Island that spawns in the ocean biome, similar to the currently existing Mushroom Biome in Vanilla Minecraft, also with the same rarity. Grass here would be a light blueish white color. The isle gets its name from the medium to large crystals that spawn on it. They would be light blue, and about as transparent as Ice is. Unlike ice, they wouldn't melt if placed near a light source when above the freezing temperature. You could actually make it considered a winter biome though, and surround it with the Frozen Ocean biome. No real need for a tool set for this place, but if you did make one (I wouldn't), I "personally" would make them slightly less durable than iron, but about as halfway between diamond and iron in protection. Could give the tool set a similar setup. As strong as Dia, but with less durability than iron. Any water that does generate would be the same color as the crystals. Obviously, this would be classified as a fantasy biome. Could also extend the crystal generation to any point in the biome under ground as well.
Just the block itself would be nice though for a block idea. An added idea would be to give the crystals a very slight luminescence (perhaps as bright as a redstone torch, not quite enough to prevent monster spawns. The fact that it would be a transparent block though would prevent monsters spawning on it).
An item idea... none come to mind. More interested in the biome/block than anything else.
I am running into a problem though. Your mod generates a blank config. Tried deleting it, but still generates blank.
Pollution - A fantasy biome, it is every environmentalists worst nightmare. Deep pools of putrid water and narly acid, dying grass, muddy quag mud, tall spires of salty rocks, and occasional plutonium mounds make up this vile landscape.
Xeric - A more realistic biome, it is quite flat and sandy with dry dirt, covered by sagebrush, cacti, dead grass, bare trees, and thorn bushes, and a hot-spot for silverfish. When picturing this biome, think about Nevada.
Springs - Accompanied by xerics, alpines or tundras, it is very rocky with boiling water, thick grass patches, sulphuric dirt, possible but rare acid puddles, and massive geysers.
Volcanic Tundra - Similar to the springs, there are alot of geysers and hot pools, but also quite a bit of steamy mineral water ponds, ice, and spruce trees, and small steaming cracks, as well as the occasional magma pit. Yet there is a lack of snow.
Murk - I really am not sure what else I could have named it, but it's like a really nasty lake shore, with mud, flies, really tall grass, dry wooded trees, dead fish, tiny puddles and jagged rocks. From experiece, I know they don't even need to be near water sources to exsist...
There ye go. I hope atleast one of these gets noticed and implemented, cuz I really like this mod and I thought these would be good additions =)
I'm always looking to add new swampy/"deadly" biomes, as they are some of my favorite types of environments in games. The next update will have 2 so far (That I've already added), but I might add some more if I can implement the ideas I had well enough.
Biome Idea:Slimy Swamp
Looks like a swamp Filled with Mangrove trees
and The water is a slime!
hehe it is sticky and gooey..yucks!
just like its name it would spawn a tons of slimes!
yeah my idea sucks..
but who doesnt likes slimy water?!
I think an awesome biome would be a layer forest biome, it would work like this:
Looking from the outside it seems like a jungle but darker, it is compesed of layers of jungle, as if there was originaly a jungle but its bottom level was burried in dirt and dead leaves leaving only some tunnels and caves which have roots and leafpiles for roofs, also there are ponds of muky water and even some poisonous water at this level.
The next level is composed of shorter trees (their roots are the ones which form most of the roof for the bottom level) which also got kind of buried and most of them are dead and roting, but there are some clearings where theese trees actualy get sunlight and are therefore alive, the roof of this level is composed of the leaves of the dead short trees.
Above that level there will be trees which have very diferent sizes forming diferent plataforms of leaves in diferent heights, but there is always a little bit of sunlight reaching theese plataforms.
There would also be trees which would be so big that their trunks are present in all levels, and theese would be the tallest trees of the biome, all having roughly the same height, the shield the rest of the forest from most of the sunlight, also they dont form platafoms but their tree-tops are so wide they are almost like plataforms and have some holes in them.
its obvious that this biome wold be very dangerous as it is mostly dark all the time with a lot of space for mobs to spawn and few passive mobs.
also note that this biome would need to have a somewhat lower ground so the botom level would be mostly buried and inaccessible without digging, note also that there would be holes linking the bottom and second floor between each other and above, so you could go to them if you fid theese holes.
now blocks:
-dead branches: look a lot like leafblocks but a little roten, they break if something falls on them and they are scatered on all levels but particularly abound on the roof of the second level so people may fall into it from above, drop sticks if broken.
-roten spikes: found in the first and second levels they not only demage you, but also poison you if you touch them, drop poison spikes if broken.
-thick branches: leaves that take long to break, very comon in this biome.
-poisonwood: trunks of dead trees which poison you if you stand on them too long, are generated on the first and second levels and drop itself of course.
-densewood: can only be broken with an iron (or above) axe, very resistant, make up the trunks of the taller trees (the ones that go from the first level to the top), crafts double planks and makes double chacoal.
And finally items:
poisonwood sword/dense poisonwood sword: crafted like a normal sword but with poisonwood trunk/ densewood trunk instead of planks, and with poison spikes filling the rest of the recipe, deal poison as well as damaging and the densewood version is as strong as iron.
thats all for now becouse i have to go, but i might add some more stuff to this idea latter.
