I played around with the new update today and flew around for I know an hour in creative, and only had the "sudden halt of world generation" error once, and was able to just save and exit and come back, didn't happen again after that. So iunno wtf the deal is, if you fixed it somehow or what, but it looks like I'll actually be able to use and enjoy this mod now.....it really IS a bad ass mod.
The new Garden biome seems to be pretty common, I really wanted to see the promised lands biome, but no luck....maybe next time. Thanks for creating such a great mod...this mod really should be part of the default game.
Try the seed 2601137229142122608. There should be a Promised Land biome close to spawn at (-208,69).
Yes, I'm well aware of the mod bug (Not sure why I put mod...? Lol), and I'm trying to figure out how to fix it.
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Also, I lied when I said I wasn't going to add anymore biomes. I'm already working on some more at the moment, although they aren't really anything too special. Just some neat stuff to give the Minecraft world a bit more variety. And as biome mods get more and more popular (I've already seen two new mods spring up after I released mine), I'm going to have to compete for the spot of best biome mod.
EDIT: Got 4 new biomes in store. Temperate Rainforest, Alps, Grassland, and Dead Forest. Nothing too special, just a few neat little biomes to give some more variety.
Few things,
Firstly, are you planning on adding new log, wood and leave types once you have no more biome ideas?
Also, one idea for a biome is a bush biome (a dry forest of eucalyptus trees) like in Australia.
Awesome mod, my favourite, looking forward to the future of it.
Here's a preview of a really cool biome I just finished:
Parasitic Heap
Parasite blocks spread over grass, dirt, stone, sand, sandstone, gravel, logs, leaves, planks, cobblestone, and every type of ore. Beware of living close to this biome, as it'll eventually spread to your settlement.
Here's a preview of a really cool biome I just finished:
Parasitic Heap
Parasite blocks spread over grass, dirt, stone, sand, sandstone, gravel, logs, leaves, planks, cobblestone, and every type of ore. Beware of living close to this biome, as it'll eventually spread to your settlement.
There's gotta be a limit on how far that can spread though, surely? Otherwise it would just spread beyond the biome every time you're close enough for it to load, and completely cover *everything* nearby...unless it's restricted in some way, it sounds like it would potentially be nothing but a nuisance.
There's gotta be a limit on how far that can spread though, surely? Otherwise it would just spread beyond the biome every time you're close enough for it to load, and completely cover *everything* nearby...unless it's restricted in some way, it sounds like it would potentially be nothing but a nuisance.
That's why you either explore it and take that risk, or turn back and prevent it from spreading.
Why is there in the FAQ a question about forge support? I use forge and i found the Mystic Grove Biome.
Because it was for people who couldn't be bothered to test it, and instead posted and complained about it.
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Also, I made a little album of a 10 minute test with the Parasite block: http://imgur.com/a/CqJVu It's pretty cool in my opinion, and I think the Parasitic Heap biome will be a great way to encourage exploration, both to the biome, and away from it. Caves consumed by the Parasite look pretty awesome as well.
That's why you either explore it and take that risk, or turn back and prevent it from spreading.
But what's the incentive for exploring it, if all it does it cloak everything nearby? I think it would be best if there was a benefit (ie. some form of unique resource) that can be found in such naturally infected biomes in order to justify the risk of exploration - just a suggestion.
Could you give an option then to turn the growth off? I actually prefer this mod than extrabiomes, but hate the idea of infinite expansion of this parasite block.
It won't spread if you don't go near it, or rather, if a chunk with the parasite in it isn't loaded. I'll be tweaking some stuff with the Parasitic Heap biome itself, like adding some kind of reward to make it worth going into.
I want to give the player a challenge, or rather, some kind of obstacle that they can choose whether or not to face.
It doesn't exist, now update to 1.3 or deal with it
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Anyways, I actually like the idea of a parasite, although I agree infinite spread could get out of hand, maybe it spreads slower/can't spread underground when it's out of the actual biome, that would be a nice restriction ( I'd prefer no underground out of biome, mostly because I think it would be fun to try and fight the parasite, which would be nigh impossible with it coming on ALL sides)
Also could splash potions of healing or something like that remove parasitic growth?
I'm really only going on the idea that trying to fight the parasite might be a fun challenge, also going into the heap for glorious rewards would also be fun, but I'd say there has to be some challenge to going for the treasure, aka not run in, grab it, run out, hope parasite doesn't eat world
But that's just my two cents
I love every biome in this mod mostly because its unique as well as nice to behold, sure other mods are pretty etc, but this has the most unique and awesome biomes, please keep up the great work, it doesn't go unapreciated
- Adds 6 new biomes: Chaparral, Garden, Heathland, Promised Land, Sacred Springs, and Steppe.
- New blocks: Golden Leaves, Flower Stem, Giant Red Flower, Giant Yellow Flower
- Emeralds will generate in certain biomes. I won't say which, as that ruins the fun of exploring for them.
- Old Garden biome renamed to Origin Valley.
- Mystic Grove has a pink sky again.
- Minor tweaks and changes to other biomes.
