Another question: does BoP work with Mystcrafts Age-Creation like EBXL does? Meaning that you can create dimensions with just the biomes you picked?
And if not, are there Plans to create compability?
You'll have to try it for yourself.
-----------------------
Also, I have some news regarding the next update. Some of you will be happy about this, and some of you might not be, but I've decided to just scrap those huge, custom trees I was adding to the mod. It was a really exciting idea at the time, but I think that continuing to have biomes that would fit in the vanilla game, and of course, having trees that can actually be cut down properly, is a lot nicer.
Although I think it needs a few minor tweaks and additions.(these are just my ideas/suggestions)
1. Mobs, animals, etc do not spawn in these biomes.
- Also Mo' Creatures do not spawn in the biomes either.
2. Way to many biomes spawn over the normal biomes. (very large or not large enough either)
3. Make it so we can choose which biomes we want to install.
- For me I really love the Mystic Grove, I would really enjoy it if I could select that one (only) and select the rate at which I want it to generate (normal, medium, lots, rare, etc)
4. Add more recipes for the mod, and maybe some custom creatures to go in each biome,
-More Recipes: Fences, half slabs, food, torches(purple, green, blue, red, etc), blocks, etc
-Custom Creatures, add randomized creatures that are unique too each biome (things like mystical cows, chickens, pigs, monsters, etc){just like a re-texture like the red chickens that are in the Garden}
5. Colored Water
- I really like the different water colors in each biome, it would be kind of cool to have them be their own water rather then just an overlay. That way I could move the water into other biomes with out the colour changing(not sure if its possible but it's just an idea)
That's pretty much all I have for ideas/suggestions. If any of them are possible or you like any, it would be cool to see them in the 1.5 update.
The config doesn't appear to be generating for me. I'm getting a "BiomesOPlenty.cfg" file. but it doesn't have any contents. There's currently an ID conflict between BoP and IC2, and I can't resolve it when the config isn't generating properly
There's no way to change the frequency of biomes. You CAN choose which biomes you want to spawn, however. Check the config file and look for the biomeGen settings. Change them to false if you don't want those biomes to spawn. The block suggestions aren't going to happen, at least anytime soon. Fences for each type of wood would be a pain in the ass, and it's kind of pointless, considering there aren't spruce/birch/jungle fences in vanilla.
As for separate colored water, that wouldn't really look nice. Let's say I have clear water in the Tropics. If the Tropics have an Ocean bordering it, it'd just have a rough cut from clear water to blue water.
FYI the blockphisics mod is built in with biomes o plenty support It deserves to be in the section with mods
that suppport this one
Will do. If you guys know of any other mods that have support for Biomes O' Plenty, and they aren't listed in the supported mods section, let me know, and I'll add them in.
The config doesn't appear to be generating for me. I'm getting a "BiomesOPlenty.cfg" file. but it doesn't have any contents. There's currently an ID conflict between BoP and IC2, and I can't resolve it when the config isn't generating properly
Karganeth has been helping me fix some stuff regarding the config file, IDs, and the base mod file. It's fixed a few things, like villages not generating, so it might fix the config file being empty as well.
I managed to get it to generate, but I was a bit over-whelmed by all of the block IDs that this mod uses... There's no way that I can change all of those IDs.
I managed to get it to generate, but I was a bit over-whelmed by all of the block IDs that this mod uses... There's no way that I can change all of those IDs.
you should add a new biome here is my idea (damp forest, it is a forest but big trees that make a roof and it has villages made of wet wood planks and mossy cobblestone).
Just wondering, is it a bug that apple tree leaves don't decay?
because they don't..
They should decay. Although, in the apple tree generation, it doesn't set metadata for the block. But, it should default to 0, which is what it's supposed to be anyway. I just changed it, and they seem to decay, so if it is a problem, it'll be fixed for the next update.
Just now I installed the latest version and crashed due to a block conflict with GregTech (4090), I tried messing with the configs for gregtech though this made things worse. So then I tried editing the IDs in Biomes o plenty, but the cfg file in configs opens blank..
Certain entity/ID issues will be fixed in the next update. Things like beehives from Forestry not generating, biomes from other mods appearing in the overworld, etc.
I have the mo creatures and animals generates only basis biomes
And if not, are there Plans to create compability?
You'll have to try it for yourself.
-----------------------
Also, I have some news regarding the next update. Some of you will be happy about this, and some of you might not be, but I've decided to just scrap those huge, custom trees I was adding to the mod. It was a really exciting idea at the time, but I think that continuing to have biomes that would fit in the vanilla game, and of course, having trees that can actually be cut down properly, is a lot nicer.
It's most likely unsupported by Dynmap. Does Biomes O' Plenty even work with BukkitForge, or whatever you're using?
Although I think it needs a few minor tweaks and additions.(these are just my ideas/suggestions)
1. Mobs, animals, etc do not spawn in these biomes.
- Also Mo' Creatures do not spawn in the biomes either.
2. Way to many biomes spawn over the normal biomes. (very large or not large enough either)
3. Make it so we can choose which biomes we want to install.
- For me I really love the Mystic Grove, I would really enjoy it if I could select that one (only) and select the rate at which I want it to generate (normal, medium, lots, rare, etc)
4. Add more recipes for the mod, and maybe some custom creatures to go in each biome,
-More Recipes: Fences, half slabs, food, torches(purple, green, blue, red, etc), blocks, etc
-Custom Creatures, add randomized creatures that are unique too each biome (things like mystical cows, chickens, pigs, monsters, etc){just like a re-texture like the red chickens that are in the Garden}
5. Colored Water
- I really like the different water colors in each biome, it would be kind of cool to have them be their own water rather then just an overlay. That way I could move the water into other biomes with out the colour changing(not sure if its possible but it's just an idea)
That's pretty much all I have for ideas/suggestions. If any of them are possible or you like any, it would be cool to see them in the 1.5 update.
Thank you for reading my long post
~KyvrnR
that suppport this one
There's no way to change the frequency of biomes. You CAN choose which biomes you want to spawn, however. Check the config file and look for the biomeGen settings. Change them to false if you don't want those biomes to spawn. The block suggestions aren't going to happen, at least anytime soon. Fences for each type of wood would be a pain in the ass, and it's kind of pointless, considering there aren't spruce/birch/jungle fences in vanilla.
As for separate colored water, that wouldn't really look nice. Let's say I have clear water in the Tropics. If the Tropics have an Ocean bordering it, it'd just have a rough cut from clear water to blue water.
Will do. If you guys know of any other mods that have support for Biomes O' Plenty, and they aren't listed in the supported mods section, let me know, and I'll add them in.
Karganeth has been helping me fix some stuff regarding the config file, IDs, and the base mod file. It's fixed a few things, like villages not generating, so it might fix the config file being empty as well.
-------------------
Speaking of village generation being fixed:
could it be located somewhere else?
It's in BiomesOPlenty.cfg. By biomeGen setting, I meant the alpsGen, arcticGen, etc. that's in the config file.
Ok, didnt know that Mystcraft already updated. Thanks for pointing it out!
Ever use Metallurgy? ^.^
Thanks man I am really Excited to start playing with this now
They should decay. Although, in the apple tree generation, it doesn't set metadata for the block. But, it should default to 0, which is what it's supposed to be anyway. I just changed it, and they seem to decay, so if it is a problem, it'll be fixed for the next update.
Yes
http://www.minecraftforum.net/topic/1495041-147-forge-biomes-o-plenty-adds-60-biomes-v040/page__st__2840#entry20952798