check your world options. You need to select Biomes O Plenty as a world type.
Also, try to not sound like you think the mod creators have cheated you in some way. This is a large mod enjoyed by many. Rest assured that it will work if you do it propperly
Ah. Yes I apologize for my rude behavior earlier. I was just pretty annoyed and not very good at installing/fixing block I.D conflicts, etc, which was what I was doing at the time of the post.
For mobs, they're mostly going to be ambient mobs. I have a few ideas for hostile mobs, like fiery bats (Zelda anyone?), ghouls (Another flying mob that can fly through walls), and some kind of glowstone-based mob that fires glowstone shards in random directions.
I plan on adding new structures to certain biomes. I want to add stuff like destroyed buildings to the Wasteland, abandoned campsites to forest biomes, and so on. As for the graves, I'm going to make them generate in the Nether. I'll probably it so they spawn the ghouls I mentioned above.
Graves in the nether would be peculiar since the nether's already the underworld, graves seem more like a over world thing than a underworld one.
However besides that I can't wait to see structure gen in this mod since I like structures to find from time to time to mix things up.
Replies used to be a way to introduce new constructive criticism to the developers without blurting out useless nonsense.
Now, they're just a big stupid mess of nonsense and garbage containing opinions on things that arn't at all constructive and are just "Hurr, i wanted it to be like this".
It seems to me, like a huge, huge waste. How do i rid myself of all these bogus forum posts?
Yeah... The old forum's dead. If you have to think about what kind of annoyances these types of posts causes, it's not useful anymore. It's just a big random pile of slush.
Design decisions come down to the developers, not the users. Your welcome to post your constructive feedback but frankly, posts like the above are a waste of space.
Speaking of constructive criticism, props to you folks who've posted issues on Github so far. They've been useful
I'm so sorry to offend your sensitivities, Mister Evil Clown Developer. But back when I was just getting started with vanilla minecraft, I decided I was going to use this mod - JUST this mod - because it didn't change the game or add dinosaurs or purple creepers or dynamic exchange recollectors.
My rough luck; people are never content to add only one aspect to the game like the original developer was. The minute they have any power at all, they want to control a universe. So rather than improve how minecraft looks, you want to change all the core recipes and add a new ore and some magic wands and whatever else springs to mind; because, you've entirely lost contact with the original fanbase. You have the reins, and you're gonna go with it, and now you're not improving Minecraft, you're making Terraria 3D v.0.3.
I have half a mind to learn how, and just MAKE the mod I want, with my own two hands. No stupid gimmicky Garnet Weedwhackers, no Magical Wand of Uber Magicalness, no Mud Sword Made From Mud.
A massive, thorough update to the terrain of minecraft, that completely changes what the word "Biome" means.
EDIT: Actually, allow me to elucidate.
Minecraft's one of the rare few games where the creative form of EXPLORATION AS ENTERTAINMENT is actually not only viable, but remarkably effective. Not just underground but the overworld as well can be actively explored, thanks to procedural generation, 3D representation, and some clever component-based interaction systems - and this is a VERY unique and cool aspect of the game.
So, we have the ability to explore as entertainment. How do we take it to the Nth degree?
We add to what can be explored. Biome diversity.
This mod catered to that need - it took the idea and expanded on it tenfold.
What you have done, is taken a MODIFICATION to the main game, a component improvement,
And rather than focus on the single Good aspect of it that popularized the mod with so many,
You've gone Ad-crazy and stuffed in every improvement you can think of. Now minecraft is your game (for anyone using this mod) and you'll just change it until it's the game you like.
You don't make new biomes... you make other stupid things that have nothing to do with exploration as a form of entertainment...
And it shows, quite clearly, that you never got the point. You didn't know why the mod was popular.
Let me boil the whole mess down to a shade or two of gray:
The mod introduced a bamboo block. This was a visually interesting item that you couldn't really interact with. It didn't change how the game was played... it was only there to be seen and possibly moved. That was a bold step, a growth of the mod... but one that held the original vision at heart.
Then as the mod introduced toadstools and flowers, other decorative things... those items, needed to have recipes... and the mod turns toward the Dark Side.
