I don't think anyone has suggested this yet [but you are free to correct me if I be wrong], but here's my idea.
Natural Biome: Tropical Islands
Brief Description: A set of lush, tropical islands with palm trees, few scattered shrubs, and vibrant flowers.
Details: Like the Tropics, but instead of being a spread out biome, it'd be found in the middle of Ocean biomes. They'd be clustered together to make it easier to hop from island to island. Palm trees would make up the majority of the island, but it'd also be inhabited by small jungle tree-based shrubs [or oak-based, your call]. To keep with the theme, most of the flowers would be the Dandelions, Roses, Anemones and Daisies. Sometimes more bigger islands would have more denser foliage in the middle.
Ideas to add for new items/blocks would be the Coconut. It'd grow like the Cocoa Pods, but instead of growing on Jungle trees, it'd grow on Palm trees, and breaking one would give you a whole coconut. You'd take it to the crafting table to get coconut chunks.
I know you want a Pina Colada right? Well you can't do that without a pineapple. That would be the other thing that grows in the biome. They'd grow on a type of stalk, punching the fruit gives you a pineapple, while punching the stalk gives you the fruit AND the stalk, so you can farm more pineapples. Take the fruit to the crafting table and you'd get some pineapple slices.
NOW FOR THE PINA COLADA. Take a water bottle, a coconut chunk, and a pineapple slice, and stack them together on top [like you would to make Mushroom Stew], and presto!
Of course the water bottle is just a basic idea. You could add like, a wooden mug or something to the crafting idea, but these are my base ideas to add.
The Tropics were intended to only be found in the form of islands, but the generation didn't work properly. So if you can, please post a different idea.
--------------------
I should probably clarify that ideas shouldn't be extremely similar to existing biomes, or just different versions of existing biomes. I want each biome in my mod to be unique (Or at least relatively unique), and it'd suck to have someone's idea for the contest be wasted because of that.
Spider Den
Would spawn rarely in the kids of a jungle, or some types of forest. Would have a large hole in the middle with spider webs, string and vines covering surrounding trees and the walls. All types of spiders would spawn here. Random pits filled with webs would appear around randomly, falling in would prove quite fatal.
Looking back on this its almost more of a generated structure...
Basically an almost desert like area, but instead of normal plants instead there are trees that have turned to stone over the years. Not sure if you'd just go with normal stone or use a custom texture to get the nice look petrified wood tends to have, but I'd go with some custom trees
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.
I think this has been suggested before but what about a lost civilization biome? Would be a jungle or desert that has the ruins of a city encompassing a whole biome. I think it would be pretty cool to stumble upon something like that.
Here's my idea for a biome, well, it's not technically a biome but I would still love to see this in Minecraft world generation.
An apocalyptic style ruined city, the buildings could be made out of cobblestone (or stone bricks) and mossy cobblestone with broken glass windows to give it an older, worn-out look. There could also be zombie spawners in the buildings, to make exploring them a bit more dangerous.
Here's a good picture of how I see it:
(The look doesn't have to match completely in-game, that's just a rough example).
A desert/savanna/badlands type flatland around a large central crater, with earth thrown up around the ring. At the core of the crater should be a chunk of obsidian and iron ore that remains of the original meteor. Optionally filled with water - though that's more of an old volcano thing. Bonus points if there is a ring of sand/dust around the outside of the ring.
It is a combination of reddish sand and reddish sandstone. Underneath the sand and sandstone is a type of salty dirt (dirt with a slight hint of gray). There are small dunes and hills dotted around the place, but it is usually flat. Various dry plants (a mix between tall grass and dead shrubs) spawn in large clusters, with the occasional 'dead tree' spawning rarely in these clusters. There is also no weather.
I was wondering if anyone knew how to work mo creatures into biomes o plenty so I can get the creatures in each biome. If anyone knew where to redirect me or just tell me I'd appreciate it.
The Arcg biome is a very strange and ominous biome. It's color is purple,it's sky is purple too. It's a really dense forest,completely purple(it's like the ominous woods biome,everything is one color). It also has areas(sub-biome) that look like the Crag,but with a layer of dirt and grass on top and with trees on top. It has jungle-like areas(sub-biome) too,but more flat. One part looks like the sacred springs,but without the water and with trees generating ONLY on top of the hills. Between the hills are canyons with sharp columns with trees on top too. Animals are really rare here,and the hostile mobs spawn much more often. Remember everything,including sub-biomes should be purple. Water should be purple-ish too,but with more blue.
