Non universal, non-FML, .jar based, incompatible with ExtraBiomesXL, unknown Mystcraft compatibility, but awesome biomes. That makes me a sad panda.
I'll keep an eye on this and if at some point I can run it with ExtraBiomesXL properly, and have symbols for biomes from Mystcraft, I'll be all over this. Even better if I can do as ExtraBiomesXL allows and disable these biomes in the Overworld, but still have symbols for them. Probably a pipe dream, but a man can hope.
I know there was a falling out, but I really do hope you guys are on friendly terms at this point, because both mods are awesome and I don't want players to have to choose between them.
Good luck, even if I never play with this mod I will look longingly at it every now and then.
Hey, I feel the same way. And I've got Myst on my world, and EB in ages.
Not just that, but if you don't do things the exact way people want them, like using Forge, or having compatibility with every mod under the sun, you're apparently "blind."
I have a very different issue with Forge. I don't like the philosophy behind the development of the mod, I think that both Lex and CPW have taken the view "Users cannot be educated, so we won't even try, the problem cannot be our bad attempts at education but must be the inherent stupidity of users", and that shows in the system. I think that Forge is too big -- it affects far too many classes, and any decent/large mod will either use Forge, or conflict with Forge. And this means that once I have one mod I want that needs forge, everything else has to fit within what forge doesn't change, or use forge.
I look forward to the mod API eliminating Forge. I'd rather see bukkit survive for the server operation/maintenance tools, than see bukkit killed off and Forge survive.
But I run Mystcraft. So that means anything not using Forge has to fit or die. So I'm EBXL and not BOP.
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One thing that I love about Mystcraft is that it lets me have a vanilla overworld with special stuff happening in the mystcraft dimensions ("ages"). Since my Lets Play world can be downloaded, that's a big plus for me -- I want people to be able to see what we're doing.
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Fantasy biome. And, I suspect that you are only defining new parameters for the existing fractals/noise generators, and your own surface decorations. So a lot of wild customization is out.
Hmm...
...
I just thought of something. How much control do you have over the depth of the filler block? Can you make the filler "air", so that there's a thin layer of grass over a natural open area?
For that matter, I just realized that I've never seen grass/dirt blocks used as a decoration. Maybe "filler=air, surface=dirt", and put grass blocks on top as the decorations?
(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?
If it helps at this point, I'ld like to point out that through the Technic Launcher running Vanilla (post-modded with only this mod and modloader as instructed), the world generation is immediate as expected. Keeping in mind that the only viable thing changed here is the launcher, it's working instead of hanging on world generation. I will attest to one minor issue at initial spawn-in: I spawned in the Redwood Forest biome, and while it looked fine for the most part, the occasional 8x8x8 chunk of tree tops were missing with floating clusters of leaf blocks around the spaces. Rare, but may be relevant. Other than that, no other issues noticed in my time spent.
I just thought of something. How much control do you have over the depth of the filler block? Can you make the filler "air", so that there's a thin layer of grass over a natural open area?
For that matter, I just realized that I've never seen grass/dirt blocks used as a decoration. Maybe "filler=air, surface=dirt", and put grass blocks on top as the decorations?
I actually tried to make the filler block air for a biome I added earlier, just to see what it looks likes, but since it's not an actual block ID (You have to use -1 for "air blocks"), it gives errors.
As for controlling how deep the filler blocks go, I can't. It goes down 3 blocks IIRC. I mean, I'm sure there'd be a way to change that in another class file, but I don't want to mess with any vanilla classes I don't have to.
Also, about Forge. People have said it works with ForgeModLoader, and even ExtraBiomes XL. Clearly not that many people that are complaining about it have even tried it. The only thing this mod adds that requires some kind of API is the new blocks. There aren't that many vanilla classes modified either. Just ones for biome generation/decoration (BiomeDecorator, BiomeGenBase, GenLayerBiome, WorldChunkManager, etc.), and then the stronghold and village generation ones (MapGenStronghold and MapGenVillage), so I can choose which biomes can generate strongholds and villages.
Once the Mod API is out, I'll definitely be looking into using that. And with Minecraft's rendering engine being changed (There won't be a texture atlas for things like terrain, items, etc., but individual texture files for everything), custom blocks and whatnot will be a lot easier to get working without the need for ModLoader or Forge (I'm assuming at least).