In the end, you introduce game items that can't be explored, but are solely for changing how the game itself is played; the original vision is lost.
This rant is over ... and I'm leaving. If I feel sour enough... maybe I'll learn how to code mods and simply MAKE what should exist in your place. Maybe I'll make what could have existed... before this mod turned away from improving exploration.
Silver, you're not supposed to openly say you can do better like that. You're meant to show superiority by action, not claim.
However despite that i'd be interested to see your biome mod, i've seen other ones and I actually found some interesting like the one that adds no new blocks or entities while still adding a diverse set of different, yet distinct biomes.
BiomesXL also has similiar biomes to this mod, especially with the marsh.
Silver, you're not supposed to openly say you can do better like that. You're meant to show superiority by action, not claim.
However despite that i'd be interested to see your biome mod, i've seen other ones and I actually found some interesting like the one that adds no new blocks or entities while still adding a diverse set of different, yet distinct biomes.
BiomesXL also has similiar biomes to this mod, especially with the marsh.
Another one that's nice is better world gen.
...you make a very solid point. I haven't decided how much this matters to me.
I'll go figure it out. Sorry for the disruption.
Odd question, and probably a no, But could you go into the 1.5.2 update and change spring waters duration to infinite while standing in it? Because as of right now in FTB, the regeneration buff shows, but does NOT do anything because its on a constant 00:00 second's remaining.
After playing a bit and finding a cool (but very tiny) Fungi Forest, I was amazed by all the different mushrooms and all. I the realised that my hunger problems I was having could be solved by tonnes and tonnes of mushroom soup. But then I realised that the mushrooms recipe hasn't changed. And then I realised that the mushrooms weren't renewable because they couldn't be transformed into giant versions of themselves.
So, I have just a few suggestions. Do you developers reckon that you could allow the other mushrooms (except for maybe the glowshroom) to be used for the mushroom soup recipe. Do you think you could also be able to add giant portobellos, toadstools, etcetera? And lastly and most leastly, would you be able to change the placing requirement for the Fly Agaric (red) and brown mushrooms so that you can actually place them in high light levels (or at least when it's night time).
By the way, does anybody have any idea what the brown mushroom in Minecraft represents in real life?
Many pages back someone mentioned a problem with crashing out trying to put poison water into a BC tank. I just managed to do that on an MP server and I have a friend who's currently trying to TNT the tank without actually looking at it.
That gets pretty irritating. Is it something that might be wrong with our modpack that's causing the texture to go missing, or is that a legitimate bug? Either way, I'd love to see it fixed so we can actually move the poison water around.
I may have been having an issue. I have made 5 BOP worlds and in each one caves and caverns seem to be very infrequent. The ones that do form are very small and do not go very deep. I was wondering if this is supposed to happen or if this only happens in certain biomes. If the latter is true which biomes have the most caves?
Ill try this again since i didnt get any answer earlier..
Are you planning on adding ability to config the max height of the biomes ? I dont like the way its going with those extremely high biomes, it looks odd in IMO as others have also mentioned..
I agree with this. I'd like the ability to be able to configure a max height.
Also, if it's possible, it would be really awesome if you could configure the size of individual biomes-- so that way you could have a huge expanse of woodlands, but a small(ish) volcano.
I can't wait to try this mod. As it is, I'm having a problem with it crashing. I'm running MC v1.6.2, Biomes o' Plenty v0.5.9.2, and Forge 9.10.0.804 through MagicLauncher 1.1.7. When I try to launch, I get this error:
java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/command/ICommandSender
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ats.(SourceFile:107)
at net.minecraft.client.main.Main.main(SourceFile:83)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.command.ICommandSender
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 18 more
I can't wait to try this mod. As it is, I'm having a problem with it crashing. I'm running MC v1.6.2, Biomes o' Plenty v0.5.9.2, and Forge 9.10.0.804 through MagicLauncher 1.1.7. When I try to launch, I get this error:
java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/command/ICommandSender
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ats.(SourceFile:107)
at net.minecraft.client.main.Main.main(SourceFile:83)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.command.ICommandSender
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 18 more
Any help with this is much appreciated. Thanks!