I was wondering if anyone knew how to work mo creatures into biomes o plenty so I can get the creatures in each biome. If anyone knew where to redirect me or just tell me I'd appreciate it.
Hmm, thats what I did, not exactly the same numbers but that shouldnt matter as long as blocks dont go over 256, Wonder whats going wrong?
I think you might have a block ID conflict since EBXL and BOP are both using the block ID 4095 which I solved and now they are working fine for me, I'm using Minecraft 1.4.6 with...
...Forge #371
...BOP v.039 (I think)
...EBXL v.3.70
And these are my config files:
BOP:
# Configuration file
# Generated on 16.01.13 23:45
# crackedsand is used in terrain generation. Its id must be less than 256.
I:crackedsand.id=172
I:customlog.id=2208
I:doubleredrockslab.id=2222
I:doublewoodslab.id=2217
I:firstairs.id=2219
I:flower.id=173
I:grass.id=174
I:greenleaves.id=175
I:leafpile.id=176
I:planks.id=2215
I:quarterlog0.id=2209
I:quarterlog1.id=2211
I:quarterlog2.id=2212
I:quarterlog3.id=2213
I:quicksand.id=177
I:redcobblestairs.id=2223
# redrock is used in terrain generation. Its id must be less than 256.
I:redrock.id=178
I:redrockbrickstairs.id=2221
I:redrockslab.id=4095
I:redwoodstairs.id=2218
I:sapling.id=179
I:wall.id=2210
I:woodslab.id=2216
}
####################
# general
####################
general {
I:crackedsand.growth.enable=true
I:crackedsand.growthoutsidewasteland.allow=false
}
Natural Biome: Tropical Islands
Brief Description: A set of lush, tropical islands with palm trees, few scattered shrubs, and vibrant flowers.
Details: Like the Tropics, but instead of being a spread out biome, it'd be found in the middle of Ocean biomes. They'd be clustered together to make it easier to hop from island to island. Palm trees would make up the majority of the island, but it'd also be inhabited by small jungle tree-based shrubs [or oak-based, your call]. To keep with the theme, most of the flowers would be the Dandelions, Roses, Anemones and Daisies. Sometimes more bigger islands would have more denser foliage in the middle.
Ideas to add for new items/blocks would be the Coconut. It'd grow like the Cocoa Pods, but instead of growing on Jungle trees, it'd grow on Palm trees, and breaking one would give you a whole coconut. You'd take it to the crafting table to get coconut chunks.
I know you want a Pina Colada right? Well you can't do that without a pineapple. That would be the other thing that grows in the biome. They'd grow on a type of stalk, punching the fruit gives you a pineapple, while punching the stalk gives you the fruit AND the stalk, so you can farm more pineapples. Take the fruit to the crafting table and you'd get some pineapple slices.
NOW FOR THE PINA COLADA. Take a water bottle, a coconut chunk, and a pineapple slice, and stack them together on top [like you would to make Mushroom Stew], and presto!
Of course the water bottle is just a basic idea. You could add like, a wooden mug or something to the crafting idea, but these are my base ideas to add.
The Tropics were intended to only be found in the form of islands, but the generation didn't work properly. So if you can, please post a different idea.
--------------------
I should probably clarify that ideas shouldn't be extremely similar to existing biomes, or just different versions of existing biomes. I want each biome in my mod to be unique (Or at least relatively unique), and it'd suck to have someone's idea for the contest be wasted because of that.
Would spawn rarely in the kids of a jungle, or some types of forest. Would have a large hole in the middle with spider webs, string and vines covering surrounding trees and the walls. All types of spiders would spawn here. Random pits filled with webs would appear around randomly, falling in would prove quite fatal.
Looking back on this its almost more of a generated structure...
That's a problem with Pam's HarvestCraft, not my mod.
Petrified Forest.
