You can do it one of two ways. After installing Forge, start the game. Once it loads, close the game and the "mods" folder should have been created automatically. If that does not happen then you can create a mods folder in the .minecraft folder that you are using. The EBXL jar goes into the mods folder...not the resource packs folder.
Ok. Thank you. I created the mod folder and placed the EBXL jar into that folder. When I start Minecraft, where do I find the 'Mods' button?
Ok. Thank you. I created the mod folder and placed the EBXL jar into that folder. When I start Minecraft, where do I find the 'Mods' button?
It doesn't look like you have Forge installed. In your first image it should say 3 mods installed if you have only Vanilla + Forge installed. The other thing is that you are using the latest version of Minecraft. We do not have a version for that. Our latest versions are for 1.7.10.
If you are wanting to play with mods, I suggest that you use Minecraft v1.7.10 as that is the version that most mods are currently supporting. You can have different versions of Minecraft installed, so you are not limited to just using one or the other.
It doesn't look like you have Forge installed. In your first image it should say 3 mods installed if you have only Vanilla + Forge installed. The other thing is that you are using the latest version of Minecraft. We do not have a version for that. Our latest versions are for 1.7.10.
If you are wanting to play with mods, I suggest that you use Minecraft v1.7.10 as that is the version that most mods are currently supporting. You can have different versions of Minecraft installed, so you are not limited to just using one or the other.
Ok, odd that Forge is not installed. It shows up here when I start the game.
As for v1.7.10, I googled it but I can't find a working link anywhere. Is it possible you post one here or PM me a link please? Thank you so much for your help!
EDIT: Wait! From the Launcher UI I posted in the previous post, Forge actually allowed me to select and then automatically downloaded the 1.7.10 version for me. Still no "Mod' button however. *confused*
I don't think you have Forge installed. Down in the lower left corner of your 3rd image where it says the MC version it should say how many mods you have installed. It is not showing any and if you had Forge installed it would say 3 mods installed. The mod folder will not show up unless you have installed Forge.
Go here and in the red box that says "download recommended" chose installer. Once you have downloaded that run the installer and it will automatically install Forge for you in the correct location. It only takes a few seconds for it to install. Once you have done that you need to go to the Minecraft launcher and in your profile for 1.7.10 make sure you choose the correct version of Forge.
Once you have installed Forge and picked the correct version in your launcher profile, save it and then launch the game. When you get to the screen like in your 3rd image, it should look similar to this if you have installed it correctly. If your screen shows Forge installed then close the game. The mod folder should now be in your .minecraft folder that you are using.
I don't think you have Forge installed. Down in the lower left corner of your 3rd image where it says the MC version it should say how many mods you have installed. It is not showing any and if you had Forge installed it would say 3 mods installed. The mod folder will not show up unless you have installed Forge.
Go here and in the red box that says "download recommended" chose installer. Once you have downloaded that run the installer and it will automatically install Forge for you in the correct location. It only takes a few seconds for it to install. Once you have done that you need to go to the Minecraft launcher and in your profile for 1.7.10 make sure you choose the correct version of Forge.
Once you have installed Forge and picked the correct version in your launcher profile, save it and then launch the game. When you get to the screen like in your 3rd image, it should look similar to this if you have installed it correctly. If your screen shows Forge installed then close the game. The mod folder should now be in your .minecraft folder that you are using.
Well, I appreciate your help but I guess I'm just too dumb to install this. I downloaded the install from the recommended downloaded again (same like i did before) and reinstalled the whole thing as you can see in below pics. I'm baffled as to why there are still no mods showing up.
You are not choosing the correct version in your profile. You need to choose the Forge version. See the image here. If that doesn't help, you should watch some of the videos on youtube (just google "how to install forge for 1.7.10) that walk you step by step through the installation process.
Ok... In the first tab of of the launcher, in the drop down menu. I kept going to the 3rd tab only. But I found it now and it's working! Thanks for helping me with this!!
