Snow mod updated with support for 1.4.2. Added additional config options to control how snow behaves: Snow Falling Vertically and horizontally can be toggled. The growing Snow will now replace itself with vanilla snow as it grows. This drastically improves performance and stability. It also allows for digging under the top snow block (which will fall with gravity).
The mobs and some structures spawn in appropriate ExtraBiomesXL biomes. For a few of the recipies some of the Extrabiomes materials are valid substitues (such as red cobblestone for the campfire).
I would assume, though I haven't encountered that specific error before. I have had vultures positions go to NaN,NaN,NaN when they get stuck though (which is definitely fixed in the new version 0.4.3), it never DC'd me though, but like you mentioned never did to you before.
As for disabling the vulture in the config, this technically only disables the spawn, the entity still '"exists" if it was already in your world (which I'm thinking was a poorly thought out design design on my part, I'll have to change that). Toggling peaceful would actually remove the entity (and unfortunately others), though I don't know if Minecraft would remove mobs from unloaded chunks, so may not actually be helpful.
I had a look at the website, and I'm assuming what's shown there is in the mod. I have a question, a criticism, and a suggestion.
Question: Is the biome a mob spawns in configurable? There are a number set to Plains/Savannah that I would not want spawning in the plains at all if ExtrabiomesXL is installed.
Criticism: I like the fur armour and the cloth armour. However, the cactus armour is extremely silly. Scale armour seems interesting, but I can't find much point to it, and the "plated" versions are conceptually iffy, as well as not really looking good to me.
Suggestion: People tend to make pyramids out of single-block tiers, and the scale is a bit wonky. It should be a bit steeper and taller. The size and shape would be better if layers were about three blocks high, and roughly two thick (estimated).
I had a look at the website, and I'm assuming what's shown there is in the mod. I have a question, a criticism, and a suggestion.
Question: Is the biome a mob spawns in configurable? There are a number set to Plains/Savannah that I would not want spawning in the plains at all if ExtrabiomesXL is installed.
No there is not. Ultimately, I'd recommend something like Davidee's Mob Spawn Controls for actual granular control. You do raise a good point, and its something I've been thinking about recently as I've added mobs that don't neccesarily fit into vanilla (i.e. Elephants really fit excellently in a Savannah setting and not really in the plains): I should probably have two completely different spawn setups for when ExtraBiomes is installed instead of just enabling additional spawning locations. http://www.minecraft...le-sneaksprint/
Criticism: I like the fur armour and the cloth armour. However, the cactus armour is extremely silly. Scale armour seems interesting, but I can't find much point to it, and the "plated" versions are conceptually iffy, as well as not really looking good to me.
Is your issue with cactus armor how ridiculously ugly it is or the functionality? I'd agree on the former but not the latter. I've had difficulty getting a good looking cactus texture while still making it seem like you're wearing, well, a cactus.
The scale is essentially pointless. The original 'point' was that the exhaustion system would render normal armors less than desirable in the desert. Thus a different way to gear up was presented with biome specific flair. Sadly, as time went on I reduced the effect the system could cause in the name of having an enjoyable experience. Ultimately i feel the system is overly complicated and I'm going to scrap it and implement the temperature system. For now scale will just be an aesthetic option for a given tier of armor.
The higher tier scale armors are also an attempt to keep the same style while not forcing the player not to wear it due to gear requirements. There were marginal changes to the higher tier scale armors where the ugly grey border around the scales is changed to be more in line with the color of the scales (making them them more wearable).
Suggestion: People tend to make pyramids out of single-block tiers, and the scale is a bit wonky. It should be a bit steeper and taller. The size and shape would be better if layers were about three blocks high, and roughly two thick (estimated).
I like the idea of making pyramids steeper, but with blocks it usually ends up looking more like the mesoamerican pyramid http://en.wikipedia....mid_of_the_Moon instead of the more iconic Giza Pyramids. Which to be fair, isn't a bad thing, just not the look I'm trying to achieve. I could easily see doing something like that in a Jungle and looking right at home.
For fun I grabbed some numbers from wikipedia that suggest your 2/3 figure is actually a really good estimate (althought they do vary: see Red Pyramid). I still maintain the 'smoothness' that comes with 1 block increments outweighs the improvment that comes with height. I'll probably play around with it again at some point, maybe I can get slabs to fill the gap satisfactorily.
