I've got a programming question. I'm integrating BoP into Climate Control, and I have the biomes working just fine. But tackling the sub-biomes, I noticed that in the GenLayerSubBiome class the random number used to choose sub-biomes is affected by a biome-specific offset. But that in turn is created randomly based on the localized seed whenever a biome is first called for. Doesn't this mean that each time BoP is run you'll get a different set of offsets (depending on which locality first calls for a check on each sub-biome) and thus inconsistent sub-biome assignments from run to run even with the same loaded world?
PS looks like a really nice sub-biome system.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
When I try to use this mod and the twilight forest mod, it spawns twilight forest biomes all over the overworld...
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Lois: Together we can do anything: face any foe, overcome any obstacle.
Peter: Yeah, climb any mountain, rent any video, dial any phone. And not just our phone, Lois, other people's phones. Decent phones, God-fearing phones, phones that everybody else gave up on, but we knew better because we were a team!
Brian: What the hell are you talking about?
When I try to use this mod and the twilight forest mod, it spawns twilight forest biomes all over the overworld...
This is a known (and really thorny) issue: you have to go into the config files and change the biome IDs so there are no conflicts. Frustratingly, it can often cause conflicts even when there appear to be none - you just have to keep looking for different configurations of IDs until it works.
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What do you mean, "fox" isn't the sound foxes make? Didn't you learn anything from Pokémon?
I've got a question about sub-biome IDs for compatability. In the config files there are a number of biome/subbiome pairs with different IDs, like AlpsForest/AlpsForest(subBiome). But in the code I can only find one reference for each of the pairs. Can I just ignore one of each pair (and if so, which one) or have I missed something in the code?
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I've got a question about sub-biome IDs for compatability. In the config files there are a number of biome/subbiome pairs with different IDs, like AlpsForest/AlpsForest(subBiome). But in the code I can only find one reference for each of the pairs. Can I just ignore one of each pair (and if so, which one) or have I missed something in the code?
One reference for each of the pairs? Not entirely sure what you mean by that. This is a matter probably best discussed over IRC otherwise there's going to be a lot of back and forth with huge delay.
just a head up.. there is a forge came out for 1.7.10.... its time to update the mod to 1.7.10. and be aware that forge "1.7.10" is a beta right now.
Erm. Whilst i've already updated/made the mod work with 1.7.10, telling me it's time to do so is a little demanding. I'm sure you had the best of intentions in informing me, but it's probably not the best way to put it.
I'm having an odd "issue" (bug perhaps?) where identical config files for all biome generation Mods in a custom Modpack are generating entirely different worlds when played in SSP vs. SMP. Exact same seed and config files (the main one: Biomes of Plenty) and I either get my SSP Desert-Savannah with amazing hill-gen...or the boring SMP Shrubland Island.
Not sure if anybody can offer any advice or help based solely on that information, but I'm just curious if others have had this issue.
Biome / dimension-generating Mods are Biomes of Plenty, The Emerald Mod, ExtraUtilities, Mariculture, Mystcraft, Natura, Thaumcraft, The Twilight Forest, and Witchery.
P.S. I'm well aware of the Twilight Forest biome ID conflicts and I recently resolved them on both client and server. (Before that we just got used to Lumber Axing the big Robust Twilight Oaks for all the Wood we'd ever need in the Overworld.)
I've got a programming question. I'm integrating BoP into Climate Control, and I have the biomes working just fine. But tackling the sub-biomes, I noticed that in the GenLayerSubBiome class the random number used to choose sub-biomes is affected by a biome-specific offset. But that in turn is created randomly based on the localized seed whenever a biome is first called for. Doesn't this mean that each time BoP is run you'll get a different set of offsets (depending on which locality first calls for a check on each sub-biome) and thus inconsistent sub-biome assignments from run to run even with the same loaded world?
PS looks like a really nice sub-biome system.
Just saw this upon skimming back a bit. You do indeed appear to be correct, i'll have to see to changing this once i get the chance.
Thank you for this! I am getting a weird white sided mud block texture with mud. So when a world spawns and I find mud, I see this weird white sided areas that really look out of place. The top is fine but the sides are not mud. I tried replacing the texture mud.png and the top changes but the sides stay white. Is there another texture somewhere that needs fixing?
Hello, I have server with it's own launcher, and every time someone starts the game, a message is displayed "... this message will only display once". I checked config, and have found nothing about this message. How can I disable it, which file is responsible for it?