The only thing that I can think of it being is server lag. Because Minecraft singleplayer now runs a server and then acts like a client on said server, I imagine that it can get overloaded quite easy. However, I've played in multiple worlds for about 30 minutes each, just flying in a straight line, and chunks would generate fine. Not to mention, I don't know if it's a specific biome that's causing the lag, as I've gone through worlds with only one biome, of each biome (To get screenshots and test them and whatnot), and the worlds were created just fine, as well as chunk generation.
In my experience, there doesn't seem to be a specific biome that causes the world generation to cease functioning - I've had it happen in various biomes (lush desert, mountain, wasteland, forest, beach, ocean...). The distance from spawn at which it occurs seems to be arbitrary as well.
I'll try playing again now, this time keeping an eye on the memory usage of javaw.exe. It probably has something to do with this.
If any of you have played spore, then you may know this, I want like the eyeball plant biome, I know that's not much to go off of but if the creator has played spore or somone could post a picture that would be great
If anyone wants to poke around the world ending bug in an attempt to find a work around, or just out of curiosity, try his seed: 2192167689209540842
It stops drawing the world very close to the start.
Basically, you start in grasslands with a glacier behind you. Fly (or run) away from the glacier, along the grasslands. Within a minute you'll see wasteland to your left. Keep going straight, the wasteland will wrap around and be straight ahead. End of world is shortly after in the same direction.
EDIT: It's interesting in an odd way. If you move away from that chunk, before you ever entering it, the game will draw the world around it...but as soon as you enter the problem chunk - it stops drawing the world.
You can literally fly all around the problem chunk and the game will create chunks as normal, but as soon as you enter that particular chunk, it'll stop drawing the world, even deconstructing (not loading) the chunks you explored & filled in.
"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
what happens if you uninstall this and then go into a world that previously had the new biomes in it? Will the game crash? plz answer because i really want this mod.
I tested this and it's fine, world doesn't crash. Any new blocks that TDW created for this mod will disappear, the rest remain. Tropics stay as is, number of other biomes do as well.
At some point TDW might want to consider a 2nd version of the mod that only uses vanilla blocks..obviously it'd be much smaller with far fewer biomes....but right now I think he's rightly more focused on expanding & refining the mod as is.
Rollback Post to RevisionRollBack
"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
TDWP, I've been adding support for this mod to my texturepack, and I was wondering if it would be possible for you to move the Cheery Blossom Grove by at least one pixel on the Humidity/Temperature scale. Right now it has the same temperature and humidity as the ocean and river biomes, so I wont be able to make that biome have pink leaves(for people using optifine) without also making rivers and oceans have pink leaves in the foliagecolor.png texture.
This is the first mod I'm using that add blocks so I'm just wondering,If I generate a biome with blocks from the mod then clear my jar back to vannila.What happens when I go back into my world?
The custom blocks will disappear, and all new biomes will revert to plains biomes. The terrain will still be there, but they'll have the same grass and foliage colors as plains.
Could you add a Nuclear Fallout biome? Like it's a big biome and everything but with very few trees and almost no water. I have always wanted to code mods myself but I just can't maybe you could teach me? Create A mod team? I have ALOT of creative ideas just not good in coding message me on skype: eric-dubez or PM me if it is any easier!
Wonderful mod! I really enjoy all the variety it adds to the world! Here's an idea for a new fantasy biome: Lunar! A bunch of giant craters with vegetation in the center, kinda like how they thought the Moon was back in the 19th century when they thought there was life on it! Perhaps you could have green cheese grow in it!
OMG, OMG, I have installed ExtraBiomesXL and this mod together with ic2 and buildcraft and it works! I thought they were incompatible... It also adds biome symbols to Mystcraft, I made a volcano age
How did you get Mystcraft to work? What version of Forge did you use?
I really appreciate this mod so I'm toying with the idea of making my texture pack compatible with it but I need some infos to do that. Can you please show exactly where the new biomes pick their color in the grasscolor.png and foliagecolor.png graphs? Also, it looks like some colors (such as the Mystic Grove's grass or the Deadland's water) are hard-coded and, as such, not customizable by texture makers; would you please make them pick their color from the graphs as regular biomes do?
Thanks anyway for creating such a great mod, this should totally be included in vanilla Minecraft!
Hey, I feel the same way. And I've got Myst on my world, and EB in ages.
