I've been a bit silent lately, but I figured I'd share some progress on sub-biomes and general biome improvements...
In this screenshot, it shows a Sludgepit, Quagmire, and Silkglades. The Quagmire and Silkglades are now sub-biomes of the Sludgepit, as I felt they weren't good as standard biomes. But combined with the Sludgepit, they form one awesomely swampy biome.
In this screenshot, it shows the Tropics and Volcano biomes. They now generate as Ocean sub-biomes, like islands. They don't always generate right next to one another, but they happened to do so in the world this screenshot was taken in, and it turned out very nicely.
We still have quite a few sub-biomes to re-add, as well as some Nether biome stuff, but the 1.7.2 version is getting closer and closer to being finished.
I've been a bit silent lately, but I figured I'd share some progress on sub-biomes and general biome improvements...
In this screenshot, it shows a Sludgepit, Quagmire, and Silkglades. The Quagmire and Silkglades are now sub-biomes of the Sludgepit, as I felt they weren't good as standard biomes. But combined with the Sludgepit, they form one awesomely swampy biome.
In this screenshot, it shows the Tropics and Volcano biomes. They now generate as Ocean sub-biomes, like islands. They don't always generate right next to one another, but they happened to do so in the world this screenshot was taken in, and it turned out very nicely.
We still have quite a few sub-biomes to re-add, as well as some Nether biome stuff, but the 1.7.2 version is getting closer and closer to being finished.
Wait, so it was never released for 1.7.2? Then how do I have a file for 1.7.2? I am so confused.
Ive downloaded and installed the latest version and I'm confident it's installed correctly. However, I've started about a dozen new worlds and every one is entirely made up of Mega Spruce Taiga. No other biomes seem to generate at all. I'm sure it has to do with the config file but having studied that for some time I can't see what I need to alter to make it right. I've googled and searched the net for hours before asking here so apologies if its a dumb question. Advice, please.
When creating your world, have you tried different seeds and are you setting it to WorldType: Biomes o' Plenty?
I've been a bit silent lately, but I figured I'd share some progress on sub-biomes and general biome improvements...>> snip << In this screenshot, it shows a Sludgepit, Quagmire, and Silkglades. The Quagmire and Silkglades are now sub-biomes of the Sludgepit, as I felt they weren't good as standard biomes. But combined with the Sludgepit, they form one awesomely swampy biome.>> snip << In this screenshot, it shows the Tropics and Volcano biomes. They now generate as Ocean sub-biomes, like islands. They don't always generate right next to one another, but they happened to do so in the world this screenshot was taken in, and it turned out very nicely. We still have quite a few sub-biomes to re-add, as well as some Nether biome stuff, but the 1.7.2 version is getting closer and closer to being finished.
Thanks for sharing -- that looks amazing! For my next modpack, I was pretty set on using ATG. I know BoP is currently compatible, but it seems like maybe your sub-biomes might conflict with the way ATG's biomes are assigned. What are your thoughts?
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People who intentionally desecrate a language are no different than griefers who tear things down because they are too immature and undisciplined to create, so instead they destroy out of jealousy.
Not sure if anyone else has experienced anything similar but in recent versions of Biomes o' Plenty I've noticed whenever I start a world, it generates Twilight Forest biomes in the overworld as well as the vanilla and Biomes o' Plenty biomes.
I have been testing the latest version of BOP(806)/Forge 1.7.2(1082). I found something real interesting. I remapped all of the Twilight Forest biomes ids (now 170-188). When I entered the SSP world I found a Twilight Forest biome. It matched biome id 182. When I change the Twilight Forest biome mapping to not use 182 and use the same seed, I get the BOP Dead swamp. Which is biome id 54. 54+128 = 182... Does BOP reserve biome id + 128 like some of the vanilla biomes do?
With Nether biomes now fully re-added, we only have a few sub-biomes left to re-add (Which will be re-added by this weekend), as well as fog color/thickness, and then we'll pretty much be ready for the first recommended build for 1.7.2.
Of course, we still have a lot of other things to do, including new features like End biomes, layered strata, and so on, but for the sake of just getting the recommended build out, we're not going to start on those until after it's released.
Biomes O plenty is a great mod, especially if you're big on cool looking landscapes. However, one of the main problems I've had of this mod is first the imbalancing issues of some biomes overwhelming other ones....and most of all the vanilla biomes. And when it comes to combining this with any kind of structure mod, it can be really bad since there's so many non-vanilla biomes, you can never find the structures which normally only spawn in vanilla biomes.
For that, more and more I've been turned off by mods that outright 'add' biomes. I feel it's much better to stick with mods that add tweaks to already existing lands, then add to them....like natura, or world generation tweaks.
Biomes O plenty is a great mod, especially if you're big on cool looking landscapes. However, one of the main problems I've had of this mod is first the imbalancing issues of some biomes overwhelming other ones....and most of all the vanilla biomes. And when it comes to combining this with any kind of structure mod, it can be really bad since there's so many non-vanilla biomes, you can never find the structures which normally only spawn in vanilla biomes.
For that, more and more I've been turned off by mods that outright 'add' biomes. I feel it's much better to stick with mods that add tweaks to already existing lands, then add to them....like natura, or world generation tweaks.
This has pretty much been fixed in 1.7.2. It's a lot easier to find vanilla biomes, and there are less "main" biomes overall. Certain biomes are weighted to be more rare as well, so the more common ones are things like forests, plains, etc., and the weights are configurable (Although vanilla biomes don't have weight support yet), so you can change it to how you want it. We also have a Biome Radar that you can use to find specific biomes if you want.