I think an awesome biome would be a layer forest biome, it would work like this:
...
thats all for now becouse i have to go, but i might add some more stuff to this idea latter.
oh by the way, you can get the blocks for roten spikes and dead braches with a shear.
and another block idea, holow leaf junction: it is open on top, and if it is raining it causes water to flow out of it like a source water, it apears joined to tree trunks near the top of trees in this biome and possibly on jungle if you like the idea.
I think we desperately need a 'perfect' living biome. One that has cool places to build your house ( cool mountains and overhangs), is good to look at ( a nice spread of plants and lush green grass) And enough trees ( small groves in some parts but it thins out in other parts so you have space to build) but not too many, so that it is thick and hard to navigate.
So, a green (like your meadow) mountainous terrain with groves of tall pine/fir and birch trees and scattered clearings. An increased chance of river spawns, with a few willow trees by the water. Tall grass, toadstools, clover and other undergrowth cover the landscape.
The atmosphere is meant to feel peaceful, like the woodlands, except a bit bigger, broader and more lively.
This sounds quite a lot like my idea on page 108 or 109.
biome idea: floating island.... well the name describes ... the island might be terraria style... it may contain a building atop of it with rewards
Hmm. DaftPVF made a "floating ruins" mod that's sort of like what you describe. Dunno if this mod's biome mechanics allow for this idea, but I hope they do!
Rollback Post to RevisionRollBack
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
Finally your mod is for Forge and SMP! Thank you. Btw, looks like it fully compatible with ExtrabiomesXL
Why you dont use metadata-id for blocks? This is not easy to change so many value in config.
Rollback Post to RevisionRollBack
Do not be surprised - my English is Google translate. I never play Minecraft without these mods:
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
I have been hoping for a reply to my question a few days ago, but unfortunately, it seems to have been missed completely. Prolly due to the fact that this topic sees so many posts per day.
I really would like an answer, so i guess i will just ask again:
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 do suspect this to be an issue with TC itself.
I wish there could be added something to jazz up the coastlines and oceans. I was thinking something along the lines of some shores with jutting rocks or sandbars, and that scattered along these nuances would be shipwrecks of wood planks and wool for sails. Think Italian and Greek shores, like Wrath of the Titans or 300. Maybe even a rare buried Statue of Liberty of green wool ala Planet of the Apes.
Or maybe something to jazz up ocean bottoms, like Atlantis-style cities of sandstone and mossy stone every now and then. Coral blocks and seaweed forests. Or some resource that would make deep sea diving expeditions profitable on land.
well short and simple i am trying, and have been trying for a long time, to get this mod to work. i got forge working which is simple enough but then i try to put the files from the Biomes O' Plenty into the "Mod" folder as said and i keep gettting a crash report. i dont know what to do from here seeing as i also tried putting the files into the minecraft.jar folder just to see if it would work. So right now im at a loss, i want to experience playing this mod so if someone could help me that would be awesome.
You don't put the FILES into the mod folder you put the ZIP into the mod folder. If it still crashes check the crash log for Nullpointer.Exception and read a little further if the mod IDs conflict with another mod. If so change the IDS of BoP in its config-file
ive tried putting the ZIP files as well and im still getting the same crash window. i dont have any other mods so theres no reason it should be conflicting with anything else. Really confused.
This sounds funny - in addition the biome could be very colorful - not only fuzzy and full of fur but yeah idk possibly a lot of colors...Gay pride biome lol
lol thanks for listening to my idea. For that i give u LOLZ
Crystal Isle
Island that spawns in the ocean biome, similar to the currently existing Mushroom Biome in Vanilla Minecraft, also with the same rarity. Grass here would be a light blueish white color. The isle gets its name from the medium to large crystals that spawn on it. They would be light blue, and about as transparent as Ice is. Unlike ice, they wouldn't melt if placed near a light source when above the freezing temperature. You could actually make it considered a winter biome though, and surround it with the Frozen Ocean biome. No real need for a tool set for this place, but if you did make one (I wouldn't), I "personally" would make them slightly less durable than iron, but about as halfway between diamond and iron in protection. Could give the tool set a similar setup. As strong as Dia, but with less durability than iron. Any water that does generate would be the same color as the crystals. Obviously, this would be classified as a fantasy biome. Could also extend the crystal generation to any point in the biome under ground as well.
Just the block itself would be nice though for a block idea. An added idea would be to give the crystals a very slight luminescence (perhaps as bright as a redstone torch, not quite enough to prevent monster spawns. The fact that it would be a transparent block though would prevent monsters spawning on it).
An item idea... none come to mind. More interested in the biome/block than anything else.
I am running into a problem though. Your mod generates a blank config. Tried deleting it, but still generates blank.
Pollution - A fantasy biome, it is every environmentalists worst nightmare. Deep pools of putrid water and narly acid, dying grass, muddy quag mud, tall spires of salty rocks, and occasional plutonium mounds make up this vile landscape.
