You don't have to touch them unless you have conflicting mods. But even then, Forge should resolve the IDs automatically (I think). The main part of the config is being able to toggle which biomes you want to generate, and the biome size for worlds.
Yeah, I realized that it looked like crap with vanilla wheat after seeing it next to other biomes, so I changed it to how my old Wheat Field from my ExtraBiomes add-on was.
You'll have to try it for yourself. It should be compatible with them, but mobs from Mo' Creatures will not spawn in the new biomes without Mob Spawn Controls.
So is there any way to re-plant a tree that has been chopped down? I took down a magic tree and only got oak saplings, which is ok, but I want to be able to re-plant the neat trees from this mod if possible.
So is there any way to re-plant a tree that has been chopped down? I took down a magic tree and only got oak saplings, which is ok, but I want to be able to re-plant the neat trees from this mod if possible.
I'll be adding saplings for the custom trees eventually.
Ok, I'm looking forward to that, on another note, the latest update of BoP is incompatable with Buildcraft. Normailly I'd just change the conflicting block ids, but the Palm Plank uses the same block id as the still oil from buildcraft, and it doesn't appear in the BoP config file.
Ok, I'm looking forward to that, on another note, the latest update of BoP is incompatable with Buildcraft. Normailly I'd just change the conflicting block ids, but the Palm Plank uses the same block id as the still oil from buildcraft, and it doesn't appear in the BoP config file.
[at least from what I can tell anyways]
It's in there. Delete your config file and restart Minecraft so it creates a fresh one.
These are ModLoader-only, and are quite lacking in features.
I can't guarantee it, but you might be able to use the current version of the mod with Forge for 1.4.5. The mod works on 1.4.7 without any need to recompile or anything, so I guess that's a benefit of Forge.
Love this mod! Much more clean and congruent than BiomesXL imo.
One problem though, I can't seem to find any villages in any of the new biomes, or even when anything except the default world generation types are selected for that matter. Is this a recurring problem for anyone else? Any tips?
Love this mod! Much more clean and congruent than BiomesXL imo.
One problem though, I can't seem to find any villages in any of the new biomes, or even when anything except the default world generation types are selected for that matter. Is this a recurring problem for anyone else? Any tips?
Yeah, it's something that needs to be re-added. Hopefully gamax92 will be able to help with that soon.
Also, for the next update, I'm going to be adding another "end-game" item called the Enderporter. It teleports you 5000 blocks from where you're standing, toward the direction you're facing (North, South, East, or West, based on the f value seen in the debug menu).
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this looks realy alot like extrabiomesXL i'm sure you coded it all your self and it has more biomes and i like it but dude sooo alike (I like yours more.......)
this looks realy alot like extrabiomesXL i'm sure you coded it all your self and it has more biomes and i like it but dude sooo alike (I like yours more.......)
MORE BIOMES
also just an off hand comment not insulting or insinuating just saying i see simaleritys but i also think towns and dwarf fortress are similar not RIPOFFS though
I used to be on the ExtraBiomes XL team, and some things in the mod were my creations (Like the Marsh, toadstools, and some other things), or things that I had suggested to be added (Cattails, some of the flowers, Mountain Ridge, etc.)
If you look through my posts, you'll see some old ones suggesting biomes for ExtraBiomes way back, before it was called ExtraBiomes XL. I added most of them to my mod, and yes, some biomes are more or less directly inspired by ExtraBiomes XL's biomes (Alps, Wasteland, and Woodland are the most similar).
But I mean, I'm not going to make a biome mod with 60 biomes, and not include any that I came to love in ExtraBiomes XL. And I'm sure when MisterFiber and ScottKillen add new biomes to ExtraBiomes XL (If they ever do), some might be inspired by or similar to mine, and that'd be okay.
And like I've said before, both mods offer different things. Mine is focused more on the biomes themselves, and making the terrain fun to explore. ExtraBiomes XL focuses more on compatibility and customization, while not adding a ton of content.
Seems like the palm wood slab is grabbing the texture from the willow wood (tested in creative)
I'm working on some texture pack support, and I'm a bit confused as to which trees use which leaf textures, either from vanilla or from your sprite sheet. Could you explain a bit for me which ones are which?
EDIT: Actually, I think I figured most of it out: bamboo and redwood leaves use the vanilla oak leaf texture and all of the others have a spot on your sprite sheet. I'm still unsure about the 3 (6) greyscale texures, though--what are they used for?
May I respectfully suggest that you rename the bamboo forest biome to the bamboo thicket? (totally reminds me of playing Bushido Blade back in the day )
Ah, it seems I forgot to rename something in the code for the slab from Willow to Palm. Will be fixed for the next update.
As for the leaves, you're right about redwood and bamboo leaves using vanilla textures. I'll change that for the next update. The 3 grayscale leaf textures right now are Willow, Acacia, and Palm leaves (In order from left to right). Redwood will go after Palm, and Bamboo will go after Redwood (They won't be grayscale, however), if you want to do the textures in advance.
Well, it seemed my issue earlier had to do with trying to install Forge. I figured it out, though. But this is what happened when I went to one of my old worlds.
