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Can't you read? I said I only play PC Minecraft
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Is this mod compatible with the DivineRPG mod? I tried to use this mod in addition to it, but it crashed. I think it might be a different reason than incompatibility, but I'm not sure.
Is this mod compatible with the DivineRPG mod? I tried to use this mod in addition to it, but it crashed. I think it might be a different reason than incompatibility, but I'm not sure.
Can you post the crash report? Can't really know what's causing the problem without it.
The config file will generate empty if Minecraft can't start properly the first time with the mod installed. Remove the conflicting mods first, delete the config file, let it generate a new one, and then replace the mods and change IDs.
Theres an issue with the current version of the mod, In the Origin Valley Biome. The grass in the biome is not affected by a shovel, cannot have saplings placed on it and cannot be tilled with a hoe.
Theres an issue with the current version of the mod, In the Origin Valley Biome. The grass in the biome is not affected by a shovel, cannot have saplings placed on it and cannot be tilled with a hoe.
That's because it's a separate block. I'm not sure how to change blocks so they are mined faster with a shovel, or able to be tilled, but the only saplings that can be planted on it are Origin Saplings, and that was on purpose.
That's because it's a separate block. I'm not sure how to change blocks so they are mined faster with a shovel, or able to be tilled, but the only saplings that can be planted on it are Origin Saplings, and that was on purpose.
Then howcome the trees in the biome drop oak saplings.
Then howcome the trees in the biome drop oak saplings.
They don't...At least, they shouldn't. In the code, it's set to drop Origin Saplings, and I just tested it myself, and it's working fine. Are you using the latest version?
That's gonna require me to uninstall a mod, start minecraft, wait to see if there are more ID conflicts.
If there are, do the same again, and again etc.
And after that is done i have to add the uninstalled mods again.
Wouldn't it be way easier if you could just post the config in your main post for the people to copy paste?
Much easier way. Go to .minecraft, rename it to minecraft_placeholder (or whatever is NOT .minecraft). Now just hit your .exe, let new folder generate, copy/paste the .bin from other minecraft folder into this one, let forge run. Now, put in desired mod, bam. Now to switch them out, rename the newly generated .minecraft to minecraft_test, and rename the old one to .minecraft
IMPORTANT NOTE: To rename it to .minecraft, put a PERIOD after the name as well as in front, or else it thinks you are trying to make a weird extension and won't rename it. Looks like " .minecraft. "
Honestly, having the extra test client is nice just for scenarios like these where you need a fresh config or test mod compatibility before injecting them into your primary folder.
Aw... I wanted a modloader one not forge I HATE FORGE
Better adapt, because the tools Forge gives a modder are immense. You know things like FTB?
They could not exist without Forge. Its a fact. That level of cross mod compatibility just cannot be achieved
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The Emperor's Rage echoes through the hills. The Emperor's Strength grips this land with fists of iron. The Emperor's Courage burns everlasting. The Endless Army will crush the Emperor's foes.
Hey dude, I know you said people can't include this in their modpacks, but what about this installer? www.kovacicsminecraft.com
It's the easiest mod installer around and it's for both Mac and Windows.
We will make sure there is a link on the website back to this post.
WOW this is souch an EPIC mod defenetly getting but i have one qestion:
do this mod has mo creatures support?
anyway i would thank you for this mod its even bette than extrabiomesXL!
It's not up to me to add support for Mo' Creatures. You'll have to ask the developer of it. Atmosmobs, however, has support for my mod, and is much better than Mo' Creatures IMO, so you could try that out.
You can use Mob Spawn Controls to make Mo' Creatures spawn in these biomes, however, it is slightly difficult as default Mo' Creature spawns must be overwritten.
BTW: Atmosmobs is to Mo' Creatures as Biomes o' Plenty is to ExtrabiomesXL. (Better one : More popular one)
Strange, isn't it?
Yes, Atmosmobs is mainly just for aesthetics, but some mobs have uses. The mobs are designed a lot nicer than Mo' Creatures IMO, and fit in Minecraft more as well (Both design wise and texture wise).
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Also, I'm going to be releasing another update tomorrow. Some grass/foliage color changes to the Seasonal Forest and Temperate Rainforest, a few new plants, and minor generation changes to a few biomes.
