We still have every plan to put additional features in submods - it's just that development on new features in general has stalled these past months.
Right now, we're busy with the 1.7 update (RC3 might come out tonight, Shecky was working on it last night but ran into a weird conflict with Optifine that ate up most of his time).
Once we're stable on 1.7, we will begin working on new features in earnest again - and try to get something interesting ready to ship separately before 1.8 happens. But, if we have to work on the 1.8 port before we have our first addon ready, the port will once again take priority. I'm really hoping that the update to 1.8 will be less painful than the update to 1.7 was - but I'm probably being way optimistic
Slimes now spawn in Green Swamps (Please note due to an incompatibility between Forge and Optifine, if you are playing single player and have Optifine installed slimes will not spawn in the Green Swamp. If you are connected to a server or playing without Optifine slimes will spawn under the same conditions as they would in a vanilla swamp.)
Our biomes now have weights that are configurable, allowing some of them to show up more frequently than others. You can also configure them via the config file to make them more likely to spawn. Please keep in mind that these values must be divisible by ten due to a bug is how the selection code works in vanilla/forge.
Bug Fixes
Sakura fence incorrectly called it's self an Acacia Fence
Scarecrow bug fixes
The scarecrow no longer registers itself globally so it should not cause issues with mods like Artifact.
The scarecrow should also have it's name properly show up in mods that can display entity names such as Waila or Thaumcraft.
Redrock Stairs were missing the 's' to make them plural.
Our food, strawberries, chocolate, and chocolate strawberries now use the 1.7.x food mechanics making the compatible with Hunger Overhaul.
Strawberries should now be able to be disable via the config file.
Slimes now spawn in Green Swamps (Please note due to an incompatibility between Forge and Optifine, if you are playing single player and have Optifine installed slimes will not spawn in the Green Swamp. If you are connected to a server or playing without Optifine slimes will spawn under the same conditions as they would in a vanilla swamp.)
Our biomes now have weights that are configurable, allowing some of them to show up more frequently than others. You can also configure them via the config file to make them more likely to spawn. Please keep in mind that these values must be divisible by ten due to a bug is how the selection code works in vanilla/forge.
Bug Fixes
Sakura fence incorrectly called it's self an Acacia Fence
Scarecrow bug fixes
The scarecrow no longer registers itself globally so it should not cause issues with mods like Artifact.
The scarecrow should also have it's name properly show up in mods that can display entity names such as Waila or Thaumcraft.
Redrock Stairs were missing the 's' to make them plural.
Our food, strawberries, chocolate, and chocolate strawberries now use the 1.7.x food mechanics making the compatible with Hunger Overhaul.
Strawberries should now be able to be disable via the config file.
neat... though that bug about slimes sucks since I play with Optifine I'm sure a solution down the road will present itself
neat... though that bug about slimes sucks since I play with Optifine I'm sure a solution down the road will present itself
As much as I would to say that I think we could work around it, I can't in any good concordance believe that we will be able to get it fixed for 1.7. sp614x has already started on the 1.8 updated, and since optifine is forcefully overwriting the changes that forge makes to allow us to spawn the slimes above ground outside of the vanilla Swamp biome I don't see this getting fixed.
You could go over and report in the optifine thread that it is over ridding the SpqwnerAnimals class, and nuking forge's canEntitySpawn event that enables mods to do things such as spawn slimes above ground in biomes other than the vanilla swamp, but I highly doubt that we will get another update for 1.7.10.
As much as I would to say that I think we could work around it, I can't in any good concordance believe that we will be able to get it fixed for 1.7. sp614x has already started on the 1.8 updated, and since optifine is forcefully overwriting the changes that forge makes to allow us to spawn the slimes above ground outside of the vanilla Swamp biome I don't see this getting fixed.
You could go over and report in the optifine thread that it is over ridding the SpqwnerAnimals class, and nuking forge's canEntitySpawn event that enables mods to do things such as spawn slimes above ground in biomes other than the vanilla swamp, but I highly doubt that we will get another update for 1.7.10.
Yeah... I know what you mean... there have been glaring issues in the past that Optifne's developer ignored after they were reported and did jack squat to fix em.
As much as I would to say that I think we could work around it, I can't in any good concordance believe that we will be able to get it fixed for 1.7. sp614x has already started on the 1.8 updated, and since optifine is forcefully overwriting the changes that forge makes to allow us to spawn the slimes above ground outside of the vanilla Swamp biome I don't see this getting fixed.
You could go over and report in the optifine thread that it is over ridding the SpqwnerAnimals class, and nuking forge's canEntitySpawn event that enables mods to do things such as spawn slimes above ground in biomes other than the vanilla swamp, but I highly doubt that we will get another update for 1.7.10.
I use Optifine and I find this unfortunate as well. But I gotta ask, why is Optifine even touching that class? Optifine's job is to optimize the graphics of Minecraft to reduce lag. It should not be touching the entity spawning system in any way.
