Hey dude, this is a great mod. Just wondering, though, if you might add some new temples to fit some of your biomes? That, i think, would be a great addition to the mod.
Rollback Post to RevisionRollBack
Excuse me, but that was my comment you just read there, bub.
Exterminator Jeff and I might do a collaboration in the future to allow for extended support between our mods. Stuff like the Mesa being entirely made up of Red Rock, without any stone below it, Deadlands being completely made of ash, etc. Although, there is actually an event in Forge that can do this (Replace any block in a biome with another block), so I might look into doing that instead.
If you do this though please make it optional! I quite like underground being more or less the same
Probably, IDK. I'll see about it when the time comes.
As for RP2 integration, I'm not exactly sure how to do that. I'm not a fan of the mod anyway, so I'm not really worried about doing it.
Just out of curiosity, how stable is this going to be world generation wise across versions? I'm thinking of using BOP on my next SMP server. Wanting to avoid potential issues with harsh edges from old vs new terrain generation.
I am just so grateful because you finaly make this mod compatible with Forge, I was waiting this for too long time, thank you so much now I can enjoy Minecraft more than before
Rollback Post to RevisionRollBack
If you require any assistance with redstone or command blocks, ask me. From answering a question to developing a system, I will do it.
I have a minor crash error when starting New Worlds. When I create a new world, Minecraft crashes. But, when I load it, it works. I would just like that fixed and I will be happier with this mod. I'm just assuming this, but the problem didn't start until I got this mod, so I'm very sure it's this one.
Rollback Post to RevisionRollBack
Oh, oh. No more buttered scones for me, mater. I'm off to play the grand piano. Pardon me while I fly my aeroplane.
I've always wished people made underground biomes! Underground is just so bland!
Also, is the Jungle/JungleHills biome ID's messed up? I've tried to make MAtmos play music in the biome, but it doesn't detect it as being the biome number specified.
[EDIT]It appears the ID's were just removed!? Where can I find them? I'm totally lost without them!
For me the mod is not working, i know how to change the ids of the mods but in the minecraft error log it says that there are no ids left, i use NEI to know the ids and there are thousands left, also the config file is empty, can someone help me?
For me the game crashes and it says that there are no ids left, i use NEI to know the ids and there are thousands left, also the config file is empty, can someone help me? Amazing mod by the way.
interestingly I found a size of 1 is great for finding out what any given seed will typically generate.... fast and easy to find a world I like, then swap it out to a 13 size for large-ass biomes... soooooo nice!
THANK YOU!
BTW, for all of you crashing and not getting a config file:
Put it by itself in the mod folder, run server once, copy the config to someplace safe, set up the way you want, copy config over, fix all conflicts in config....
I am running on a 1.4.7 Forge server with 84 mods, almost all 'known quality' mods like BC, IC2, Forestry, ExtraBiomesXL, immibis's mods, Thaumcraft, Twilightforest, EE3, Mystcraft, et al......
ALL errors so far were bad ID's in config, for all the mods.... lol.... it takes time to sort them and correct by hand.
(and an interesting side note: once you go over 70 mods, Forge seems to add 10ms-15ms to tick time no matter what.... no matter the size of the mods, number of IDs used, etc...)
I DONT KNOW WHY! I PUT IN THE MOD ZIP IN THE MODS FOLDER AND IT CRASH cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: mod_BiomesOPlenty
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:660)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: mod_BiomesOPlenty
at zc.<init>(BiomeDecorator.java:244)
at yy.a(BiomeGenBase.java:186)
at yy.<init>(BiomeGenBase.java:166)
at zm.<init>(SourceFile:6)
at yy.<clinit>(BiomeGenBase.java:41)
at tdwp_ftw.biomesop.mod_BiomesOPlenty.postInit(mod_BiomesOPlenty.java:1130)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:478)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:659)
... 5 more
Caused by: java.lang.ClassNotFoundException: mod_BiomesOPlenty
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 36 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at codechicken.core.asm.ClassHeirachyManager.transform(ClassHeirachyManager.java:80)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:222)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:171)
... 38 more
--- END ERROR REPORT 2a3fef58 ----------
Rollback Post to RevisionRollBack
GENERATION 9001: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
How rare are Villages supposed to be in the realistic biomes? I've looked through pastures, prairies, plains (Yes the vanilla biome) and most of the other ones on Large Biomes+ Setting and can't seem to find one single village, When i started a Large Biomes (Vanilla Setting) i found a Plains biome with a village in it no problem. But villages seem to have dissapeared with this mod, when i start a new world.