Try to not use magic launcher, as it has many problems with it and there is really no need to use it, since the official Mojang launcher is now 10x simpler and Forge has its own installer (meaning no messing around with .json files!!) I don't mean to overly promote this simple process, but just try to see if magic launcher is the problem by installing your mods normally.
I had to switch to Magic Launcher during the 1.5.2 update, and while it was easy to add mods and turn them on and off, the new Minecraft for 1.6 is far easier than Magic is. I agree with Vort3x, try giving vanilla minecraft with the Forge Installer a spin. Everything is easy again.
greetings to all readers, and especially to the creator of this mod, I congratulate you for making one of the most spectacular mods I've seen.
Before I continue I want to clarify that I speak Spanish and I am forced to use the google translator to translate my posts, if I make some mistakes I apologize in advance...
As I said before,This mod is amazing, however there Biomes that can be improved: to give an example:
Cherry Blossom Grove. have too many cherry trees, many do not seem natural, I would add some trees of oak and birch with yellow leaves to give more variety (and incidentally reduce lag caused many cherry leaves).
Promise land. biomes one of the most spectacular I've seen (and also the dimension skyland most spectacular I've seen so far) I would add occasionally some yellow birch trees and white and pink cherry to make it perfect.
Icy Hills. biomes is one of the strangest I've seen, I like ice trees there, however do not have to be so literal, the logs may be icy, but may also have leaves they drop snowballs and sapling.
Sacred Springs. this biome is very beautiful, but not enough to have the title of "sacred", though you can fix it if they add some giant tree (similar to giant trees that are in the Mod "Twilightforest"), another option would be oak trees that they drop golden apples instead of apples common
Outback. biomes one of my favorites, reminds me of old western movies, now that minecraft version 1.6 has arrived, would be a good idea to increase the rate for horses and cows born in this biome.
Garden. is supposed to be a place where giant flowers, and it is true, but I see roses and dandelions are not the only flowers, should be other giant flowers, sunflowers should be huge, like magical trees .
Fungi Forest. biome as the garden, it is very exotico biome, but if there is more fungi such as blue cap, are these should not grow like normal yeast?
Mystic Grove. ahhh one of my favorite biomes and expect more a headache when there are 7 or 8 witches attacking you at the same time. but that's not your fault, the fault lies mainly in that the only thing I have of magic are magic trees (wood only gives blue) and an abundance of witches, I would add some special dungeon one valuable prizes (eg : nether star)
Ominous Woods. opposite version mystic grove, the place is great, evil, if it is true, but I myself would add great 2 details, the moss tree has thorns (yes, I know, is a forest excessively wicked as to give a more to kill you, but there are those who like challenges and moss tree with thorns has many uses >=D ) and some ocacional ghost mob, no, I do not mean zombies or skeletons, I suggest something like a specter or a headless horseman .
Finally, I suggest more biomes, to promise land, I have several ideas as an area where shooting stars fall (in the style of the stars falling in the mod "Legendary Gears") Iridescence rocks (or Pearl rocks), and fruit trees whose fruit effects occur such as: nightvision, or speed.
I would also like to add another dimension, if anyone has played with the mod "DimensionalDoors" should ever have come to Limbo, this dimension is the most creepy and cool that I have seen any mod (besides being very simple) and that is that by falling into that dimension you act like you're dead, like you're a ghost, do not pass through walls, but no matter how high you'll do no fall damage, and that's not good when you are in a world where an apple or bread is a hundred times more valuable than a diamond, when everything you build or planting is corrupted and becomes dark stone, in broad daylight when darkness reigns like night, and when you want to die, to return the overworld, and that's not possible.
if they consider adding this dimension in Biomes O 'Plenty, let me know, I have some ideas for some biomes in this type of dimension.
Post: There is a small bug that occurs with cobblestone stairs made of red and sky-cobblestone, break easily if hit with the hand
1. Good ol' fashion bridge till you hit a tree or something
2. Good ol' fashion bridge till you THINK you can survive the fall
3. Leap of faith (feather falling / game plan required)
4. If you have Cheats on, switch to Creative just so you can fly about and make a proper bridge
5. Or just use Creative whenever you wanna get to and from the portal
other ways:
1 using IC2 jetpack
2 featherfall boots?