Basically an almost desert like area, but instead of normal plants instead there are trees that have turned to stone over the years. Not sure if you'd just go with normal stone or use a custom texture to get the nice look petrified wood tends to have, but I'd go with some custom trees
Desc: Something like this:
An apocalyptic style ruined city, the buildings could be made out of cobblestone (or stone bricks) and mossy cobblestone with broken glass windows to give it an older, worn-out look. There could also be zombie spawners in the buildings, to make exploring them a bit more dangerous.
Here's a good picture of how I see it:
A desert/savanna/badlands type flatland around a large central crater, with earth thrown up around the ring. At the core of the crater should be a chunk of obsidian and iron ore that remains of the original meteor. Optionally filled with water - though that's more of an old volcano thing. Bonus points if there is a ring of sand/dust around the outside of the ring.
Examples:
I'm pretty sure it's compatible. I haven't tried it myself, but other people have, and they said it works fine.
No, it hasn't. I'm really not sure why it's not working, as the code is correct.
-----------------------------
This is what the village event looks like in the base mod file, if any other modders can confirm that it's correct:
BiomeManager.addVillageBiome(arctic,true);
I've already had ScottKillen tell me it's correct, so IDK what's up with it.
Xeric Shrublands.
It is a combination of reddish sand and reddish sandstone. Underneath the sand and sandstone is a type of salty dirt (dirt with a slight hint of gray). There are small dunes and hills dotted around the place, but it is usually flat. Various dry plants (a mix between tall grass and dead shrubs) spawn in large clusters, with the occasional 'dead tree' spawning rarely in these clusters. There is also no weather.
I am MinecraftMan1 on Reddit.
HELP ME !
The Arcg biome
The Arcg biome is a very strange and ominous biome. It's color is purple,it's sky is purple too. It's a really dense forest,completely purple(it's like the ominous woods biome,everything is one color). It also has areas(sub-biome) that look like the Crag,but with a layer of dirt and grass on top and with trees on top. It has jungle-like areas(sub-biome) too,but more flat. One part looks like the sacred springs,but without the water and with trees generating ONLY on top of the hills. Between the hills are canyons with sharp columns with trees on top too. Animals are really rare here,and the hostile mobs spawn much more often. Remember everything,including sub-biomes should be purple. Water should be purple-ish too,but with more blue.
You have to install Mob Spawn Control and configure it by yourself.
I think you might have a block ID conflict since EBXL and BOP are both using the block ID 4095 which I solved and now they are working fine for me, I'm using Minecraft 1.4.6 with...
...Forge #371
...BOP v.039 (I think)
...EBXL v.3.70
And these are my config files:
BOP:
# Configuration file
# Generated on 16.01.13 23:45
####################
# biome
####################
biome {
I:alps=173
I:arctic=174
I:arcticForest=175
I:badlands=176
I:bambooForest=177
I:bayou=178
I:birchForest=179
I:bog=180
I:borealForest=181
I:chaparral=182
I:cherryBlossomGrove=183
I:coniferousForest=184
I:coniferousForestThin=185
I:crag=186
I:deadForest=187