As for structures, that's a problem with those mods if they aren't spawning in our biomes. They should be using the biome dictionary, not exact biome names. There are a handful of mods that do this, and their features spawn in our biomes without any issues.
This might be a dumb question, but what should I download; Api, Deobf, Src or Universal?
I'm playing on a Windows PC, and I have installed Forge with Installer-Win.
There is an annoying bug... Melon seeds, pumpkin seeds, music disks, apples, wooden pickaxes, wooden axes, sticks, wheat and some other stuff that were generated inside chests will neved be generated again inside the chest...
Biome escence will be generated instead D:
Tha is annoying, could you please connect ther bug?
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If you require any assistance with redstone or command blocks, ask me. From answering a question to developing a system, I will do it.
This might be a dumb question, but what should I download; Api, Deobf, Src or Universal?
I'm playing on a Windows PC, and I have installed Forge with Installer-Win.
Is anyone else getting a bug with the latest 1.64 version where the grass in the Ominous Woods biome is a really rich, vibrant green? I've tried it without a resource pack and it maintains this colouration.. It kind of subtracts from that sense of dread that should go with such a biome.
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Edit:
I discovered the problem I was having was due to a block ID conflict between solid blocks and liquid blocks, which causes an exception in Railcraft when it is registering textures, and it can be resolved by changing the IDs. The original post I made is preserved below, but be aware it is the wrong solution to the problem.
Original post:
Hello, I apologize if this is the wrong place, but I just solved an annoying bug and I want to share the solution with people who are having the same trouble.
If you are running Minecraft 1.6.4 and have Railcraft 8.4.0.0 and Biomes O' Plenty 1.2.1.434 and crash on startup with an exception that looks something like:
...then you need to downgrade to Biomes O' Plenty 1.2.1.418.
There's some kind of conflict relating to liquid textures between the aforementioned versions of Railcraft and Biomes O' Plenty that will cause this bug.
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In this screenshot, it shows a Sludgepit, Quagmire, and Silkglades. The Quagmire and Silkglades are now sub-biomes of the Sludgepit, as I felt they weren't good as standard biomes. But combined with the Sludgepit, they form one awesomely swampy biome.
In this screenshot, it shows the Tropics and Volcano biomes. They now generate as Ocean sub-biomes, like islands. They don't always generate right next to one another, but they happened to do so in the world this screenshot was taken in, and it turned out very nicely.
We still have quite a few sub-biomes to re-add, as well as some Nether biome stuff, but the 1.7.2 version is getting closer and closer to being finished.
Wait, so it was never released for 1.7.2? Then how do I have a file for 1.7.2? I am so confused.
Thanks for sharing -- that looks amazing! For my next modpack, I was pretty set on using ATG. I know BoP is currently compatible, but it seems like maybe your sub-biomes might conflict with the way ATG's biomes are assigned. What are your thoughts?
AFAIK, some biomes are removed(?) in 1.7.2 version and is being re-added...
.
Minecraft Forum is the sewer of the Minecraft community.
----------------------------------------------------------------------------------------------------------
People who intentionally desecrate a language are no different than griefers who tear things down because they are too immature and undisciplined to create, so instead they destroy out of jealousy.
When the Forge mod is installed, there will be a folder called "mods". Put Biomes o Plenty in the mods folder.
If you do not yet have Forge, you will need to install it first, since most mods (including this one) now require it.
"Deobf" isn't a word. It must be an abbreviation, but not an obvious one (at least not to me). I'd need to see the context, where did you see it?
Of course, we still have a lot of other things to do, including new features like End biomes, layered strata, and so on, but for the sake of just getting the recommended build out, we're not going to start on those until after it's released.
For that, more and more I've been turned off by mods that outright 'add' biomes. I feel it's much better to stick with mods that add tweaks to already existing lands, then add to them....like natura, or world generation tweaks.
This has pretty much been fixed in 1.7.2. It's a lot easier to find vanilla biomes, and there are less "main" biomes overall. Certain biomes are weighted to be more rare as well, so the more common ones are things like forests, plains, etc., and the weights are configurable (Although vanilla biomes don't have weight support yet), so you can change it to how you want it. We also have a Biome Radar that you can use to find specific biomes if you want.
As for structures, that's a problem with those mods if they aren't spawning in our biomes. They should be using the biome dictionary, not exact biome names. There are a handful of mods that do this, and their features spawn in our biomes without any issues.
I'm playing on a Windows PC, and I have installed Forge with Installer-Win.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/requests-ideas-for-mods/2238320-mod-concept-kamen-rider-ryuki-dragon-knight-mirror
Biome escence will be generated instead D:
Tha is annoying, could you please connect ther bug?
If you require any assistance with redstone or command blocks, ask me. From answering a question to developing a system, I will do it.
Universal.
I discovered the problem I was having was due to a block ID conflict between solid blocks and liquid blocks, which causes an exception in Railcraft when it is registering textures, and it can be resolved by changing the IDs. The original post I made is preserved below, but be aware it is the wrong solution to the problem.
Original post:
Hello, I apologize if this is the wrong place, but I just solved an annoying bug and I want to share the solution with people who are having the same trouble.
If you are running Minecraft 1.6.4 and have Railcraft 8.4.0.0 and Biomes O' Plenty 1.2.1.434 and crash on startup with an exception that looks something like:
...then you need to downgrade to Biomes O' Plenty 1.2.1.418.
There's some kind of conflict relating to liquid textures between the aforementioned versions of Railcraft and Biomes O' Plenty that will cause this bug.