3 more health mod
4 planes mod? (this is harder tough)
5 change gravity O.O
6 MORE MODS
Graves in the nether would be peculiar since the nether's already the underworld, graves seem more like a over world thing than a underworld one.
However besides that I can't wait to see structure gen in this mod since I like structures to find from time to time to mix things up.
My rough luck; people are never content to add only one aspect to the game like the original developer was. The minute they have any power at all, they want to control a universe. So rather than improve how minecraft looks, you want to change all the core recipes and add a new ore and some magic wands and whatever else springs to mind; because, you've entirely lost contact with the original fanbase. You have the reins, and you're gonna go with it, and now you're not improving Minecraft, you're making Terraria 3D v.0.3.
I have half a mind to learn how, and just MAKE the mod I want, with my own two hands. No stupid gimmicky Garnet Weedwhackers, no Magical Wand of Uber Magicalness, no Mud Sword Made From Mud.
A massive, thorough update to the terrain of minecraft, that completely changes what the word "Biome" means.
EDIT: Actually, allow me to elucidate.
Minecraft's one of the rare few games where the creative form of EXPLORATION AS ENTERTAINMENT is actually not only viable, but remarkably effective. Not just underground but the overworld as well can be actively explored, thanks to procedural generation, 3D representation, and some clever component-based interaction systems - and this is a VERY unique and cool aspect of the game.
So, we have the ability to explore as entertainment. How do we take it to the Nth degree?
We add to what can be explored. Biome diversity.
This mod catered to that need - it took the idea and expanded on it tenfold.
What you have done, is taken a MODIFICATION to the main game, a component improvement,
And rather than focus on the single Good aspect of it that popularized the mod with so many,
You've gone Ad-crazy and stuffed in every improvement you can think of. Now minecraft is your game (for anyone using this mod) and you'll just change it until it's the game you like.
You don't make new biomes... you make other stupid things that have nothing to do with exploration as a form of entertainment...
And it shows, quite clearly, that you never got the point. You didn't know why the mod was popular.
Let me boil the whole mess down to a shade or two of gray:
The mod introduced a bamboo block. This was a visually interesting item that you couldn't really interact with. It didn't change how the game was played... it was only there to be seen and possibly moved. That was a bold step, a growth of the mod... but one that held the original vision at heart.
Then as the mod introduced toadstools and flowers, other decorative things... those items, needed to have recipes... and the mod turns toward the Dark Side.
In the end, you introduce game items that can't be explored, but are solely for changing how the game itself is played; the original vision is lost.
This rant is over ... and I'm leaving. If I feel sour enough... maybe I'll learn how to code mods and simply MAKE what should exist in your place. Maybe I'll make what could have existed... before this mod turned away from improving exploration.
However despite that i'd be interested to see your biome mod, i've seen other ones and I actually found some interesting like the one that adds no new blocks or entities while still adding a diverse set of different, yet distinct biomes.
BiomesXL also has similiar biomes to this mod, especially with the marsh.
Another one that's nice is better world gen.
I'll go figure it out. Sorry for the disruption.
So, I have just a few suggestions. Do you developers reckon that you could allow the other mushrooms (except for maybe the glowshroom) to be used for the mushroom soup recipe. Do you think you could also be able to add giant portobellos, toadstools, etcetera? And lastly and most leastly, would you be able to change the placing requirement for the Fly Agaric (red) and brown mushrooms so that you can actually place them in high light levels (or at least when it's night time).
By the way, does anybody have any idea what the brown mushroom in Minecraft represents in real life?
Keep scrolling. Just keep scrolling...
That gets pretty irritating. Is it something that might be wrong with our modpack that's causing the texture to go missing, or is that a legitimate bug? Either way, I'd love to see it fixed so we can actually move the poison water around.
It has been reported. Issue #33 on GitHub.
I agree with this. I'd like the ability to be able to configure a max height.
Also, if it's possible, it would be really awesome if you could configure the size of individual biomes-- so that way you could have a huge expanse of woodlands, but a small(ish) volcano.