Hi!3 questions to add to that, will the 2x2 sapling for the rainbow grow without saplings?, also, can I grow them anywhere? Finally, I'm having trouble just getting the tree to break and get in my inventory, much less crafting to planks, any reason why this might be?
Hi!3 questions to add to that, will the 2x2 sapling for the rainbow grow without saplings?, also, can I grow them anywhere? Finally, I'm having trouble just getting the tree to break and get in my inventory, much less crafting to planks, any reason why this might be?
You have to plant saplings to grow any of the trees, even if you place them from creative. They will grow in any biome (if you plant them) and do have self planting saplings, like all of our trees.
They are regular hardness like all of our wood blocks, so there should not be any problem with cutting them. It could be that you are using a mod that changes that type of thing. Please post a link to your Forge log and we will take a look at it to make sure there is not an issue on our end.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/13/2013
Posts:
55
Minecraft:
Altairon73
Member Details
Hi, just been looking through the biome IDs and noticed that these are fairly high and spaced out so as to sit nicely with Default, BOP and ATG which is good but was wondering how this effects the workings of your mod and its biomes as most of your biomes are sitting in the sub biome system of things ie 128 and up and obviously your biomes do not correspond with their below -128 BOP counterpart ie
Hi, just been looking through the biome IDs and noticed that these are fairly high and spaced out so as to sit nicely with Default, BOP and ATG which is good but was wondering how this effects the workings of your mod and its biomes as most of your biomes are sitting in the sub biome system of things ie 128 and up and obviously your biomes do not correspond with their below -128 BOP counterpart ie
ID 7 = River ID 135 = EXBL Extreme Jungle
ID 11 = Frozen River ID 139 = EXBL Green Hills
It is difficult to understand what you are asking. Would you mind rephrasing?
The Meaning of Life, the Universe, and Everything.
Join Date:
9/13/2013
Posts:
55
Minecraft:
Altairon73
Member Details
based on the understanding that the 255 biome places are split into 1-128 being main biomes and 129-255 being classed as subbiomes, currently as EBXL is designed to sit with BOP and ATG all EXBL biomes are currently sitting in the subbiome system and was wondering how this actually affects their appearance in game if at all especially seeing as stated above some of them are not a subbiome of the main biome based on ID location.
It is not difficult to understand if you have knowledge of the thing he is talking about. If you do not know how Vanilla biomes work, I can understand that it's Chinese to you, but then again... you won't be able to help him anyway.
And to anser Sauron1973's question:
The biome-sub biome system that Vanilla uses, only works for vanilla biomes so if you add a biome to ID 100, 228 will not automatically become its subbiome.
The ID's that Vanilla's subbiomes take, however, should NEVER be assigned to modded biomes, but I remember that EBXL does this exact thing by default...
As Scott is the person that basically rewrote and contributed to this mod in it's first 2 years of existence, as well as writing some things for Forge, and creating other mods and a person other mod makers have come to for help (Look at ATG's OP under special thanks for an example), saying what you did, was in my opinion, out of line. All you had to do was answer Sauron's questions. Quite honestly without Scott, this mod would have died a long time ago.
based on the understanding that the 255 biome places are split into 1-128 being main biomes and 129-255 being classed as subbiomes, currently as EBXL is designed to sit with BOP and ATG all EXBL biomes are currently sitting in the subbiome system and was wondering how this actually affects their appearance in game if at all especially seeing as stated above some of them are not a subbiome of the main biome based on ID location.
Thanks, sauron.
There are 255 slots available for biomes and the terrain code actually decides which are "subbiomes" not the ID of the biome. While Mojang may have a separation in mind for "subbiomes" (Minecraft wiki calls them "technical biomes") Mods are free to do what they need to. When Extrabiomes was first written (several years ago) I think Mojang was only using ids 0 through 75.
Each biome defines a set of attributes that determine what it looks like..namely: terrain max and min height, terrain smoothness, top block, filler block (between the top block and stone) and the types of terrain features including plants, trees, lakes, etc.