Zulu Mod Pyramid - Height / Base: 25 / 51 - Ratio: 0.5
Great Pyramid of Giza - Height / Base: 140 / 230 - Ratio: 0.61
Pyramid of Khafre - Height / Base: 137 / 215 - Ratio: 0.64
Pyramid of Menkaure - Height / Base: 65 / 103 - Ratio: 0.63
Red Pyramid - Height / Base: 104 / 220 - Ratio: 0.47
And not too many BUG
My server is very like the MOD
Very fast version 1.4.2
Thank you for your efforts
Make sure you're not playing on peaceful.
ShortChangeList:
+Mob Heads
+Elephant
+General Flight Improvements
+Finch AI Improvements
As for disabling the vulture in the config, this technically only disables the spawn, the entity still '"exists" if it was already in your world (which I'm thinking was a poorly thought out design design on my part, I'll have to change that). Toggling peaceful would actually remove the entity (and unfortunately others), though I don't know if Minecraft would remove mobs from unloaded chunks, so may not actually be helpful.
Tried v0.4.2 & v0.4.3 and mobs worked. Maybe try reinstalling. Does the ForgeModLoader log say anything? Which packages and version are you using?
Question: Is the biome a mob spawns in configurable? There are a number set to Plains/Savannah that I would not want spawning in the plains at all if ExtrabiomesXL is installed.
Criticism: I like the fur armour and the cloth armour. However, the cactus armour is extremely silly. Scale armour seems interesting, but I can't find much point to it, and the "plated" versions are conceptually iffy, as well as not really looking good to me.
Suggestion: People tend to make pyramids out of single-block tiers, and the scale is a bit wonky. It should be a bit steeper and taller. The size and shape would be better if layers were about three blocks high, and roughly two thick (estimated).
No there is not. Ultimately, I'd recommend something like Davidee's Mob Spawn Controls for actual granular control. You do raise a good point, and its something I've been thinking about recently as I've added mobs that don't neccesarily fit into vanilla (i.e. Elephants really fit excellently in a Savannah setting and not really in the plains): I should probably have two completely different spawn setups for when ExtraBiomes is installed instead of just enabling additional spawning locations.
http://www.minecraft...le-sneaksprint/
Is your issue with cactus armor how ridiculously ugly it is or the functionality? I'd agree on the former but not the latter. I've had difficulty getting a good looking cactus texture while still making it seem like you're wearing, well, a cactus.
The scale is essentially pointless. The original 'point' was that the exhaustion system would render normal armors less than desirable in the desert. Thus a different way to gear up was presented with biome specific flair. Sadly, as time went on I reduced the effect the system could cause in the name of having an enjoyable experience. Ultimately i feel the system is overly complicated and I'm going to scrap it and implement the temperature system. For now scale will just be an aesthetic option for a given tier of armor.
The higher tier scale armors are also an attempt to keep the same style while not forcing the player not to wear it due to gear requirements. There were marginal changes to the higher tier scale armors where the ugly grey border around the scales is changed to be more in line with the color of the scales (making them them more wearable).
I like the idea of making pyramids steeper, but with blocks it usually ends up looking more like the mesoamerican pyramid http://en.wikipedia....mid_of_the_Moon instead of the more iconic Giza Pyramids. Which to be fair, isn't a bad thing, just not the look I'm trying to achieve. I could easily see doing something like that in a Jungle and looking right at home.
For fun I grabbed some numbers from wikipedia that suggest your 2/3 figure is actually a really good estimate (althought they do vary: see Red Pyramid). I still maintain the 'smoothness' that comes with 1 block increments outweighs the improvment that comes with height. I'll probably play around with it again at some point, maybe I can get slabs to fill the gap satisfactorily.
Zulu Mod Pyramid - Height / Base: 25 / 51 - Ratio: 0.5
Great Pyramid of Giza - Height / Base: 140 / 230 - Ratio: 0.61
Pyramid of Khafre - Height / Base: 137 / 215 - Ratio: 0.64
Pyramid of Menkaure - Height / Base: 65 / 103 - Ratio: 0.63
Red Pyramid - Height / Base: 104 / 220 - Ratio: 0.47