I:deadlands=188
I:deciduousForest=189
I:desertHillsNew=190
I:desertNew=191
I:drylands=192
I:dunes=193
I:extremeHillsEdgeNew=194
I:extremeHillsNew=195
I:forestHillsNew=196
I:forestNew=197
I:frostForest=198
I:fungiForest=200
I:garden=199
I:glacier=201
I:grassland=202
I:grove=203
I:groveThin=204
I:heathland=205
I:highland=206
I:icyHills=207
I:jungleHillsNew=104
I:jungleNew=103
I:lushDesert=208
I:lushSwamp=209
I:mangrove=210
I:mapleWoods=211
I:marsh=212
I:meadow=213
I:meadowForest=214
I:mesa=215
I:mountain=216
I:mysticGrove=217
I:oasis=218
I:ominousWoods=219
I:orchard=220
I:originValley=221
I:pasture=222
I:plainsNew=223
I:prairie=224
I:promisedLand=225
I:promisedLandHills=226
I:promisedLandSwamp=227
I:quagmire=228
I:rainforest=229
I:redwoodForest=230
I:sacredSprings=231
I:savanna=232
I:savannaThick=233
I:scrubland=234
I:seasonalForest=235
I:shore=236
I:shrubland=237
I:steppe=238
I:swamplandNew=102
I:taigaHillsNew=101
I:taigaNew=100
I:temperateRainforest=240
I:thicket=241
I:tropicalRainforest=242
I:tropics=243
I:tundra=244
I:tundraDry=245
I:volcano=246
I:wasteland=247
I:wastelandTrees=248
I:wetland=249
I:woodland=250
}
####################
# block
####################
block {
I:BlockAcaciaDoubleSlab=4081
I:BlockAcaciaLeaves=4054
I:BlockAcaciaLog=4055
I:BlockAcaciaPlank=4082
I:BlockAcaciaSingleSlab=4080
I:BlockAcaciaStairs=4079
I:BlockAppleLeaves=4032
I:BlockAppleLeavesFruitless=4046
I:BlockAppleSapling=4003
I:BlockAutumnLeaves=4017
I:BlockBamboo=4029
I:BlockBambooLeaves=4028
I:BlockBarley=4045
I:BlockBlueFlower=4024
I:BlockBlueLeaves=4036
I:BlockBrownSapling=4005
I:BlockBush=4030
I:BlockCattail=4019
I:BlockCherryDoubleSlab=4077
I:BlockCherryLog=4053
I:BlockCherryPlank=4078
I:BlockCherrySingleSlab=4076
I:BlockCherryStairs=4075
I:BlockDarkDoubleSlab=4073
I:BlockDarkLeaves=4050
I:BlockDarkLog=4051
I:BlockDarkPlank=4074
I:BlockDarkSapling=3999
I:BlockDarkSingleSlab=4072
I:BlockDarkStairs=4071
I:BlockDeadGrass=4027
I:BlockDeadLeaves=4034
I:BlockDeadLog=4047
I:BlockDeathbloom=3997
I:BlockDesertGrass=4026
I:BlockFirDoubleSlab=4085
I:BlockFirLeaves=4056
I:BlockFirLog=4057
I:BlockFirPlank=4086
I:BlockFirSapling=4011
I:BlockFirSingleSlab=4084
I:BlockFirStairs=4083
I:BlockGiantFlowerRed=4042
I:BlockGiantFlowerStem=4041
I:BlockGiantFlowerYellow=4040
I:BlockGlowFlower=4020
I:BlockHighGrassBottom=4014
I:BlockHighGrassTop=4013
I:BlockHydrangea=3994
I:BlockMagicDoubleSlab=4069
I:BlockMagicLog=4048
I:BlockMagicPlank=4070
I:BlockMagicSapling=3998
I:BlockMagicSingleSlab=4068
I:BlockMagicStairs=4067
I:BlockMudBrick=3990
I:BlockOrangeFlower=4022
I:BlockOrangeLeaves=4038
I:BlockOrangeSapling=4007
I:BlockOriginLeaves=4062
I:BlockOriginSapling=4002
I:BlockPalmDoubleSlab=4065
I:BlockPalmLeaves=4043
I:BlockPalmLog=4044
I:BlockPalmPlank=4066
I:BlockPalmSapling=4009
I:BlockPalmSingleSlab=4064
I:BlockPalmStairs=4063
I:BlockPinkFlower=4052
I:BlockPinkLeaves=4037
I:BlockPinkSapling=4001
I:BlockPurpleFlower=4023
I:BlockRedLeaves=4039
I:BlockRedRockBrick=3995
I:BlockRedRockCobble=3996
I:BlockRedSapling=4008
I:BlockRedwoodDoubleSlab=4093
I:BlockRedwoodLeaves=4060
I:BlockRedwoodLog=4061
I:BlockRedwoodPlank=4094
I:BlockRedwoodSapling=4010
I:BlockRedwoodSingleSlab=4092
I:BlockRedwoodStairs=4091
I:BlockShortGrass=4033
I:BlockSprout=4031
I:BlockThorn=4016
I:BlockTinyCactus=4012
I:BlockTinyFlower=4021
I:BlockToadstool=4015
I:BlockTreeMoss=4049
I:BlockViolet=3993
I:BlockWhiteFlower=4025