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/command/ICommandSender
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ats.(SourceFile:107)
at net.minecraft.client.main.Main.main(SourceFile:83)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.command.ICommandSender
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 18 more
Any help with this is much appreciated. Thanks!
Try to not use magic launcher, as it has many problems with it and there is really no need to use it, since the official Mojang launcher is now 10x simpler and Forge has its own installer (meaning no messing around with .json files!!) I don't mean to overly promote this simple process, but just try to see if magic launcher is the problem by installing your mods normally.
Before I continue I want to clarify that I speak Spanish and I am forced to use the google translator to translate my posts, if I make some mistakes I apologize in advance...
As I said before,This mod is amazing, however there Biomes that can be improved: to give an example:
Cherry Blossom Grove. have too many cherry trees, many do not seem natural, I would add some trees of oak and birch with yellow leaves to give more variety (and incidentally reduce lag caused many cherry leaves).
Promise land. biomes one of the most spectacular I've seen (and also the dimension skyland most spectacular I've seen so far) I would add occasionally some yellow birch trees and white and pink cherry to make it perfect.
Icy Hills. biomes is one of the strangest I've seen, I like ice trees there, however do not have to be so literal, the logs may be icy, but may also have leaves they drop snowballs and sapling.
Sacred Springs. this biome is very beautiful, but not enough to have the title of "sacred", though you can fix it if they add some giant tree (similar to giant trees that are in the Mod "Twilight forest"), another option would be oak trees that they drop golden apples instead of apples common
Outback. biomes one of my favorites, reminds me of old western movies, now that minecraft version 1.6 has arrived, would be a good idea to increase the rate for horses and cows born in this biome.
Garden. is supposed to be a place where giant flowers, and it is true, but I see roses and dandelions are not the only flowers, should be other giant flowers, sunflowers should be huge, like magical trees .
Fungi Forest. biome as the garden, it is very exotico biome, but if there is more fungi such as blue cap, are these should not grow like normal yeast?
Mystic Grove. ahhh one of my favorite biomes and expect more a headache when there are 7 or 8 witches attacking you at the same time. but that's not your fault, the fault lies mainly in that the only thing I have of magic are magic trees (wood only gives blue) and an abundance of witches, I would add some special dungeon one valuable prizes (eg : nether star)
Ominous Woods. opposite version mystic grove, the place is great, evil, if it is true, but I myself would add great 2 details, the moss tree has thorns (yes, I know, is a forest excessively wicked as to give a more to kill you, but there are those who like challenges and moss tree with thorns has many uses >=D ) and some ocacional ghost mob, no, I do not mean zombies or skeletons, I suggest something like a specter or a headless horseman .
Finally, I suggest more biomes, to promise land, I have several ideas as an area where shooting stars fall (in the style of the stars falling in the mod "Legendary Gears") Iridescence rocks (or Pearl rocks), and fruit trees whose fruit effects occur such as: nightvision, or speed.
I would also like to add another dimension, if anyone has played with the mod "Dimensional Doors" should ever have come to Limbo, this dimension is the most creepy and cool that I have seen any mod (besides being very simple) and that is that by falling into that dimension you act like you're dead, like you're a ghost, do not pass through walls, but no matter how high you'll do no fall damage, and that's not good when you are in a world where an apple or bread is a hundred times more valuable than a diamond, when everything you build or planting is corrupted and becomes dark stone, in broad daylight when darkness reigns like night, and when you want to die, to return the overworld, and that's not possible.
if they consider adding this dimension in Biomes O 'Plenty, let me know, I have some ideas for some biomes in this type of dimension.
Post: There is a small bug that occurs with cobblestone stairs made of red and sky-cobblestone, break easily if hit with the hand
1 using IC2 jetpack
2 featherfall boots?
3 more health mod
4 planes mod? (this is harder tough)
5 change gravity O.O
6 MORE MODS i have the 1.5.2 version, so wut!
GENERATION 9001: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
Also, for getting down from the Promised Land portal, you could make a water elevator. You can get back up with it as well.
I usually use this kind of trick, but its not so helpful when there's no land under it
http://www.minecraftforum.net/topic/1520670-16x162-dandelion-biomes-o-plenty-support-updated-731/