The Meaning of Life, the Universe, and Everything.
Join Date:
1/28/2012
Posts:
78
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One thing you might consider, instead of completely disabling leaf decay, would be to increase the "Wood detection radius" for the tree leaves.
This might occasionally cause leaves to hang in midair when there is another live tree nearby, but overall it should reduce the effective problem.
If that is as easy as adjusting a number up from 2-3 to 4-10, then cool. Just one more thing to think on.
To the people who say they have a problem with breaking all the leaf blocks, there is a solution. Tree capatiator mod has an option so that when you chop down a tree, it will also kill almost all leaves linked to that tree (the exception is when another tree's leaves are close enough to "hold" em up, and it still hits an area around the original log(s)).
While it is pretty strong, they are fair on the fact it damages your axe for every log it cuts. You can also make it take greater damage, if you feel it is a bit too OP. Does make wood gathering a bit easy... but even then, with those super sized trees, it would take a Diamond axe to clear em out before axebreak.
There's not really any possible workaround for it. The huge trees aren't really meant to be cut down anyway. Not every biome with trees will have huge trees, only a certain few. The rest will have small/medium-small sized trees.
4 votes.
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Also, this is what the new improved Forest biome looks like:
It's not completely final, as I might add a few other custom trees, but for the most part, this is what it'll look like now. Still only oak and birch in it, etc.
Can you tell me what you changed in the forest biome? Looks good so far by the way.
If someone wants to do a config for it, I'll include it with the mod. I just tried doing it myself, but I couldn't get it working right (Although knowing me, I probably did something wrong). The new trees use the metadata values 12 and 4, for both leaves and wood.
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Also, the Redwood Forest, Coniferous Forest, and other biomes with the new huge trees have smaller trees of the same type as well (Like the height of a vanilla spruce tree). When I said the trees weren't meant to be cut, I meant the giant ones. It's a hassle to cut them anyway, so it's more ideal to just cut down the smaller trees.
Do you think you could make it so we can configure which worlds on our server generate the new biomes?
The next update will bring back the separate world type for Biomes O' Plenty biomes. You'll still be able to change what biomes generate, of course, but you'll have to make a new world, or change the world type with NBTExplorer.
To the people who say they have a problem with breaking all the leaf blocks, there is a solution. Tree capatiator mod has an option so that when you chop down a tree, it will also kill almost all leaves linked to that tree (the exception is when another tree's leaves are close enough to "hold" em up, and it still hits an area around the original log(s)).
While it is pretty strong, they are fair on the fact it damages your axe for every log it cuts. You can also make it take greater damage, if you feel it is a bit too OP. Does make wood gathering a bit easy... but even then, with those super sized trees, it would take a Diamond axe to clear em out before axebreak.
It isn't ideal, but it is a solution.
Hi there, I use this mod and treecapitator also, but none of the custom trees cut down like the vanilla trees (they dont all fall down, only one at a time). If possible, can you post your portion of the config(treecapitator) for BOP on here for me please. I really do want all trees to fall down too; i'm just confuse how to even work that damn config for treecapitator.
Hi there, I use this mod and treecapitator also, but none of the custom trees cut down like the vanilla trees (they dont all fall down, only one at a time). If possible, can you post your portion of the config(treecapitator) for BOP on here for me please. I really do want all trees to fall down too; i'm just confuse how to even work that damn config for treecapitator.
I was just trying it as well, and even though the config file (The one available for download in the TreeCapitator topic) has support for Biomes O' Plenty, it just doesn't seem to work.
I contacted the creator of the mod about it, so hopefully we can get it resolved.
EDIT: Just tried it with the dev version of TreeCapitator, and it works great on the new trees. You'll have to change the requireLeafDecayCheck setting in the TreeCapitator config file to false, or else it won't destroy the leaves. Other than that, it works fine, and only leaves a few leaves left over (Less than 10 for sure, and they aren't that high up either).
Hey, It's been a while since I last checked out this mod, and I noticed some new craftable items. what do the magic mirror and ender porter do?
And as for the competition, I'd suggest a "Tracker" item.
Requires a compass in the center, surrounded by 4 gold ingots and 4 lapis lazuli. When crafted, right-clicking with it should open a GUI with all kinds of biomes listed. Once one is selected and confirmed, it should point to the closest biome of that kind permanently, like a compass pointing to a spawn point.