I probably won't be adding any more biomes or other content to the mod, but if I do, it's not going to be anything special, just biomes to give some more variety (Like different variations of vanilla biomes).
Great update! Here's a couple screenshots.
I also ran into the most fascinating intersection of biomes (wish I'd taken a snapshot but l left and cant find it now)...it was : glacier meets meets volcano - basically ice covered the volcano slopes as lava flowed down it cracked the ice turning into water. It was incredible! If I find it again, I'll take a snapshot.
Hilltop village overlooking pyramid dungeon (yes can happen vanilla but was neat)
flower meets promised land
A swampy village near the base of a volcano (seen in the distance)
Rio Grand!
TDW - couple thoughts:
1 - deserts are too rare now! I know you dont want to add more but maybe few more variations of desert? Sahara? Dunes? pleease
2 - so there are 2 above ground, non-village structures: pyramid and jungle temple. Is it possible to add more? Something for the fantasy based biomes maybe? How dispersed are these in the new biomes?
3 - my 2 cents on the parasite. not crazy about it but I'll keep an open and try it. my biggest worry is I could start building without realizing this is nearby which would make it a most unwelcome surprise because by the time I do notice, it'd be too late
"The designer knows he has achieved perfection not when there is nothing left to add but when there is nothing left to take away" - Antoine de Saint-Exupery
It won't spread if you don't go near it, or rather, if a chunk with the parasite in it isn't loaded. I'll be tweaking some stuff with the Parasitic Heap biome itself, like adding some kind of reward to make it worth going into.
I want to give the player a challenge, or rather, some kind of obstacle that they can choose whether or not to face.
I like this idea. I think the parasite block is pretty cool.
I LOVE this mod! Your biomes rock! I've run into the world breaking bug twice while flying around in creative, now, and I noticed both times--and I know a sample size of two isn't much to go on, statistically--but both times a village had just been created at the edge, but the testificates hadn't spawned yet, so I'm curious if the testificates are involved in this somehow. Maybe it has something to do with your added items (i.e. flowers) and the new trading system? I have NO modding experience, so I'm really taking a stab in the dark with this idea, so sorry if it's actually not helpful at all . I also haven't updated to your newest yet; I'm off to do that after making this post .
Edit: Now it's happened 3 times, and there was a village at the edge, again.
Also, I installed this mod after installing both forge and railcraft, and other than the world-break bug that it sounds like other people have also experienced, I haven't had any problems. I also don't have ModLoader installed, though I guess FML takes care of whatever that does? I just barely starting using mods with Minecraft, so it's all fairly new to me.
I'm also rather unenthusiastic about the parasite; I could see it being a very frustrating addition, especially when I don't always see the corners of what chunks have been loaded, and that could mean the destruction of everything I've built in a world. If you add this, the first thing I will probably try to do is figure out how to remove it
It won't spread if you don't go near it, or rather, if a chunk with the parasite in it isn't loaded. I'll be tweaking some stuff with the Parasitic Heap biome itself, like adding some kind of reward to make it worth going into.
I want to give the player a challenge, or rather, some kind of obstacle that they can choose whether or not to face.
One of the biggest design challenges in the redesign of Cracked Sand was to find a way to prevent it from destroying a 24/7 server, give it a reason for the users to want it, give it a natural barricade / growth limit, and in general seek some kind of balance. Depending on what Scott is able to implement (given programming time available), we've come up with ways to generate new construction blocks, make a renewable source of dirt and sand (aka creeper damage repair), and a difficult but doable method of generating clay, while preventing the potential for server greifing attacks.
Any sort of unrestricted growth / parasite is a big no-no. Keep in mind that you can be something like 7 chunks away from it, and it will grow and spread, and you might not see it, might have hills or jungles (or anything you've now got in there) between you and it, and by the time you realize that it is there, it has spread tens of blocks and has basically reached hte point where you cannot just "retreat and leave it alone" because it has invaded your land.
Now keep in mind that we have a big base in the extreme hills that is in range of that spreading cracked sand. If this had been "for real", there might have been a small edge of wasteland (or your new spreading block) just inside the 100-some update range, that would, after two days, have been able to spread everywhere, and now require a massive removal/extinction effort.
Unchecked spreading: The risk/reward is way out of balance. There's a reason Scott now has cracked sand spreading outside of wasteland turned off by default.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Try the seed 2601137229142122608. There should be a Promised Land biome close to spawn at (-208,69).
Few things,
Firstly, are you planning on adding new log, wood and leave types once you have no more biome ideas?
Also, one idea for a biome is a bush biome (a dry forest of eucalyptus trees) like in Australia.
Awesome mod, my favourite, looking forward to the future of it.
Parasitic Heap
Parasite blocks spread over grass, dirt, stone, sand, sandstone, gravel, logs, leaves, planks, cobblestone, and every type of ore. Beware of living close to this biome, as it'll eventually spread to your settlement.
There's gotta be a limit on how far that can spread though, surely? Otherwise it would just spread beyond the biome every time you're close enough for it to load, and completely cover *everything* nearby...unless it's restricted in some way, it sounds like it would potentially be nothing but a nuisance.