Having trouble with my config after the forge update. the two config files were empty to start, so I did a little searching and tried deleting the config files. Now there are no config files. Even after game restart. dafuq??
FWIW I tried reinstalling forge on a backup unmodified minecraft.jar, re-copying the mod into the mod folder. Still no config files. Something I don't know? Would anyone care to enlighten me?
Correct me if I'm wrong but isn't atmosmobs more about "atmospheric mobs" with few hostile mobs whereas mo'creatures has many many more hostile mobs? I really couldn't find a whole lot of info in the OP of atmosmobs so if I'm incorrect please let me know.
And it also doesn't break mob spawning every patch ohohoho
Gotta ask a question, is setting Biomes O Plenty to use the redrock from ExtraBiomes (Or the other way around, just the one I have textures for at the moment) an easy thing to do for us crazies who want to merge everything together?
Rollback Post to RevisionRollBack
The Emperor's Rage echoes through the hills. The Emperor's Strength grips this land with fists of iron. The Emperor's Courage burns everlasting. The Endless Army will crush the Emperor's foes.
My biomes o plenty doesn't work properly. After downloading forge and then installing biomes o plenty it just gives me a black screen after the mojang sign.. Plz Help Me
I tried posting my fault report as a spolier, but the Forum keeps telling me it's too long.
Thanks for the help...
Disregard... it's some kind of block ID issue with another mod I have loaded...
Yeah, these are two things I'm hoping to be able to fix in the future. I can't change them without editing base classes.
Can you post the crash report? Can't really know what's causing the problem without it.
The config file will generate empty if Minecraft can't start properly the first time with the mod installed. Remove the conflicting mods first, delete the config file, let it generate a new one, and then replace the mods and change IDs.
Think I will be on here often? Haha no.
That's because it's a separate block. I'm not sure how to change blocks so they are mined faster with a shovel, or able to be tilled, but the only saplings that can be planted on it are Origin Saplings, and that was on purpose.
Then howcome the trees in the biome drop oak saplings.
Think I will be on here often? Haha no.
They don't...At least, they shouldn't. In the code, it's set to drop Origin Saplings, and I just tested it myself, and it's working fine. Are you using the latest version?
Much easier way. Go to .minecraft, rename it to minecraft_placeholder (or whatever is NOT .minecraft). Now just hit your .exe, let new folder generate, copy/paste the .bin from other minecraft folder into this one, let forge run. Now, put in desired mod, bam. Now to switch them out, rename the newly generated .minecraft to minecraft_test, and rename the old one to .minecraft
IMPORTANT NOTE: To rename it to .minecraft, put a PERIOD after the name as well as in front, or else it thinks you are trying to make a weird extension and won't rename it. Looks like " .minecraft. "
Honestly, having the extra test client is nice just for scenarios like these where you need a fresh config or test mod compatibility before injecting them into your primary folder.
EDIT: Solved for my block ID conflicts
Better adapt, because the tools Forge gives a modder are immense. You know things like FTB?
They could not exist without Forge. Its a fact. That level of cross mod compatibility just cannot be achieved
www.kovacicsminecraft.com
It's the easiest mod installer around and it's for both Mac and Windows.
We will make sure there is a link on the website back to this post.
It's not up to me to add support for Mo' Creatures. You'll have to ask the developer of it. Atmosmobs, however, has support for my mod, and is much better than Mo' Creatures IMO, so you could try that out.
BTW: Atmosmobs is to Mo' Creatures as Biomes o' Plenty is to ExtrabiomesXL. (Better one : More popular one)
Strange, isn't it?
-------------------
Also, I'm going to be releasing another update tomorrow. Some grass/foliage color changes to the Seasonal Forest and Temperate Rainforest, a few new plants, and minor generation changes to a few biomes.
FWIW I tried reinstalling forge on a backup unmodified minecraft.jar, re-copying the mod into the mod folder. Still no config files. Something I don't know? Would anyone care to enlighten me?
And it also doesn't break mob spawning every patch ohohoho
Gotta ask a question, is setting Biomes O Plenty to use the redrock from ExtraBiomes (Or the other way around, just the one I have textures for at the moment) an easy thing to do for us crazies who want to merge everything together?