I have a very different issue with Forge. I don't like the philosophy behind the development of the mod, I think that both Lex and CPW have taken the view "Users cannot be educated, so we won't even try, the problem cannot be our bad attempts at education but must be the inherent stupidity of users", and that shows in the system. I think that Forge is too big -- it affects far too many classes, and any decent/large mod will either use Forge, or conflict with Forge. And this means that once I have one mod I want that needs forge, everything else has to fit within what forge doesn't change, or use forge.
I look forward to the mod API eliminating Forge. I'd rather see bukkit survive for the server operation/maintenance tools, than see bukkit killed off and Forge survive.
But I run Mystcraft. So that means anything not using Forge has to fit or die. So I'm EBXL and not BOP.
===
One thing that I love about Mystcraft is that it lets me have a vanilla overworld with special stuff happening in the mystcraft dimensions ("ages"). Since my Lets Play world can be downloaded, that's a big plus for me -- I want people to be able to see what we're doing.
===
Fantasy biome. And, I suspect that you are only defining new parameters for the existing fractals/noise generators, and your own surface decorations. So a lot of wild customization is out.
Hmm...
...
I just thought of something. How much control do you have over the depth of the filler block? Can you make the filler "air", so that there's a thin layer of grass over a natural open area?
For that matter, I just realized that I've never seen grass/dirt blocks used as a decoration. Maybe "filler=air, surface=dirt", and put grass blocks on top as the decorations?
* 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?
I actually tried to make the filler block air for a biome I added earlier, just to see what it looks likes, but since it's not an actual block ID (You have to use -1 for "air blocks"), it gives errors.
As for controlling how deep the filler blocks go, I can't. It goes down 3 blocks IIRC. I mean, I'm sure there'd be a way to change that in another class file, but I don't want to mess with any vanilla classes I don't have to.
Also, about Forge. People have said it works with ForgeModLoader, and even ExtraBiomes XL. Clearly not that many people that are complaining about it have even tried it. The only thing this mod adds that requires some kind of API is the new blocks. There aren't that many vanilla classes modified either. Just ones for biome generation/decoration (BiomeDecorator, BiomeGenBase, GenLayerBiome, WorldChunkManager, etc.), and then the stronghold and village generation ones (MapGenStronghold and MapGenVillage), so I can choose which biomes can generate strongholds and villages.
Once the Mod API is out, I'll definitely be looking into using that. And with Minecraft's rendering engine being changed (There won't be a texture atlas for things like terrain, items, etc., but individual texture files for everything), custom blocks and whatnot will be a lot easier to get working without the need for ModLoader or Forge (I'm assuming at least).
In my experience, there doesn't seem to be a specific biome that causes the world generation to cease functioning - I've had it happen in various biomes (lush desert, mountain, wasteland, forest, beach, ocean...). The distance from spawn at which it occurs seems to be arbitrary as well.
I'll try playing again now, this time keeping an eye on the memory usage of javaw.exe. It probably has something to do with this.
It stops drawing the world very close to the start.
Basically, you start in grasslands with a glacier behind you. Fly (or run) away from the glacier, along the grasslands. Within a minute you'll see wasteland to your left. Keep going straight, the wasteland will wrap around and be straight ahead. End of world is shortly after in the same direction.
EDIT: It's interesting in an odd way. If you move away from that chunk, before you ever entering it, the game will draw the world around it...but as soon as you enter the problem chunk - it stops drawing the world.
You can literally fly all around the problem chunk and the game will create chunks as normal, but as soon as you enter that particular chunk, it'll stop drawing the world, even deconstructing (not loading) the chunks you explored & filled in.
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Yeah I know. I never liked forge.
I tested this and it's fine, world doesn't crash. Any new blocks that TDW created for this mod will disappear, the rest remain. Tropics stay as is, number of other biomes do as well.
At some point TDW might want to consider a 2nd version of the mod that only uses vanilla blocks..obviously it'd be much smaller with far fewer biomes....but right now I think he's rightly more focused on expanding & refining the mod as is.
The custom blocks will disappear, and all new biomes will revert to plains biomes. The terrain will still be there, but they'll have the same grass and foliage colors as plains.
why is this happening to me?
How did you get Mystcraft to work? What version of Forge did you use?
why is this happening to me?
Thanks anyway for creating such a great mod, this should totally be included in vanilla Minecraft!