i know that, but the normal mobs like zombie creeper and stuff
Then it is an issue with CustomMobSpawner; it must be the one controlling the spawning of all mobs (including vanilla ones) and disabling support for modded biomes in the process. Try removing Mo' Creatures and Custom Mob Spawner, load a world, and see what happens.
Glad you got that worked out. I'll put the info into the OP.
Looked into making compatibility- it looks like CMS actually registers the "Cold Pine Forest" biome, but nothing else. All in all, making compat requires a list of biome ids- is there anywhere I can get that from?
Looked into making compatibility- it looks like CMS actually registers the "Cold Pine Forest" biome, but nothing else. All in all, making compat requires a list of biome ids- is there anywhere I can get that from?
You can find all the biome IDs in the Biomes.cfg.
By default:
I:"Biome ID of Alpine Mountains"=76
I:"Biome ID of Alpine Mountains Edge"=77
I:"Biome ID of Alpine Mountains M"=204
I:"Biome ID of Alpine Tundra"=103
I:"Biome ID of Aspen Forest"=96
I:"Biome ID of Aspen Hills"=97
I:"Biome ID of Badlands"=52
I:"Biome ID of Basin"=99
I:"Biome ID of Blossom Hills"=57
I:"Biome ID of Blossom Woods"=56
I:"Biome ID of Boreal Archipelago"=172
I:"Biome ID of Boreal Forest"=62
I:"Biome ID of Boreal Plateau"=92
I:"Biome ID of Boreal Plateau M"=220
I:"Biome ID of Carr"=91
I:"Biome ID of Clay Hills"=86
I:"Biome ID of Clearing"=101
I:"Biome ID of Cold Boreal Forest"=190
I:"Biome ID of Cold Cypress Forest"=188
I:"Biome ID of Cold Fir Forest"=208
I:"Biome ID of Cold Pine Forest"=226
I:"Biome ID of Creek Bed"=49
I:"Biome ID of Cypress Forest"=60
I:"Biome ID of Desert Archipelago"=41
I:"Biome ID of Ephemeral Lake"=88
I:"Biome ID of Ephemeral Lake Edge"=89
I:"Biome ID of Fens"=90
I:"Biome ID of Fir Forest"=80
I:"Biome ID of Flowery Archipelago"=170
I:"Biome ID of Forested Archipelago"=42
I:"Biome ID of Forested Mountains"=186
I:"Biome ID of Forested Valley"=187
I:"Biome ID of Frozen Archipelago"=45
I:"Biome ID of Glacier"=78
I:"Biome ID of Grassy Archipelago"=46
I:"Biome ID of Ice Sheet"=178
I:"Biome ID of Kakadu"=63
I:"Biome ID of Lake"=100
I:"Biome ID of Low Hills"=74
I:"Biome ID of Mangrove"=87
I:"Biome ID of Marsh"=102
I:"Biome ID of Meadow"=75
I:"Biome ID of Meadow M"=203
I:"Biome ID of Mountainous Archipelago"=40
I:"Biome ID of Mountains"=66
I:"Biome ID of Mountains Edge"=67
I:"Biome ID of Oak Forest"=61
I:"Biome ID of Oasis"=53
I:"Biome ID of Pine Forest"=98
I:"Biome ID of Pine Forest Archipelago"=44
I:"Biome ID of Plateau"=65
I:"Biome ID of Polar Desert"=50
I:"Biome ID of Prairie"=73
I:"Biome ID of Rainforest"=54
I:"Biome ID of Rainforest Valley"=55
I:"Biome ID of Riparian Zone"=135
I:"Biome ID of Rocky Desert"=47
I:"Biome ID of Rocky Hills"=82
I:"Biome ID of Roofed Shrublands"=198
I:"Biome ID of Sahara"=51
I:"Biome ID of Sandstone Canyon"=83
I:"Biome ID of Sandstone Canyon 2"=84
I:"Biome ID of Sandstone Ranges"=68
I:"Biome ID of Sandstone Ranges M"=196
I:"Biome ID of Scree"=69
I:"Biome ID of Scrub"=48
I:"Biome ID of Shield"=85
I:"Biome ID of Shrublands"=70
I:"Biome ID of Silver Pine Forest"=93
I:"Biome ID of Silver Pine Hills"=94
I:"Biome ID of Snowy Desert"=207
I:"Biome ID of Snowy Plateau"=193
I:"Biome ID of Snowy Wastelands"=209
I:"Biome ID of Steppe"=72
I:"Biome ID of Stone Canyon"=211
I:"Biome ID of Stone Canyon 2"=212
I:"Biome ID of Tropical Archipelago"=43
I:"Biome ID of Tundra"=79
I:"Biome ID of Volcano"=64
I:"Biome ID of Volcano M"=192
I:"Biome ID of Wastelands"=81
I:"Biome ID of Woodland Field"=95
I:"Biome ID of Woodland Hills"=59
I:"Biome ID of Woodland Lake"=216
I:"Biome ID of Woodland Lake Edge"=217
I:"Biome ID of Woodlands"=58
I:"Biome ID of Xeric Savanna"=71
However if you were going to code proper compatibility you could try using the biome list in BiomeGenBase. Just check if the slot isn't null and do it by name.