That's why you either explore it and take that risk, or turn back and prevent it from spreading.
Because it was for people who couldn't be bothered to test it, and instead posted and complained about it.
----------------
Also, I made a little album of a 10 minute test with the Parasite block: http://imgur.com/a/CqJVu It's pretty cool in my opinion, and I think the Parasitic Heap biome will be a great way to encourage exploration, both to the biome, and away from it. Caves consumed by the Parasite look pretty awesome as well.
But what's the incentive for exploring it, if all it does it cloak everything nearby? I think it would be best if there was a benefit (ie. some form of unique resource) that can be found in such naturally infected biomes in order to justify the risk of exploration - just a suggestion.
It won't spread if you don't go near it, or rather, if a chunk with the parasite in it isn't loaded. I'll be tweaking some stuff with the Parasitic Heap biome itself, like adding some kind of reward to make it worth going into.
I want to give the player a challenge, or rather, some kind of obstacle that they can choose whether or not to face.
(Also, how common are these biomes?)
It doesn't exist, now update to 1.3 or deal with it
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Anyways, I actually like the idea of a parasite, although I agree infinite spread could get out of hand, maybe it spreads slower/can't spread underground when it's out of the actual biome, that would be a nice restriction ( I'd prefer no underground out of biome, mostly because I think it would be fun to try and fight the parasite, which would be nigh impossible with it coming on ALL sides)
Also could splash potions of healing or something like that remove parasitic growth?
I'm really only going on the idea that trying to fight the parasite might be a fun challenge, also going into the heap for glorious rewards would also be fun, but I'd say there has to be some challenge to going for the treasure, aka not run in, grab it, run out, hope parasite doesn't eat world
But that's just my two cents
I love every biome in this mod mostly because its unique as well as nice to behold, sure other mods are pretty etc, but this has the most unique and awesome biomes, please keep up the great work, it doesn't go unapreciated
Great update! Here's a couple screenshots.
I also ran into the most fascinating intersection of biomes (wish I'd taken a snapshot but l left and cant find it now)...it was : glacier meets meets volcano - basically ice covered the volcano slopes as lava flowed down it cracked the ice turning into water. It was incredible! If I find it again, I'll take a snapshot.
Hilltop village overlooking pyramid dungeon (yes can happen vanilla but was neat)
flower meets promised land
A swampy village near the base of a volcano (seen in the distance)
Rio Grand!
TDW - couple thoughts:
1 - deserts are too rare now! I know you dont want to add more but maybe few more variations of desert? Sahara? Dunes? pleease
2 - so there are 2 above ground, non-village structures: pyramid and jungle temple. Is it possible to add more? Something for the fantasy based biomes maybe? How dispersed are these in the new biomes?
3 - my 2 cents on the parasite. not crazy about it but I'll keep an open and try it. my biggest worry is I could start building without realizing this is nearby which would make it a most unwelcome surprise because by the time I do notice, it'd be too late
I like this idea. I think the parasite block is pretty cool.
http://www.rockraidersunited.org/upload ... _18501.png AIV Type: Armored Truck Name: AT-1
Edit: Now it's happened 3 times, and there was a village at the edge, again.
Also, I installed this mod after installing both forge and railcraft, and other than the world-break bug that it sounds like other people have also experienced, I haven't had any problems. I also don't have ModLoader installed, though I guess FML takes care of whatever that does? I just barely starting using mods with Minecraft, so it's all fairly new to me.
I'm also rather unenthusiastic about the parasite; I could see it being a very frustrating addition, especially when I don't always see the corners of what chunks have been loaded, and that could mean the destruction of everything I've built in a world. If you add this, the first thing I will probably try to do is figure out how to remove it
Thank you, and this is a VERY nice seed.
One of the biggest design challenges in the redesign of Cracked Sand was to find a way to prevent it from destroying a 24/7 server, give it a reason for the users to want it, give it a natural barricade / growth limit, and in general seek some kind of balance. Depending on what Scott is able to implement (given programming time available), we've come up with ways to generate new construction blocks, make a renewable source of dirt and sand (aka creeper damage repair), and a difficult but doable method of generating clay, while preventing the potential for server greifing attacks.
Any sort of unrestricted growth / parasite is a big no-no. Keep in mind that you can be something like 7 chunks away from it, and it will grow and spread, and you might not see it, might have hills or jungles (or anything you've now got in there) between you and it, and by the time you realize that it is there, it has spread tens of blocks and has basically reached hte point where you cannot just "retreat and leave it alone" because it has invaded your land.
An album of pictures: http://imgur.com/a/2gKCa
Now keep in mind that we have a big base in the extreme hills that is in range of that spreading cracked sand. If this had been "for real", there might have been a small edge of wasteland (or your new spreading block) just inside the 100-some update range, that would, after two days, have been able to spread everywhere, and now require a massive removal/extinction effort.
Unchecked spreading: The risk/reward is way out of balance. There's a reason Scott now has cracked sand spreading outside of wasteland turned off by default.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?