I:BlockWhiteLeaves=4035
I:BlockWhiteSapling=4000
I:BlockWillow=4018
I:BlockWillowDoubleSlab=4089
I:BlockWillowLeaves=4058
I:BlockWillowLog=4059
I:BlockWillowPlank=4090
I:BlockWillowSapling=4004
I:BlockWillowSingleSlab=4088
I:BlockWillowStairs=4087
I:BlockYellowSapling=4006
}
####################
# general
####################
general {
I:"%biomeSize%"=4
B:"%enableBiomes%"=true
B:"%vanillaBiomesEnhanced%"=true
B:alpsGen=true
B:arcticGen=true
B:badlandsGen=true
B:bambooForestGen=true
B:bayouGen=true
B:birchForestGen=true
B:bogGen=true
B:borealForestGen=true
B:chaparralGen=true
B:cherryBlossomGrove=true
B:coniferousForestGen=true
B:cragGen=true
B:deadForestGen=true
B:deadlandsGen=true
B:deciduousForestGen=true
B:desertGen=true
B:drylandsGen=true
B:dunesGen=true
B:extremeHillsGen=true
B:forestGen=true
B:frostForestGen=true
B:fungiForestGen=true
B:gardenGen=true
B:glacierGen=true
B:grasslandGen=true
B:groveGen=true
B:heathlandGen=true
B:highlandGen=true
B:icyHillsGen=true
B:jungleGen=true
B:lushDesertGen=true
B:lushSwampGen=true
B:mangroveGen=true
B:mapleWoodsGen=true
B:marshGen=true
B:meadowGen=true
B:mesaGen=true
B:mountainGen=true
B:mysticGroveGen=true
B:oasisGen=true
B:ominousWoodsGen=true
B:orchardGen=true
B:originValleyGen=true
B:pastureGen=true
B:plainsGen=true
B:prairieGen=true
B:promisedLandGen=true
B:quagmireGen=true
B:rainforestGen=true
B:redwoodForestGen=true
B:sacredSpringsGen=true
B:savannaGen=true
B:scrublandGen=true
B:seasonalForestGen=true
B:shrublandGen=true
B:steppeGen=true
B:swamplandGen=true
B:taigaGen=true
B:temperateRainforestGen=true
B:thicketGen=true
B:tropicalRainforestGen=true
B:tropicsGen=true
B:tundraGen=true
B:volcanoGen=true
B:wastelandGen=true
B:wetlandGen=true
B:woodlandGen=true
}
####################
# item
####################
item {
I:Ashes=1016
I:Bamboo=1013
I:Barley=1017
I:Cattail=1012
I:Enderporter=1010
I:MagicMirror=1011
I:MudAxe=1006
I:MudBall=1015
I:MudBoots=1001
I:MudBrick=1014
I:MudChestplate=1003
I:MudHelmet=1004
I:MudHoe=1005
I:MudLeggings=1002
I:MudPickaxe=1007
I:MudShovel=1008
I:MudSword=1009
I:ShroomPowder=1016
}
####################
# terrainblock
####################
terrainblock {
I:BlockAsh=163
I:BlockAshStone=164
I:BlockDriedDirt=161
I:BlockHardIce=165
I:BlockMud=160
I:BlockOriginGrass=166
I:BlockRedRock=162
}
# Configuration file
# Generated on 16.01.13 23:45
####################
# biome
####################
biome {
B:alpine.allowvillages=true
B:alpine.enablegeneration=true
I:alpine.id=137
B:autumnwoods.allowvillages=true
B:autumnwoods.enablegeneration=true
I:autumnwoods.id=136
B:birchforest.allowvillages=true
B:birchforest.enablegeneration=true
I:birchforest.id=135
B:extremejungle.allowvillages=true
B:extremejungle.enablegeneration=true
I:extremejungle.id=134
B:forestedhills.allowvillages=true
B:forestedhills.enablegeneration=true
I:forestedhills.id=133
B:forestedisland.allowvillages=true
B:forestedisland.enablegeneration=true
I:forestedisland.id=132
B:glacier.allowvillages=true
B:glacier.enablegeneration=true
I:glacier.id=131
B:greenhills.allowvillages=true
B:greenhills.enablegeneration=true
I:greenhills.id=130
B:greenswamp.allowvillages=true
B:greenswamp.enablegeneration=true
I:greenswamp.id=129
B:icewasteland.allowvillages=true
B:icewasteland.enablegeneration=true
I:icewasteland.id=128
B:marsh.allowvillages=true
B:marsh.enablegeneration=true
I:marsh.id=127
B:meadow.allowvillages=true