I love this mod I have a few suggestions,mangrove,marsh,tropical rainforest,if possible can you improve river and ocean biomes, like add dunes to the beach, reefs, ocean features, maybe some different biomes like a tropical estuary,lagoon,bay or delta, also a beach with white sand reefs,and Palm trees, maybe for a new desert a palm desert with pockets of oases, I hope you like these ideas, If you want new mod ideas and features if love to give suggestions, I really would love to see tropical,desert,river and ocean type features in future updates. Please lye me know what you think and if you will consider these ideas.
You can find all the biome IDs in the Biomes.cfg.
By default:
I:"Biome ID of Alpine Mountains"=76
I:"Biome ID of Alpine Mountains Edge"=77
I:"Biome ID of Alpine Mountains M"=204
I:"Biome ID of Alpine Tundra"=103
I:"Biome ID of Aspen Forest"=96
I:"Biome ID of Aspen Hills"=97
I:"Biome ID of Badlands"=52
I:"Biome ID of Basin"=99
I:"Biome ID of Blossom Hills"=57
I:"Biome ID of Blossom Woods"=56
I:"Biome ID of Boreal Archipelago"=172
I:"Biome ID of Boreal Forest"=62
I:"Biome ID of Boreal Plateau"=92
I:"Biome ID of Boreal Plateau M"=220
I:"Biome ID of Carr"=91
I:"Biome ID of Clay Hills"=86
I:"Biome ID of Clearing"=101
I:"Biome ID of Cold Boreal Forest"=190
I:"Biome ID of Cold Cypress Forest"=188
I:"Biome ID of Cold Fir Forest"=208
I:"Biome ID of Cold Pine Forest"=226
I:"Biome ID of Creek Bed"=49
I:"Biome ID of Cypress Forest"=60
I:"Biome ID of Desert Archipelago"=41
I:"Biome ID of Ephemeral Lake"=88
I:"Biome ID of Ephemeral Lake Edge"=89
I:"Biome ID of Fens"=90
I:"Biome ID of Fir Forest"=80
I:"Biome ID of Flowery Archipelago"=170
I:"Biome ID of Forested Archipelago"=42
I:"Biome ID of Forested Mountains"=186
I:"Biome ID of Forested Valley"=187
I:"Biome ID of Frozen Archipelago"=45
I:"Biome ID of Glacier"=78
I:"Biome ID of Grassy Archipelago"=46
I:"Biome ID of Ice Sheet"=178
I:"Biome ID of Kakadu"=63
I:"Biome ID of Lake"=100
I:"Biome ID of Low Hills"=74
I:"Biome ID of Mangrove"=87
I:"Biome ID of Marsh"=102
I:"Biome ID of Meadow"=75
I:"Biome ID of Meadow M"=203
I:"Biome ID of Mountainous Archipelago"=40
I:"Biome ID of Mountains"=66
I:"Biome ID of Mountains Edge"=67
I:"Biome ID of Oak Forest"=61
I:"Biome ID of Oasis"=53
I:"Biome ID of Pine Forest"=98
I:"Biome ID of Pine Forest Archipelago"=44
I:"Biome ID of Plateau"=65
I:"Biome ID of Polar Desert"=50
I:"Biome ID of Prairie"=73
I:"Biome ID of Rainforest"=54
I:"Biome ID of Rainforest Valley"=55
I:"Biome ID of Riparian Zone"=135
I:"Biome ID of Rocky Desert"=47
I:"Biome ID of Rocky Hills"=82
I:"Biome ID of Roofed Shrublands"=198
I:"Biome ID of Sahara"=51
I:"Biome ID of Sandstone Canyon"=83
I:"Biome ID of Sandstone Canyon 2"=84
I:"Biome ID of Sandstone Ranges"=68
I:"Biome ID of Sandstone Ranges M"=196
I:"Biome ID of Scree"=69
I:"Biome ID of Scrub"=48
I:"Biome ID of Shield"=85
I:"Biome ID of Shrublands"=70
I:"Biome ID of Silver Pine Forest"=93
I:"Biome ID of Silver Pine Hills"=94
I:"Biome ID of Snowy Desert"=207
I:"Biome ID of Snowy Plateau"=193
I:"Biome ID of Snowy Wastelands"=209
I:"Biome ID of Steppe"=72
I:"Biome ID of Stone Canyon"=211
I:"Biome ID of Stone Canyon 2"=212
I:"Biome ID of Tropical Archipelago"=43
I:"Biome ID of Tundra"=79
I:"Biome ID of Volcano"=64
I:"Biome ID of Volcano M"=192
I:"Biome ID of Wastelands"=81
I:"Biome ID of Woodland Field"=95
I:"Biome ID of Woodland Hills"=59
I:"Biome ID of Woodland Lake"=216
I:"Biome ID of Woodland Lake Edge"=217
I:"Biome ID of Woodlands"=58
I:"Biome ID of Xeric Savanna"=71
However if you were going to code proper compatibility you could try using the biome list in BiomeGenBase. Just check if the slot isn't null and do it by name.