As you can see, there is a redwood biome colored as an Ominous Woods biome and a temperate rainforest biome labeled as a Rainforest. Within this same world, this is also a Tundra that is now both a Cherry Blossom Grove and a Tropics (the dry hill in the Tundra is now a Tropics).
Also, there seems to be an issue with placing slabs. They cannot stack atop another, and placing upside-down slabs creates a large area of darkness, unlike vanilla slabs which do not.
Ah, it seems I forgot to rename something in the code for the slab from Willow to Palm. Will be fixed for the next update.
As for the leaves, you're right about redwood and bamboo leaves using vanilla textures. I'll change that for the next update. The 3 grayscale leaf textures right now are Willow, Acacia, and Palm leaves (In order from left to right). Redwood will go after Palm, and Bamboo will go after Redwood (They won't be grayscale, however), if you want to do the textures in advance.
Actually, would you mind listing what is on the block sheet? I am working on a 128x128 texture as well. Most of it is my own stuff, and a few things like bark and vines borrowed from LB Photorealistic. I'd be happy to send it to you as a little 'thanks' when it's done...
I'll get some pics up as soon as I can...
BTW.. I did notice one thing... when flowers grow that are on the border of the snow biome, I only see a pink missing texture box for the ground under the flower.
BTW.. I did notice one thing... when flowers grow that are on the border of the snow biome, I only see a pink missing texture box for the ground under the flower.
ok thanks ill try it i hope it works
I'll be adding saplings for the custom trees eventually.
[at least from what I can tell anyways]
It's in there. Delete your config file and restart Minecraft so it creates a fresh one.
I want to use the 1.4.5 version, but it is not listed anywhere.
http://www.mediafire.../?ffh20lubcl3y1
These are ModLoader-only, and are quite lacking in features.
I can't guarantee it, but you might be able to use the current version of the mod with Forge for 1.4.5. The mod works on 1.4.7 without any need to recompile or anything, so I guess that's a benefit of Forge.
One problem though, I can't seem to find any villages in any of the new biomes, or even when anything except the default world generation types are selected for that matter. Is this a recurring problem for anyone else? Any tips?
Yeah, it's something that needs to be re-added. Hopefully gamax92 will be able to help with that soon.
Also, for the next update, I'm going to be adding another "end-game" item called the Enderporter. It teleports you 5000 blocks from where you're standing, toward the direction you're facing (North, South, East, or West, based on the f value seen in the debug menu).
MORE BIOMES
also just an off hand comment not insulting or insinuating just saying i see simaleritys but i also think towns and dwarf fortress are similar not RIPOFFS though
*edit*ass
If you look through my posts, you'll see some old ones suggesting biomes for ExtraBiomes way back, before it was called ExtraBiomes XL. I added most of them to my mod, and yes, some biomes are more or less directly inspired by ExtraBiomes XL's biomes (Alps, Wasteland, and Woodland are the most similar).
But I mean, I'm not going to make a biome mod with 60 biomes, and not include any that I came to love in ExtraBiomes XL. And I'm sure when MisterFiber and ScottKillen add new biomes to ExtraBiomes XL (If they ever do), some might be inspired by or similar to mine, and that'd be okay.
And like I've said before, both mods offer different things. Mine is focused more on the biomes themselves, and making the terrain fun to explore. ExtraBiomes XL focuses more on compatibility and customization, while not adding a ton of content.
I'm really digging this mod--great job on it.
Couple of things:
Seems like the palm wood slab is grabbing the texture from the willow wood (tested in creative)
I'm working on some texture pack support, and I'm a bit confused as to which trees use which leaf textures, either from vanilla or from your sprite sheet. Could you explain a bit for me which ones are which?
EDIT: Actually, I think I figured most of it out: bamboo and redwood leaves use the vanilla oak leaf texture and all of the others have a spot on your sprite sheet. I'm still unsure about the 3 (6) greyscale texures, though--what are they used for?
May I respectfully suggest that you rename the bamboo forest biome to the bamboo thicket? (totally reminds me of playing Bushido Blade back in the day
As for the leaves, you're right about redwood and bamboo leaves using vanilla textures. I'll change that for the next update. The 3 grayscale leaf textures right now are Willow, Acacia, and Palm leaves (In order from left to right). Redwood will go after Palm, and Bamboo will go after Redwood (They won't be grayscale, however), if you want to do the textures in advance.
Also, there seems to be an issue with placing slabs. They cannot stack atop another, and placing upside-down slabs creates a large area of darkness, unlike vanilla slabs which do not.
Actually, would you mind listing what is on the block sheet? I am working on a 128x128 texture as well. Most of it is my own stuff, and a few things like bark and vines borrowed from LB Photorealistic. I'd be happy to send it to you as a little 'thanks' when it's done...
I'll get some pics up as soon as I can...
BTW.. I did notice one thing... when flowers grow that are on the border of the snow biome, I only see a pink missing texture box for the ground under the flower.
I think that's an issue with Optfine
It's sort of "planned," although it's not at the top of my to-do list.