What about a new beach biome? One with that beautiful prestine blue/blue-green water. The kind in the Carribbean islands and in and around New Zealand. Would you be able to set those as a border biome between oceans and the mainland?
Perhaps a flesh biome? The ground and stuff could be covered in a meaty moss. It spreads kind of like vines, except it can't hang from things and centers around a "heart", which is the seed used to reproduce. It grows other seeds, allowing for farming if wanted. It grows naturally in the flesh biome, the nether, and in jungle caves.
You can disable the Redwood Forest biome from generating in the config file.
i have forge ,i put the biomes zip file directly into my mod folder not into my minecraft.jar ,so sorry for asking but could you tell me how to find the config file for it? Nevermind i got it ,awesome.
i have forge ,i put the biomes zip file directly into my mod folder not into my minecraft.jar ,so sorry for asking but could you tell me how to find the config file for it?
It will be in the config folder which is located in the same directory as the mods folder.
I've added the link to the PureBDCraft support to the opening post. As for Jungle Spiders, no, there's no way to disable them, except by going to Peaceful. I made them pretty tough to fight on purpose, as Minecraft lacks challenge for the most part, and they only appear in a few biomes.
Damn =/. They keep ambushing us in our Tropics biome. We're trying to build a house and they are like ninjas! lol. It doesn't help that sometimes there's a bit of lag (making hitting such a small hitbox difficult in a delayed panic), and there were times I think they were even invisible (Is this the blindness effect? lol). We had to break our Iron Man rule lol.
I have a suggestion for the 100 page celebration. Ocean floors are too boring in Minecraft. I'd like to request a biome within the ocean biome (like the oasis within deserts), a coral reef biome, for Biomes O' Plenty.
.[SEVERE] Encountered an unexpected exception IllegalArgumentException
java.lang.IllegalArgumentException: Slot 4092 is already occupied by immibis.tubestuff.BlockTubestuff@614c05d when adding tdwp_ftw.biomesop.blocks.BlockRedwoodSlab@3c611cc9
I'm trying to make this work on my sever with tubestuff. how do I change the ID in BiomesOPlenty.cfg without it causing errors
Biome: Tall Grass Biome. Basically a biome with giant tall grass, which drop seeds. Basically a Mushroom Island/Garden Biome, but with Tall Grass.
Block: Red Rock Bricks. Basically Red Rock-colored Stone Bricks.
Item: Radiated Flesh. Dropped by Mutants. When you eat it, no hunger is restored, and you get a random potion effect!
Congrats on 100+ pages, can't wait to see what/which idea(s) will eventually make it into the mod!
I love this mod, but now i ran into a little problem with TreeCapitator. I have added the log IDs, the leaf IDs, and the mud axe to the config, so far so good, it works.
However, once i tried to take down a magic tree, i've found out that i had no block ID for the magic leaves. Updated the mod to latest (curr, 0.4.0), hoping that it had been reported and fixed, but that was not the case.
I did find new IDs in BiomesOPlenty.cfg, amongst which this one: I:"Magic Leaves ID"=
Here's where i run into a problem, i don't know how to add this entry to treecapitator.cfg, so far i have tried :
block:"Magic Leaves ID"
block:MagicLeavesID
block:Magic.Leaves.ID
but these attempts only resulted in errors.
So here are my questions:
1 - Is BlockMagicLeaves missing from the terrainblocks section?
2 - If i should use block:"Magic Leaves ID", then how should it be formatted in order for TC to accept it?
3 - terrainblock.BlockBamboo is also not recognized by TreeCapitator, which puzzles me even more, because i am sure that the formatting is correct. Although i half suspect this to be an issue with TC itself.
My biome idea is, a meteorite biome! The biome is filled with giant craters that have lava and fire in them and the holes are surrounded in black ash. At the bottom of a crater there is a small chance that there will be 1-4 blocks of Meteor rock, which can be crafted into tools/weapons and armor which are as strong as iron but last longer then diamond (And the sword will light mobs on fire) And Congrats on 100 pages!
I have question for you. Are you planning to add more special saplings?
I have noticed that not all trees and bushes are restorable. For example, when I cut down high tree in Deciduous Forest, I will never be able to plant such a high tree.
Any chance of a changelog? Very useful if changes that affect WGEN would be detailed as well in order to minimise terrain generation inconsistencies in existing SMP worlds!
Edit: Also any chance of config options to disable magic mirror/enderporter?
Is there anyway I can disable all vanilla biomes like ExtraBiomesXL does? Because I want to make it so I only generate certain biomes for my server but it also generates vanilla ones. Please reply
I wanted to download the PureBDCraft texture addon but Mediafire says this when trying: "The resource you are trying access belongs to an account that has not yet been validated"
,(
You can disable the Redwood Forest biome from generating in the config file.
It will be in the config folder which is located in the same directory as the mods folder.
No. I'm not going back to ModLoader.
Damn =/. They keep ambushing us in our Tropics biome. We're trying to build a house and they are like ninjas! lol. It doesn't help that sometimes there's a bit of lag (making hitting such a small hitbox difficult in a delayed panic), and there were times I think they were even invisible (Is this the blindness effect? lol). We had to break our Iron Man rule lol.
anyone know?
Genial
I love this mod, but now i ran into a little problem with TreeCapitator. I have added the log IDs, the leaf IDs, and the mud axe to the config, so far so good, it works.
However, once i tried to take down a magic tree, i've found out that i had no block ID for the magic leaves. Updated the mod to latest (curr, 0.4.0), hoping that it had been reported and fixed, but that was not the case.
I did find new IDs in BiomesOPlenty.cfg, amongst which this one: I:"Magic Leaves ID"=
Here's where i run into a problem, i don't know how to add this entry to treecapitator.cfg, so far i have tried :
block:"Magic Leaves ID"
block:MagicLeavesID
block:Magic.Leaves.ID
but these attempts only resulted in errors.
So here are my questions:
1 - Is BlockMagicLeaves missing from the terrainblocks section?
2 - If i should use block:"Magic Leaves ID", then how should it be formatted in order for TC to accept it?
3 - terrainblock.BlockBamboo is also not recognized by TreeCapitator, which puzzles me even more, because i am sure that the formatting is correct. Although i half suspect this to be an issue with TC itself.
I have question for you. Are you planning to add more special saplings?
I have noticed that not all trees and bushes are restorable. For example, when I cut down high tree in Deciduous Forest, I will never be able to plant such a high tree.
Edit: Also any chance of config options to disable magic mirror/enderporter?
,(