It is not difficult to understand if you have knowledge of the thing he is talking about. If you do not know how Vanilla biomes work, I can understand that it's Chinese to you, but then again... you won't be able to help him anyway.
I am very sorry to have offended you. I tend to ramble, so I sometimes ask people to clarify to help me limit my response to only the information they were interested in. The internals of Minecraft modding, especially terrain generation, can be daunting, so I wanted to be precise.
If something I have done before now or elsewhere is causing the offense, please PM me so we can work it out.
As Scott is the person that basically rewrote and contributed to this mod in it's first 2 years of existence, as well as writing some things for Forge, and creating other mods and a person other mod makers have come to for help (Look at ATG's OP under special thanks for an example), saying what you did, was in my opinion, out of line. All you had to do was answer Sauron's questions. Quite honestly without Scott, this mod would have died a long time ago.
I am not actively working on the mod, but this is an area where EBXL is showing its age. Currently EBXL default biome IDs (40 thru 67) do not clash with vanilla biomes but EBXL does not check to see if any of these are already in use.
So. You show up in my neighborhood, insult my friends, and then expect me to implement feature requests? You would do well to grow up and learn to treat people with respect. Keep a civil tongue or keep silent.
As far as your actual question goes, EBXL is feature complete with no planned future updates. We are in the process of writing its replacement - and the successor does already resolve biome id conflicts automatically. As Scott explained, classic EBXL is very old. The way it is written would make it obnoxious to go back and backport this feature, so I do not plan on doing so. This sort of thing is why we're rewriting the mod from scratch.
Ok. Thank you. I created the mod folder and placed the EBXL jar into that folder. When I start Minecraft, where do I find the 'Mods' button?
It doesn't look like you have Forge installed. In your first image it should say 3 mods installed if you have only Vanilla + Forge installed. The other thing is that you are using the latest version of Minecraft. We do not have a version for that. Our latest versions are for 1.7.10.
If you are wanting to play with mods, I suggest that you use Minecraft v1.7.10 as that is the version that most mods are currently supporting. You can have different versions of Minecraft installed, so you are not limited to just using one or the other.
[quote=Annysia;../../../members/Annysia;1282126-extrabiomesxl-universal-3-16-2-for-mc-1-7-10?comment=14817]
It doesn't look like you have Forge installed. In your first image it should say 3 mods installed if you have only Vanilla + Forge installed. The other thing is that you are using the latest version of Minecraft. We do not have a version for that. Our latest versions are for 1.7.10.
If you are wanting to play with mods, I suggest that you use Minecraft v1.7.10 as that is the version that most mods are currently supporting. You can have different versions of Minecraft installed, so you are not limited to just using one or the other.
Ok, odd that Forge is not installed. It shows up here when I start the game.
As for v1.7.10, I googled it but I can't find a working link anywhere. Is it possible you post one here or PM me a link please? Thank you so much for your help!
EDIT: Wait! From the Launcher UI I posted in the previous post, Forge actually allowed me to select and then automatically downloaded the 1.7.10 version for me. Still no "Mod' button however. *confused*
I don't think you have Forge installed. Down in the lower left corner of your 3rd image where it says the MC version it should say how many mods you have installed. It is not showing any and if you had Forge installed it would say 3 mods installed. The mod folder will not show up unless you have installed Forge.
Go here and in the red box that says "download recommended" chose installer. Once you have downloaded that run the installer and it will automatically install Forge for you in the correct location. It only takes a few seconds for it to install. Once you have done that you need to go to the Minecraft launcher and in your profile for 1.7.10 make sure you choose the correct version of Forge.
Once you have installed Forge and picked the correct version in your launcher profile, save it and then launch the game. When you get to the screen like in your 3rd image, it should look similar to this if you have installed it correctly. If your screen shows Forge installed then close the game. The mod folder should now be in your .minecraft folder that you are using.