Even with this bug though I will continue to use Optifine as it does increase my FPS by about 3x and eliminates most stuttering on new chunk generation.
Yes...this was discussed a few pages back. We had to completely rewrite code for 1.6 and 1.7 which took a lot of time for a mod our size. The rewrite took even longer as our code guys were not able to work on it at the same time do to real life things going on.
We have a lot of plans and on top of that 1.8 is out as well. We are trying to balance adding new things to 1.7.10 and work on the terrain generation that v4 will require.
Can't wait to be able to try the 1.7 updates at some point, but unfortunately the motherboard on my laptop which is capable of running minecraft well died so will probably be a few weeks til I can play yet.
That's no fun. =/ I just upgraded my computer not to long ago. Between New Egg and Amazon I was able to find some really good buys. Hope you are able to get it fixed soon. =)
Are you guys planning on adding anything more new before the final release for 1.7.10? I have my resource pack updated with RC3 but I'd rather not release it yet if there's more to come before release.
Ok we finally have our 1.7 port to the point where we feel safe calling it complete so tonight marks the official release of ExtrabiomesXL 3.16 for Minecraft 1.7. Please note that ExtrabiomesXL should be compatible with Minecraft Forge versions 10.13.0.1180 to 10.13.1.1223, and should be able to run on Java 6, 7 or 8. (Assuming you are running forge 10.13.1.1217 to 10.13.1.1223)
Minecraft Forge 10.13.1.1224, has a bug that breaks backwards compatibility with biome mods like us so until it is fixed the newest version of forge that we can support is 10.13.1.1223.
New Features
* Slimes now spawn in Green Swamps (Please note due to an incompatibility between Forge and Optifine, if you are playing single player and have Optifine installed slimes will not spawn in the Green Swamp. If you are connected to a server or playing without Optifine slimes will spawn under the same conditions as they would in a vanilla swamp.)
* Our biomes now have weights that are configurable, allowing some of them to show up more frequently than others. You can also configure them via the config file to make them more likely to spawn. Please keep in mind that these values must be divisible by ten due to a bug is how the selection code works in vanilla/forge.
* Doors are available in all of our types of wood
** By default they can have up to 64 in a stack like vanilla doors in 1.8 and you get three from each crafting action.
** If you want stacks or one or only one item per crafting action you can change the setting in the config file.
** Like all other mod doors villagers and zombies will not interact with our doors, and our doors are not considered to be part of villages. This will probably not change till Minecraft 1.8 due to how things are coded in minecraft itself.
* Fences are also available for all of out types of wood.
** Crafted using four of one type of our planks, two on the left and two on the right, with two sticks in the middle.
* Fence Gates for all of our wood types.
** Crafted using four sticks, two on the left and two on the right, with two planks in the middle.
Bug Fixes
*Redrock Stairs were missing the 's' to make them plural.
*Strawberries should now be able to be disable via the config file.
Are you guys planning on adding anything more new before the final release for 1.7.10? I have my resource pack updated with RC3 but I'd rather not release it yet if there's more to come before release.
Yes, we added a few more doors to go with the rest of the wood that we add. =) And as you can see in Shecky's post above mine...the official release for 1.7.10 is out.
Yes, we added a few more doors to go with the rest of the wood that we add. =) And as you can see in Shecky's post above mine...the official release for 1.7.10 is out.
Yeah, what timing. 10 more minutes and my question would have been answered. I'll download the release version and have my resource pack out in a bit if all goes well.
Are you guys planning on adding anything more new before the final release for 1.7.10? I have my resource pack updated with RC3 but I'd rather not release it yet if there's more to come before release.
Everything that is in the official 3.16 release that I was typing up when you posted is final. Nothing else will be making it into 3.16 feature wise, and will probably be part of 3.17 or v4.
Tree generation is getting a rewrite and may be splitting off into it's own mod and becoming the first part of v4, but will quite likely be back ported to 3.17, just not as a separate mod. There are also a tree or two plus possibly temples, and a secret project of mine that has been on the books since before Mr Fiber left at the beginning of the year, but I have to get finish the foundations for that one to be ready to go.
So in short, once you are upto date with the official release see ^above^, then your pack should be safe till 3.17.
Right now, we're busy with the 1.7 update (RC3 might come out tonight, Shecky was working on it last night but ran into a weird conflict with Optifine that ate up most of his time).
Once we're stable on 1.7, we will begin working on new features in earnest again - and try to get something interesting ready to ship separately before 1.8 happens. But, if we have to work on the 1.8 port before we have our first addon ready, the port will once again take priority. I'm really hoping that the update to 1.8 will be less painful than the update to 1.7 was - but I'm probably being way optimistic
Ways till Annysia is available to update the OP, here are the download links for RC3.
Downloads
Get off Google Drive.Get off our mirror over at Curse.
Change Log
Slimes now spawn in Green Swamps (Please note due to an incompatibility between Forge and Optifine, if you are playing single player and have Optifine installed slimes will not spawn in the Green Swamp. If you are connected to a server or playing without Optifine slimes will spawn under the same conditions as they would in a vanilla swamp.)
