This seems to becoming more than a biome mod but more additions you would like to see but I think that is good, it keeps it re fun than just biomes which are already great.
For anyone who wanted to know, this mod is compatible with Better World Generation III. I'm guessing it sort of cancels it out because vanilla biomes aren't as frequent with this mod, but I think it's cool that they work together.
This seems to becoming more than a biome mod but more additions you would like to see but I think that is good, it keeps it re fun than just biomes which are already great.
I don't plan on straying far from my original idea, but I understand what you mean. The Magic Mirror and Enderporter will most likely become a separate mod eventually (With other "end-game" things in it). As for the mobs, I don't plan on adding anymore, and I might remove the Mutant and Undead Spider, just because they are kind of useless.
Although, the mod is more about giving players more of a reason to explore, rather than just adding biomes and plants. I want to add in more content that ties in with that, so not everything I add will be solely biome-related. I want to add custom structures that generate in certain biomes, or add more biome-specific plants/blocks, so people will want to explore, rather than just staying in one spot of the world.
And then of course, there are some things that I'm leaving to other mods. For underground content, there's Underground Biomes and Wild Caves, or for mobs, there's Atmosmobs and Mo' Creatures. I don't want to go too crazy on content outside of biomes and blocks/plants to decorate them.
It seems that you hardcoded into your mod the use of 4 entity IDs, would it be possible to move those to the config file so we can ensure compatilibity with other mods?
I get the following error messages:
Line 1885: 2013-01-15 23:01:19 [SEVERE] [ForgeModLoader] The mod BiomesOPlenty has attempted to register an entity ID 101 which is already reserved. This could cause severe problems
Line 1886: 2013-01-15 23:01:19 [SEVERE] [ForgeModLoader] The mod BiomesOPlenty has attempted to register an entity ID 102 which is already reserved. This could cause severe problems
Line 1887: 2013-01-15 23:01:19 [SEVERE] [ForgeModLoader] The mod BiomesOPlenty has attempted to register an entity ID 103 which is already reserved. This could cause severe problems
Line 1888: 2013-01-15 23:01:19 [SEVERE] [ForgeModLoader] The mod BiomesOPlenty has attempted to register an entity ID 104 which is already reserved. This could cause severe problems
Yeah, I'll fix it for the next update. Gamax92 must've forgotten when he ported the mod to Forge. Speaking of which, I'm going to be removing the Mutant and Undead Spider. They're pretty useless, and it'll just be more work to maintain them in the future.
Might be a fun idea to add biomes to the nether if that's possible, that would make the nether a "hell" of a lot more fun
If it was possible (Well, anything is possible, but rather, what I can do with the little I know about modding/programming), I definitely would. I'd do End biomes too, if possible. Sucks that an entire dimension is pretty much wasted.
Nah, I like how repetitive the Nether is... It's creepy. IMO if the Nether had different Biomes it'd make it a lot less eerie.
Almost at 100... \o/
I have quite a few ideas for Nether biomes that'd probably work really well, but sadly, I'll probably never be able to implement them.
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Also, as you guys can see, I added a large image to the opening post with 3 "photos." Just figured I'd give people a taste of some of the biomes without having to spoil all of them, in case people want to find them all on their own.
Villages are set to spawn in quite a few biomes (Not all, but a lot), but for some reason, they just don't generate. I asked ScottKillen (One of the developers of ExtraBiomes XL) for help, and he said my code for it was correct, and should work, but it's not.
About the villages... When did this start happening? Because I have the latest modloader version and they spawn in your custom biomes...
This is still on MC 1.4.6 though.
About the villages... When did this start happening? Because I have the latest modloader version and they spawn in your custom biomes...
This is still on MC 1.4.6 though.
It works with that because it edits the base class that sets what biomes villages spawn in. Forge has an event for it that you put in your base mod file (In my case, mod_BiomesOPlenty), and I've done it correctly, but they just don't spawn for some reason.
Dude thank you so much for updating this to forge. I know lots of people were very disrespectful to you, but I'm just very happy you made it available for forge. Really appreciate it.
Awesome mod! But I don't think i can install cause i already have 85 mods and probably will create a LOT of lag if I install this HUGE mod. Awesome mod, but is it compatible Extrabiomes XL? Just got curious.
BTW, the last update you just posted is great!
Keep 'em coming.
I don't plan on straying far from my original idea, but I understand what you mean. The Magic Mirror and Enderporter will most likely become a separate mod eventually (With other "end-game" things in it). As for the mobs, I don't plan on adding anymore, and I might remove the Mutant and Undead Spider, just because they are kind of useless.
Although, the mod is more about giving players more of a reason to explore, rather than just adding biomes and plants. I want to add in more content that ties in with that, so not everything I add will be solely biome-related. I want to add custom structures that generate in certain biomes, or add more biome-specific plants/blocks, so people will want to explore, rather than just staying in one spot of the world.
And then of course, there are some things that I'm leaving to other mods. For underground content, there's Underground Biomes and Wild Caves, or for mobs, there's Atmosmobs and Mo' Creatures. I don't want to go too crazy on content outside of biomes and blocks/plants to decorate them.
I get the following error messages:
Yeah, I'll fix it for the next update. Gamax92 must've forgotten when he ported the mod to Forge. Speaking of which, I'm going to be removing the Mutant and Undead Spider. They're pretty useless, and it'll just be more work to maintain them in the future.
Almost at 100... \o/
If it was possible (Well, anything is possible, but rather, what I can do with the little I know about modding/programming), I definitely would. I'd do End biomes too, if possible. Sucks that an entire dimension is pretty much wasted.
I have quite a few ideas for Nether biomes that'd probably work really well, but sadly, I'll probably never be able to implement them.
-------------------------
Also, as you guys can see, I added a large image to the opening post with 3 "photos." Just figured I'd give people a taste of some of the biomes without having to spoil all of them, in case people want to find them all on their own.
This is still on MC 1.4.6 though.
It works with that because it edits the base class that sets what biomes villages spawn in. Forge has an event for it that you put in your base mod file (In my case, mod_BiomesOPlenty), and I've done it correctly, but they just don't spawn for some reason.
No answer?
I don't think that is possible with Forge. You'd have to edit a few base files to make that possible. :/
Haha, sweet! But that would almost be weird to have an uninhabited building out in the middle of nowhere...
Biome ids can only go up to 254. Might want to change them again
That option swaps the default vanilla biomes with tweaked biomes in the mod that TDWP_FTW feels would look nicer in vanilla. Thats my guess