Xeric - A more realistic biome, it is quite flat and sandy with dry dirt, covered by sagebrush, cacti, dead grass, bare trees, and thorn bushes, and a hot-spot for silverfish. When picturing this biome, think about Nevada.
Springs - Accompanied by xerics, alpines or tundras, it is very rocky with boiling water, thick grass patches, sulphuric dirt, possible but rare acid puddles, and massive geysers.
Volcanic Tundra - Similar to the springs, there are alot of geysers and hot pools, but also quite a bit of steamy mineral water ponds, ice, and spruce trees, and small steaming cracks, as well as the occasional magma pit. Yet there is a lack of snow.
Murk - I really am not sure what else I could have named it, but it's like a really nasty lake shore, with mud, flies, really tall grass, dry wooded trees, dead fish, tiny puddles and jagged rocks. From experiece, I know they don't even need to be near water sources to exsist...
There ye go. I hope atleast one of these gets noticed and implemented, cuz I really like this mod and I thought these would be good additions =)
Bone meal does not expends, when I use it on mod's saplings.
Also, craft recipes does not working when I combine few types of wood.
Looks like a swamp Filled with Mangrove trees
and The water is a slime!
hehe it is sticky and gooey..yucks!
just like its name it would spawn a tons of slimes!
yeah my idea sucks..
but who doesnt likes slimy water?!
Looking from the outside it seems like a jungle but darker, it is compesed of layers of jungle, as if there was originaly a jungle but its bottom level was burried in dirt and dead leaves leaving only some tunnels and caves which have roots and leafpiles for roofs, also there are ponds of muky water and even some poisonous water at this level.
The next level is composed of shorter trees (their roots are the ones which form most of the roof for the bottom level) which also got kind of buried and most of them are dead and roting, but there are some clearings where theese trees actualy get sunlight and are therefore alive, the roof of this level is composed of the leaves of the dead short trees.
Above that level there will be trees which have very diferent sizes forming diferent plataforms of leaves in diferent heights, but there is always a little bit of sunlight reaching theese plataforms.
There would also be trees which would be so big that their trunks are present in all levels, and theese would be the tallest trees of the biome, all having roughly the same height, the shield the rest of the forest from most of the sunlight, also they dont form platafoms but their tree-tops are so wide they are almost like plataforms and have some holes in them.
its obvious that this biome wold be very dangerous as it is mostly dark all the time with a lot of space for mobs to spawn and few passive mobs.
also note that this biome would need to have a somewhat lower ground so the botom level would be mostly buried and inaccessible without digging, note also that there would be holes linking the bottom and second floor between each other and above, so you could go to them if you fid theese holes.
now blocks:
-dead branches: look a lot like leafblocks but a little roten, they break if something falls on them and they are scatered on all levels but particularly abound on the roof of the second level so people may fall into it from above, drop sticks if broken.
-roten spikes: found in the first and second levels they not only demage you, but also poison you if you touch them, drop poison spikes if broken.
-thick branches: leaves that take long to break, very comon in this biome.
-poisonwood: trunks of dead trees which poison you if you stand on them too long, are generated on the first and second levels and drop itself of course.
-densewood: can only be broken with an iron (or above) axe, very resistant, make up the trunks of the taller trees (the ones that go from the first level to the top), crafts double planks and makes double chacoal.
And finally items:
poisonwood sword/dense poisonwood sword: crafted like a normal sword but with poisonwood trunk/ densewood trunk instead of planks, and with poison spikes filling the rest of the recipe, deal poison as well as damaging and the densewood version is as strong as iron.
thats all for now becouse i have to go, but i might add some more stuff to this idea latter.
and another block idea, holow leaf junction: it is open on top, and if it is raining it causes water to flow out of it like a source water, it apears joined to tree trunks near the top of trees in this biome and possibly on jungle if you like the idea.
If I helped then please
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, Vanilla Biomes generated 100% of the time before and now they generate a smaller fraction of the time to allow for new biomes, so of course!
Hmm. DaftPVF made a "floating ruins" mod that's sort of like what you describe. Dunno if this mod's biome mechanics allow for this idea, but I hope they do!
Why you dont use metadata-id for blocks? This is not easy to change so many value in config.
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
I really would like an answer, so i guess i will just ask again:
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 do suspect this to be an issue with TC itself.
I wish there could be added something to jazz up the coastlines and oceans. I was thinking something along the lines of some shores with jutting rocks or sandbars, and that scattered along these nuances would be shipwrecks of wood planks and wool for sails. Think Italian and Greek shores, like Wrath of the Titans or 300. Maybe even a rare buried Statue of Liberty of green wool ala Planet of the Apes.
Or maybe something to jazz up ocean bottoms, like Atlantis-style cities of sandstone and mossy stone every now and then. Coral blocks and seaweed forests. Or some resource that would make deep sea diving expeditions profitable on land.
More jazz!!!
ive tried putting the ZIP files as well and im still getting the same crash window. i dont have any other mods so theres no reason it should be conflicting with anything else. Really confused.
lol thanks for listening to my idea. For that i give u LOLZ