B:meadow.enablegeneration=true
I:meadow.id=126
B:minijungle.allowvillages=true
B:minijungle.enablegeneration=true
I:minijungle.id=125
B:mountaindesert.allowvillages=true
B:mountaindesert.enablegeneration=true
I:mountaindesert.id=124
B:mountainridge.allowvillages=true
B:mountainridge.enablegeneration=true
I:mountainridge.id=123
B:mountaintaiga.allowvillages=true
B:mountaintaiga.enablegeneration=true
I:mountaintaiga.id=122
B:pineforest.allowvillages=true
B:pineforest.enablegeneration=true
I:pineforest.id=121
B:rainforest.allowvillages=true
B:rainforest.enablegeneration=true
I:rainforest.id=120
B:redwoodforest.allowvillages=true
B:redwoodforest.enablegeneration=true
I:redwoodforest.id=119
B:redwoodlush.allowvillages=true
B:redwoodlush.enablegeneration=true
I:redwoodlush.id=118
B:savanna.allowvillages=true
B:savanna.enablegeneration=true
I:savanna.id=117
B:shrubland.allowvillages=true
B:shrubland.enablegeneration=true
I:shrubland.id=116
B:snowyforest.allowvillages=true
B:snowyforest.enablegeneration=true
I:snowyforest.id=115
B:snowyrainforest.allowvillages=true
B:snowyrainforest.enablegeneration=true
I:snowyrainforest.id=114
B:temporaterainforest.allowvillages=true
B:temporaterainforest.enablegeneration=true
I:temporaterainforest.id=113
B:tundra.allowvillages=true
B:tundra.enablegeneration=true
I:tundra.id=112
B:vanilla.desert.allowvillages=true
B:vanilla.desert.enablegeneration=true
B:vanilla.extremehills.allowvillages=true
B:vanilla.extremehills.enablegeneration=true
B:vanilla.forest.allowvillages=true
B:vanilla.forest.enablegeneration=true
B:vanilla.jungle.allowvillages=true
B:vanilla.jungle.enablegeneration=true
B:vanilla.plains.allowvillages=true
B:vanilla.plains.enablegeneration=true
B:vanilla.swampland.allowvillages=true
B:vanilla.swampland.enablegeneration=true
B:vanilla.taiga.allowvillages=true
B:vanilla.taiga.enablegeneration=true
B:wasteland.allowvillages=true
B:wasteland.enablegeneration=true
I:wasteland.id=111
B:woodlands.allowvillages=true
B:woodlands.enablegeneration=true
I:woodlands.id=110
}
####################
# block
####################
block {
I:acaciastairs.id=2220
I:autumnleaves.id=170
I:cattail.id=171
# crackedsand is used in terrain generation. Its id must be less than 256.
I:crackedsand.id=172
I:customlog.id=2208
I:doubleredrockslab.id=2222
I:doublewoodslab.id=2217
I:firstairs.id=2219
I:flower.id=173
I:grass.id=174
I:greenleaves.id=175
I:leafpile.id=176
I:planks.id=2215
I:quarterlog0.id=2209
I:quarterlog1.id=2211
I:quarterlog2.id=2212
I:quarterlog3.id=2213
I:quicksand.id=177
I:redcobblestairs.id=2223
# redrock is used in terrain generation. Its id must be less than 256.
I:redrock.id=178
I:redrockbrickstairs.id=2221
I:redrockslab.id=4095
I:redwoodstairs.id=2218
I:sapling.id=179
I:wall.id=2210
I:woodslab.id=2216
}
####################
# general
####################
general {
I:crackedsand.growth.enable=true
I:crackedsand.growthoutsidewasteland.allow=false
}
####################
# item
####################
item {
I:logturner.id=12870
I:paste.id=12872
I:scarecrow.id=12870
}
####################
# module_control
####################
module_control {
# Set amica to true to enable support for other mods.
B:amica.enabled=true
# Set cautia to true to add danger.
B:cautia.enabled=true
# Set fabrica to true to enable craftable items.
B:fabrica.enabled=true
# Set summa to false to disable the mod.
B:summa.enabled=true
}