EDIT: Just realized the deadline for idea entries was three days ago. I don't suppose it's still possible?
Unless you mean skeletons, which in that case, mob generation wasn't change for the Volcano biome.
Skeleton skulls, I meant. They also spawn in Lush Deserts but it's not as bad. It must be one of my other mods, then, though we don't really have too many... I'll investigate it a bit more.
EDIT: Aha! I found the problem. It was atmosmobs (installed it along with BOP), which was having every single vulture that spawned in the Volcano biome drop a skull... and after a day or so, the landscape was littered with bazillions of skulls, because the chunk was constantly loaded.
Could you add the older versions to the OP? I'm looking for the 1.2.5 version and I cant find it anywhere. :/
First: I don't know if this mod was made for 1.2.5 at any given time, and second: If it was, it was made for Modloader and TDWP removed all the modloader downloads since it uses forge now.
Rei's Minimap.
Profile pic by Cheshirette c:
This might occasionally cause leaves to hang in midair when there is another live tree nearby, but overall it should reduce the effective problem.
If that is as easy as adjusting a number up from 2-3 to 4-10, then cool. Just one more thing to think on.
While it is pretty strong, they are fair on the fact it damages your axe for every log it cuts. You can also make it take greater damage, if you feel it is a bit too OP. Does make wood gathering a bit easy... but even then, with those super sized trees, it would take a Diamond axe to clear em out before axebreak.
It isn't ideal, but it is a solution.
Click it!
If someone wants to do a config for it, I'll include it with the mod. I just tried doing it myself, but I couldn't get it working right (Although knowing me, I probably did something wrong). The new trees use the metadata values 12 and 4, for both leaves and wood.
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Also, the Redwood Forest, Coniferous Forest, and other biomes with the new huge trees have smaller trees of the same type as well (Like the height of a vanilla spruce tree). When I said the trees weren't meant to be cut, I meant the giant ones. It's a hassle to cut them anyway, so it's more ideal to just cut down the smaller trees.
The next update will bring back the separate world type for Biomes O' Plenty biomes. You'll still be able to change what biomes generate, of course, but you'll have to make a new world, or change the world type with NBTExplorer.
Hi there, I use this mod and treecapitator also, but none of the custom trees cut down like the vanilla trees (they dont all fall down, only one at a time). If possible, can you post your portion of the config(treecapitator) for BOP on here for me please. I really do want all trees to fall down too; i'm just confuse how to even work that damn config for treecapitator.
I was just trying it as well, and even though the config file (The one available for download in the TreeCapitator topic) has support for Biomes O' Plenty, it just doesn't seem to work.
I contacted the creator of the mod about it, so hopefully we can get it resolved.
EDIT: Just tried it with the dev version of TreeCapitator, and it works great on the new trees. You'll have to change the requireLeafDecayCheck setting in the TreeCapitator config file to false, or else it won't destroy the leaves. Other than that, it works fine, and only leaves a few leaves left over (Less than 10 for sure, and they aren't that high up either).
wut...
Skulls don't spawn anywhere...
Unless you mean skeletons, which in that case, mob generation wasn't change for the Volcano biome.
And as for the competition, I'd suggest a "Tracker" item.
Requires a compass in the center, surrounded by 4 gold ingots and 4 lapis lazuli. When crafted, right-clicking with it should open a GUI with all kinds of biomes listed. Once one is selected and confirmed, it should point to the closest biome of that kind permanently, like a compass pointing to a spawn point.
EDIT: Just realized the deadline for idea entries was three days ago. I don't suppose it's still possible?
It would be insanely complicated to do, although I'm not even sure if it's possible.
Skeleton skulls, I meant. They also spawn in Lush Deserts but it's not as bad. It must be one of my other mods, then, though we don't really have too many... I'll investigate it a bit more.
EDIT: Aha! I found the problem. It was atmosmobs (installed it along with BOP), which was having every single vulture that spawned in the Volcano biome drop a skull... and after a day or so, the landscape was littered with bazillions of skulls, because the chunk was constantly loaded.
First: I don't know if this mod was made for 1.2.5 at any given time, and second: If it was, it was made for Modloader and TDWP removed all the modloader downloads since it uses forge now.