You are not choosing the correct version in your profile. You need to choose the Forge version. See the image here. If that doesn't help, you should watch some of the videos on youtube (just google "how to install forge for 1.7.10) that walk you step by step through the installation process.
Ok... In the first tab of of the launcher, in the drop down menu. I kept going to the 3rd tab only. But I found it now and it's working! Thanks for helping me with this!!
Hi!3 questions to add to that, will the 2x2 sapling for the rainbow grow without saplings?, also, can I grow them anywhere? Finally, I'm having trouble just getting the tree to break and get in my inventory, much less crafting to planks, any reason why this might be?
You have to plant saplings to grow any of the trees, even if you place them from creative. They will grow in any biome (if you plant them) and do have self planting saplings, like all of our trees.
They are regular hardness like all of our wood blocks, so there should not be any problem with cutting them. It could be that you are using a mod that changes that type of thing. Please post a link to your Forge log and we will take a look at it to make sure there is not an issue on our end.
Hi, just been looking through the biome IDs and noticed that these are fairly high and spaced out so as to sit nicely with Default, BOP and ATG which is good but was wondering how this effects the workings of your mod and its biomes as most of your biomes are sitting in the sub biome system of things ie 128 and up and obviously your biomes do not correspond with their below -128 BOP counterpart ie
ID 7 = River ID 135 = EXBL Extreme Jungle
ID 11 = Frozen River ID 139 = EXBL Green Hills
It is difficult to understand what you are asking. Would you mind rephrasing?
based on the understanding that the 255 biome places are split into 1-128 being main biomes and 129-255 being classed as subbiomes, currently as EBXL is designed to sit with BOP and ATG all EXBL biomes are currently sitting in the subbiome system and was wondering how this actually affects their appearance in game if at all especially seeing as stated above some of them are not a subbiome of the main biome based on ID location.
As Scott is the person that basically rewrote and contributed to this mod in it's first 2 years of existence, as well as writing some things for Forge, and creating other mods and a person other mod makers have come to for help (Look at ATG's OP under special thanks for an example), saying what you did, was in my opinion, out of line. All you had to do was answer Sauron's questions. Quite honestly without Scott, this mod would have died a long time ago.
Thanks, sauron.
There are 255 slots available for biomes and the terrain code actually decides which are "subbiomes" not the ID of the biome. While Mojang may have a separation in mind for "subbiomes" (Minecraft wiki calls them "technical biomes") Mods are free to do what they need to. When Extrabiomes was first written (several years ago) I think Mojang was only using ids 0 through 75.
Each biome defines a set of attributes that determine what it looks like..namely: terrain max and min height, terrain smoothness, top block, filler block (between the top block and stone) and the types of terrain features including plants, trees, lakes, etc.
I am very sorry to have offended you. I tend to ramble, so I sometimes ask people to clarify to help me limit my response to only the information they were interested in. The internals of Minecraft modding, especially terrain generation, can be daunting, so I wanted to be precise.
If something I have done before now or elsewhere is causing the offense, please PM me so we can work it out.
Thanks, Annysia. You are very kind!
I am not actively working on the mod, but this is an area where EBXL is showing its age. Currently EBXL default biome IDs (40 thru 67) do not clash with vanilla biomes but EBXL does not check to see if any of these are already in use.
So. You show up in my neighborhood, insult my friends, and then expect me to implement feature requests? You would do well to grow up and learn to treat people with respect. Keep a civil tongue or keep silent.
As far as your actual question goes, EBXL is feature complete with no planned future updates. We are in the process of writing its replacement - and the successor does already resolve biome id conflicts automatically. As Scott explained, classic EBXL is very old. The way it is written would make it obnoxious to go back and backport this feature, so I do not plan on doing so. This sort of thing is why we're rewriting the mod from scratch.
The current version of EXBL has biomes from 124 through to 181 with various spaces inbetween for buildcrafts 2 biomes, vanillas subbiomes and ATG
Here is a link to the defaults listed in the code itself.