Sakura fence incorrectly called it's self an Acacia Fence
The scarecrow no longer registers itself globally so it should not cause issues with mods like Artifact.
neat... though that bug about slimes sucks since I play with Optifine I'm sure a solution down the road will present itself
This Was My First Mod And I Love It!!!!
As much as I would to say that I think we could work around it, I can't in any good concordance believe that we will be able to get it fixed for 1.7. sp614x has already started on the 1.8 updated, and since optifine is forcefully overwriting the changes that forge makes to allow us to spawn the slimes above ground outside of the vanilla Swamp biome I don't see this getting fixed.
You could go over and report in the optifine thread that it is over ridding the SpqwnerAnimals class, and nuking forge's canEntitySpawn event that enables mods to do things such as spawn slimes above ground in biomes other than the vanilla swamp, but I highly doubt that we will get another update for 1.7.10.
Yeah... I know what you mean... there have been glaring issues in the past that Optifne's developer ignored after they were reported and did jack squat to fix em.
I use Optifine and I find this unfortunate as well. But I gotta ask, why is Optifine even touching that class? Optifine's job is to optimize the graphics of Minecraft to reduce lag. It should not be touching the entity spawning system in any way.
Even with this bug though I will continue to use Optifine as it does increase my FPS by about 3x and eliminates most stuttering on new chunk generation.
Yes...this was discussed a few pages back. We had to completely rewrite code for 1.6 and 1.7 which took a lot of time for a mod our size. The rewrite took even longer as our code guys were not able to work on it at the same time do to real life things going on.
We have a lot of plans and on top of that 1.8 is out as well. We are trying to balance adding new things to 1.7.10 and work on the terrain generation that v4 will require.
That's no fun. =/ I just upgraded my computer not to long ago. Between New Egg and Amazon I was able to find some really good buys. Hope you are able to get it fixed soon. =)
Minecraft Forge 10.13.1.1224, has a bug that breaks backwards compatibility with biome mods like us so until it is fixed the newest version of forge that we can support is 10.13.1.1223.
Visit our blog for further details.
Downloads
Official Download.Download from Curse.
Complete Change Log for ExtrabiomesXL 3.16
New Features* Slimes now spawn in Green Swamps (Please note due to an incompatibility between Forge and Optifine, if you are playing single player and have Optifine installed slimes will not spawn in the Green Swamp. If you are connected to a server or playing without Optifine slimes will spawn under the same conditions as they would in a vanilla swamp.)
* Our biomes now have weights that are configurable, allowing some of them to show up more frequently than others. You can also configure them via the config file to make them more likely to spawn. Please keep in mind that these values must be divisible by ten due to a bug is how the selection code works in vanilla/forge.
* Doors are available in all of our types of wood
** By default they can have up to 64 in a stack like vanilla doors in 1.8 and you get three from each crafting action.
** If you want stacks or one or only one item per crafting action you can change the setting in the config file.
** Like all other mod doors villagers and zombies will not interact with our doors, and our doors are not considered to be part of villages. This will probably not change till Minecraft 1.8 due to how things are coded in minecraft itself.
* Fences are also available for all of out types of wood.
** Crafted using four of one type of our planks, two on the left and two on the right, with two sticks in the middle.
* Fence Gates for all of our wood types.
** Crafted using four sticks, two on the left and two on the right, with two planks in the middle.
Bug Fixes
*Redrock Stairs were missing the 's' to make them plural.
*Strawberries should now be able to be disable via the config file.
Yes, we added a few more doors to go with the rest of the wood that we add. =) And as you can see in Shecky's post above mine...the official release for 1.7.10 is out.
Yeah, what timing. 10 more minutes and my question would have been answered. I'll download the release version and have my resource pack out in a bit if all goes well.
Everything that is in the official 3.16 release that I was typing up when you posted is final. Nothing else will be making it into 3.16 feature wise, and will probably be part of 3.17 or v4.
Tree generation is getting a rewrite and may be splitting off into it's own mod and becoming the first part of v4, but will quite likely be back ported to 3.17, just not as a separate mod. There are also a tree or two plus possibly temples, and a secret project of mine that has been on the books since before Mr Fiber left at the beginning of the year, but I have to get finish the foundations for that one to be ready to go.
So in short, once you are upto date with the official release see ^above^, then your pack should be safe till 3.17.
Minecraft v1.7.10
vonDoomCraft Get it: http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/1227108
Resolution: 128x
Download: https://www.dropbox.com/s/njotfb5cbarg2og/vonDoomCraft_ExtrabiomesXL_v3.16.0.zip?dl=0
Images:
New Doors
Please add to the OP.
Thanks so much for updating your resource pack. I will make sure the links on the Wiki get updated. =)
The guys did an awesome job at tracking down issues and fixing bugs that were reported. I am very excited about our new doors. Hope you enjoy. =)