1.11
Biomes
Blocks
Food
Realism
Magic
No can do, chief. I accidentally deleted mine just after spending days setting up and tweaking it. So I just removed all the passive mob mods from my server in a fit of rage. I won't even attempt it again until mobspawncontrol adds biome / mob groupings or the mob mods add inherent support for BOP.
At least for AtmosMobs there's a DefaultSpawnConfiguration available in it's thread. I personally didn't like how they had it set up, and I dunno if it's compatible now that BOP updated, but it's a place to start.
Back in these for'ms here, and mods have been updated, mods have been created, and mods have died. The circle of life continues.
New items appearing as muddy tools, or blocks they aren't supposed to be is caused by the old config file. Delete BiomesOPlenty.cfg in /.minecraft/config, and let it generate a new one when starting Minecraft again.
The Wasteland "spires" were meant to be removed, but I forgot. I was going to have spires about 10 to 15 blocks in height that appeared infrequently in the Wasteland, but I completely forgot about it after I added the first versions of it to the biome.
As for the world type issues, I'll add an option to add the biomes to the Default world type as well. It'll be disabled normally, as I still want the world type to be "first priority," and the Default world type to just be for compatibility with other mods.
Also, I know I said I was going to readd the reef biome, but I just couldn't get it to look good. The coral and seaweed wouldn't generate properly (Even though it looked right in the code), and it's pointless when you can hardly see it from above the water, let alone below.
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Anyway, I'll release an update to fix the issues people had in a bit.
Shame about the reef biome. But at least there are two mods out right now which add reefs to the oceans, and they both work with BOP.
Yeesh, always with the 'You can't use that idea without permission!' on this forum. Put down your holy sword, white knight. You can't copyright an idea. You can patent one, sure. But I doubt the creator twilight forest requested a patent (Lord knows he'd get one if he did, given the US patent system.)
Besides, they're different enough. Way different enough, IMHO. And what are you talking about, giant mushroom home?
wat. It's not even remotely close to the Twilight Forest. Even if they were similar, you don't need permission to use similar ideas. Did the creator of the Twilight Forest get permission from the creators of Terraria for the Hallow? Because that's what the Mystic Grove is based off of. I've only ever used the Twilight Forest once before, and that was nearly 2 years ago.
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Anyway, the bugfix update is out. I fixed the spires in the wasteland, holy logs dropping mangrove logs, and added 2 new config options. Adding the biomes to the default world type, and toggling the enhanced vanilla biomes, for those who still want the "pure" vanilla biomes.
I added the rest of the crafting recipes to the opening post as well. Trying to get the achievements fixed, but I've had no luck.
Couple of things, though:
Apparently the EBXL team is planning a big update, but from what ScottKillen has said, it won't even be out until August this year.
Anyway, to address your concerns...
1) If you're in creative mode, don't use the grasses from the Decorations tab. Use the ones in the custom Biomes O' Plenty tab. I couldn't remove them from the Decorations tab for some reason.
2) That just sounds like lag on your end.
3) It should work if you enable the add to default option in the config file.
4) Nothing I can do about it. It's not smooth in vanilla actually...The colors just aren't that different. Try going from a desert to a taiga, and you'll see that it's not smooth.
5) You can get oak wood in the Swampland from the logs that generate. Or you can disable the enhanced vanilla biomes.
6) The Wetlands and Swampwoods have the most land out of the swampy biomes. The Bog and Bayou are meant to be more "water-oriented."
Gah...Is that still happening even in the newest update?
I'm not sure what causes it, but I imagine it's something regarding ID conficts. That would at least explain the Twilight Forest biomes appearing in the overworld.
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Also, I'm going to be releasing another update on Sunday. For now, it's just a few minor changes to certain things, as well as a new music disc added by the mod. It was simple to do, and doesn't really add to the file size or anything (The .ogg file is a little under 2 MB). It'll just change how you have to install the mod (Extracting a .rar file to /.minecraft/, rather than saving a .zip file to /.minecraft/mods).
Profile pic by Cheshirette c:
Yeah, I saw that Primitive Mobs also has that, but I'm not sure how to do it with music discs. You just specify the name for it, without a filepath or extension, and it automatically assumes it's in /resources/mod/streaming/.
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Also, I added moss, piles of ashes, and the new music disc as new dungeon loot. Moss appears the most often. Gonna add loot to mineshafts, strongholds, etc. as well.
So, you have to destroy the grass before placing something where it is.
Yes, it's a problem that I'm not sure I can fix. I don't think there's a Forge hook that can modify what blocks can be replaced like that (Vines, snow layer, tall grass, etc.), and I don't want to edit any base classes.