Just saw this upon skimming back a bit. You do indeed appear to be correct, i'll have to see to changing this once i get the chance.
It's very easy and I already did it for my calls to your subbiome replacer. Adapted to be in the GenLayer class (I'm actually calling it from a class which implements a biome replacer interface):
Interesting changes were done to quite a few biomes for 1.7.
I recently found out the lush desert is like a totally different biome in some ways with how it uses hardened clay and makes use of timberesque trees.
I liked the old lush desert, but the new one manages to be even better!
It also is well suited for size 5 biomes due to its diverse terrain. Kinda want to see one by a Mesa just to see how well they transition.
What makes me a little sad though is that the dune biome was removed. Dead lands I can do without as the dead lands really were just a Overworld oh antagonistic inferno. The timber also vanished as did autumn hills [though it seems maple woods got some of the autumn hills traits].
I as a result have a couple questions.
What biomes have sub biomes? For instance what biome has the mangrove sub-biome?
What is the reasons for removing the biomes that got removed? I'm a bit confused why the dunes got axed for instance.
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One day, there will be someone who looks at my signature and wonders "who gives a damn?"
For the 1.6.4 version, is there a way to turn off Stalagmites and Stalactites? For some reason they aren't being placed on the blocks and they are dropping causing there to be hundreds, lagging my game, also what is the "Generate Stone Formations" in the config?
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“Two things are infinite: the universe and human stupidity; and I'm not sure about the universe.”
Ok question, is their a way to run this mod like madcraft where you don't need to add BIOMESOP to the server.properties file but they made it so it still loads and because the "Default" is left alone other mods work with it.
PS looks like a really nice sub-biome system.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
To better clarify how do i use this mod in my server?
Lois: Together we can do anything: face any foe, overcome any obstacle.
Peter: Yeah, climb any mountain, rent any video, dial any phone. And not just our phone, Lois, other people's phones. Decent phones, God-fearing phones, phones that everybody else gave up on, but we knew better because we were a team!
Brian: What the hell are you talking about?
just a head up.. there is a forge came out for 1.7.10.... its time to update the mod to 1.7.10. and be aware that forge "1.7.10" is a beta right now.
This is a known (and really thorny) issue: you have to go into the config files and change the biome IDs so there are no conflicts. Frustratingly, it can often cause conflicts even when there appear to be none - you just have to keep looking for different configurations of IDs until it works.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
One reference for each of the pairs? Not entirely sure what you mean by that. This is a matter probably best discussed over IRC otherwise there's going to be a lot of back and forth with huge delay.
Erm. Whilst i've already updated/made the mod work with 1.7.10, telling me it's time to do so is a little demanding. I'm sure you had the best of intentions in informing me, but it's probably not the best way to put it.
Not sure if anybody can offer any advice or help based solely on that information, but I'm just curious if others have had this issue.
Biome / dimension-generating Mods are Biomes of Plenty, The Emerald Mod, ExtraUtilities, Mariculture, Mystcraft, Natura, Thaumcraft, The Twilight Forest, and Witchery.
P.S. I'm well aware of the Twilight Forest biome ID conflicts and I recently resolved them on both client and server. (Before that we just got used to Lumber Axing the big Robust Twilight Oaks for all the Wood we'd ever need in the Overworld.)
Just saw this upon skimming back a bit. You do indeed appear to be correct, i'll have to see to changing this once i get the chance.
It's very easy and I already did it for my calls to your subbiome replacer. Adapted to be in the GenLayer class (I'm actually calling it from a class which implements a biome replacer interface):
and call setOffests in the constructor
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Interesting changes were done to quite a few biomes for 1.7.
I recently found out the lush desert is like a totally different biome in some ways with how it uses hardened clay and makes use of timberesque trees.
I liked the old lush desert, but the new one manages to be even better!
It also is well suited for size 5 biomes due to its diverse terrain. Kinda want to see one by a Mesa just to see how well they transition.
What makes me a little sad though is that the dune biome was removed. Dead lands I can do without as the dead lands really were just a Overworld oh antagonistic inferno. The timber also vanished as did autumn hills [though it seems maple woods got some of the autumn hills traits].
I as a result have a couple questions.
What biomes have sub biomes? For instance what biome has the mangrove sub-biome?
What is the reasons for removing the biomes that got removed? I'm a bit confused why the dunes got axed for instance.
“Two things are infinite: the universe and human stupidity; and I'm not sure about the universe.”