Rollback Post to RevisionRollBack
When life gives you lemons, Throw them on the ground and go make apple juice instead.
Just out of curiosity, how stable is this going to be world generation wise across versions? I'm thinking of using BOP on my next SMP server. Wanting to avoid potential issues with harsh edges from old vs new terrain generation.
Well, I still need to add custom hills/shore generation, and I should be able to do it for the next update. Villages spawning in my biomes have also been added for the next update.
How rare are Villages supposed to be in the realistic biomes? I've looked through pastures, prairies, plains (Yes the vanilla biome) and most of the other ones on Large Biomes+ Setting and can't seem to find one single village, When i started a Large Biomes (Vanilla Setting) i found a Plains biome with a village in it no problem. But villages seem to have dissapeared with this mod, when i start a new world.
Villages don't spawn in the biomes in the current version. It has been fixed for the next update, however.
If you do this though please make it optional! I quite like underground being more or less the same
If I do it through Forge's built in event, it probably won't be optional (Not even sure if it'd be possible to make it optional).
Shouldn't you be able to just check the config file and not use the Forge event if false?
Edit: Slightly related - any chance of some sexy RP2 Integration? Generation of RP2 Basalt (Forge Ore Dictionary perhaps?) instead of Ash Stone?
Probably, IDK. I'll see about it when the time comes.
As for RP2 integration, I'm not exactly sure how to do that. I'm not a fan of the mod anyway, so I'm not really worried about doing it.
Just out of curiosity, how stable is this going to be world generation wise across versions? I'm thinking of using BOP on my next SMP server. Wanting to avoid potential issues with harsh edges from old vs new terrain generation.
Also, can you make the Sacred Springs biome generate more often?
I am just so grateful because you finaly make this mod compatible with Forge, I was waiting this for too long time, thank you so much now I can enjoy Minecraft more than before
If you require any assistance with redstone or command blocks, ask me. From answering a question to developing a system, I will do it.
Also, is the Jungle/JungleHills biome ID's messed up? I've tried to make MAtmos play music in the biome, but it doesn't detect it as being the biome number specified.
[EDIT]It appears the ID's were just removed!? Where can I find them? I'm totally lost without them!
THANK YOU!
BTW, for all of you crashing and not getting a config file:
Put it by itself in the mod folder, run server once, copy the config to someplace safe, set up the way you want, copy config over, fix all conflicts in config....
I am running on a 1.4.7 Forge server with 84 mods, almost all 'known quality' mods like BC, IC2, Forestry, ExtraBiomesXL, immibis's mods, Thaumcraft, Twilightforest, EE3, Mystcraft, et al......
ALL errors so far were bad ID's in config, for all the mods.... lol.... it takes time to sort them and correct by hand.
(and an interesting side note: once you go over 70 mods, Forge seems to add 10ms-15ms to tick time no matter what.... no matter the size of the mods, number of IDs used, etc...)
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:660)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: mod_BiomesOPlenty
at zc.<init>(BiomeDecorator.java:244)
at yy.a(BiomeGenBase.java:186)
at yy.<init>(BiomeGenBase.java:166)
at zm.<init>(SourceFile:6)
at yy.<clinit>(BiomeGenBase.java:41)
at tdwp_ftw.biomesop.mod_BiomesOPlenty.postInit(mod_BiomesOPlenty.java:1130)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:478)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:659)
... 5 more
Caused by: java.lang.ClassNotFoundException: mod_BiomesOPlenty
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 36 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at codechicken.core.asm.ClassHeirachyManager.transform(ClassHeirachyManager.java:80)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:222)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:171)
... 38 more
--- END ERROR REPORT 2a3fef58 ----------
GENERATION 9001: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
GENERATION 9001: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
Well, I still need to add custom hills/shore generation, and I should be able to do it for the next update. Villages spawning in my biomes have also been added for the next update.
I would, but honestly, I'd forget to change it every time I make an update. I guess I could try though.
No.
Villages don't spawn in the biomes in the current version. It has been fixed for the next update, however.
It's an ID conflict. Either change the ID manually in the config file, or get ID Resolver.
And also, temples, mineshafts still spawn in appropriate biomes?