats!
So ill just ask it again..
I have mod called ZooMod and i want to use your biomes in my mod(animals spawning).
Like making an alternative.. What do you think?
Yeah the redwood forests hit home for me too. I love it because none of the trees interfere with construction.
And i nominate cherry trees for epic japanese gardens!
Re-patch with a fresh install, and install the mod through MCPatcher.
at ox.<init>(Block.java:295)
at ox.<init>(Block.java:327)
at BlockPamSalt.<init>(BlockPamSalt.java:12)
at mod_Pamfood.<init>(mod_Pamfood.java:519)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:293)
at ModLoader.readFromClassPath(ModLoader.java:1217)
at ModLoader.init(ModLoader.java:885)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(Minecraft.java:395)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: oreID set to 206
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: gemID set to 207
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: dyerecipeOutput set to 16
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: cobbleID set to 208
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: paverID set to 209
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: brickID set to 210
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: glassID set to 211
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: smoothID set to 212
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: metalblockID set to 167
Mar 12, 2012 2:44:49 AM ModLoader setupProperties
FINER: generatecoloredsmoothstone set to false
Mar 12, 2012 2:44:49 AM ModLoader addMod
FINE: Failed to load mod from "mod_Pamearthcraft.class"
Mar 12, 2012 2:44:49 AM ModLoader addMod
FINER: THROW
java.lang.IllegalArgumentException: Slot 167 is already occupied by BlockPurpleFlower@4446a5c4 when adding BlockPamMetalBlock@7a2d09e0
at ox.<init>(Block.java:295)
at ox.<init>(Block.java:327)
at BlockPamMetalBlock.<init>(BlockPamMetalBlock.java:12)
at mod_Pamearthcraft.<init>(mod_Pamearthcraft.java:341)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:293)
at ModLoader.readFromClassPath(ModLoader.java:1217)
at ModLoader.init(ModLoader.java:885)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(Minecraft.java:395)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
I get this after changing the config so those block IDs from Extra Biomes are in the 140s not the 160s. The mod ignores the config file.
thank you for making this!
This is a trap. -0-
LOL
Jungle Wood bug
So in the absence of your wonderfull mod I was playing around with this mod "wedge", anyway I decided to see if it would be compatible with ExtraBiomesXL and i'm happy to say that to a certain extent it is. It seems that most of the biomes will work up to a height of 256, with the exception of biomes that use the new blocks e.g red rock, wasteland (these will crash the game) but with a bit of messing around you can create some truely fantastic worlds that you can then use with ExtraBiomesXL on it's own.
(some pics)
Thanks for making it
I put the mod in the mods folder and it loads fine. I just rand out of sprite IDs and I had to get rid of it. I hope them make a forge version.
Link Removed
if you would not mind doing me a favor and pressing that little + button? thanks!
Or better yet...make your mod check for the new biomes and use them if they exist...that way I can use you mod, too!
See prior comments in the thread. A forge version will be forthcoming!
We increased the salinity of the water...didn't you notice?
Seriously, what would you like us to add?
Also note, this mod does not change existing biomes, but only adds new biomes...Do you really want to see another ocean biome (more oceans?)