Errkay, didn't see that. You don't actually code a plugin mod- you have to adjust the config files in CustomMobSpawner. When I finish it, I will post it here.
---- Minecraft Crash Report ----
// Surprise! Haha. Well, this is awkward.
Time: 4/16/14 3:31 PM
Description: Exception in server tick loop
java.lang.RuntimeException: Failed to find GenLayerBiome in chain
at thaumcraft.common.lib.events.EventHandlerWorld.onInitBiomeGens(EventHandlerWorld.java:234)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_91_EventHandlerWorld_onInitBiomeGens_InitBiomeGens.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at net.minecraft.world.biome.WorldChunkManager.getModdedBiomeGenerators(WorldChunkManager.java:249)
at net.minecraft.world.biome.WorldChunkManager.<init>(WorldChunkManager.java:41)
at net.minecraft.world.chunk.storage.AnvilSaveConverter.func_75805_a(SourceFile:129)
at net.minecraft.server.MinecraftServer.func_71237_c(MinecraftServer.java:154)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:59)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:665)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
So, does this mod have a problem with modded ores? I'm not seeing a single one also, you might consider changing the hardened sandstone dropping sandstone, because it's useless. Can't make tools or anything. Maybe have a couple layers then stone underneath? I need to travel very far for stone because I'm in a sandstone biome fantastic mod anyhow!
Edit: Just saw the info about this in the first page - damn. I was hoping you simply meant they wouldn't generate with your textures, obviously. But not at all? Strange and unfortunate. I'm a but (completely) stuck in my world now! D:
I love this mod I have a few suggestions,mangrove,marsh,tropical rainforest,if possible can you improve river and ocean biomes, like add dunes to the beach, reefs, ocean features, maybe some different biomes like a tropical estuary,lagoon,bay or delta, also a beach with white sand reefs,and Palm trees, maybe for a new desert a palm desert with pockets of oases, I hope you like these ideas, If you want new mod ideas and features if love to give suggestions, I really would love to see tropical,desert,river and ocean type features in future updates. Please lye me know what you think and if you will consider these ideas.
Mangrove, marsh and rainforest biomes are already in the mod, but I might make another type of rainforest as a new biome. Ocean features are planned for the next update (still a little while away). Rivers have a variant in the riparian zone biome which adds trees on either side of the river, but I'll think about trying to do other things with them. Dunes already generate in the sahara biome and need a bit of improvement. Oases also generate in most types of deserts and the xeric savannah.
I will think about your ideas with the rivers though, as I have left them mostly untouched.
Errkay, didn't see that. You don't actually code a plugin mod- you have to adjust the config files in CustomMobSpawner. When I finish it, I will post it here.
Sorry, wasn't trying to imply that you should make a plugin mod. I was just concerned that it doesn't take into account people changing biome IDs.
---- Minecraft Crash Report ----
// Surprise! Haha. Well, this is awkward.
Time: 4/16/14 3:31 PM
Description: Exception in server tick loop
java.lang.RuntimeException: Failed to find GenLayerBiome in chain
at thaumcraft.common.lib.events.EventHandlerWorld.onInitBiomeGens(EventHandlerWorld.java:234)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_91_EventHandlerWorld_onInitBiomeGens_InitBiomeGens.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at net.minecraft.world.biome.WorldChunkManager.getModdedBiomeGenerators(WorldChunkManager.java:249)
at net.minecraft.world.biome.WorldChunkManager.<init>(WorldChunkManager.java:41)
at net.minecraft.world.chunk.storage.AnvilSaveConverter.func_75805_a(SourceFile:129)
at net.minecraft.server.MinecraftServer.func_71237_c(MinecraftServer.java:154)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:59)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:665)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
So, does this mod have a problem with modded ores? I'm not seeing a single one also, you might consider changing the hardened sandstone dropping sandstone, because it's useless. Can't make tools or anything. Maybe have a couple layers then stone underneath? I need to travel very far for stone because I'm in a sandstone biome fantastic mod anyhow!
Edit: Just saw the info about this in the first page - damn. I was hoping you simply meant they wouldn't generate with your textures, obviously. But not at all? Strange and unfortunate. I'm a but (completely) stuck in my world now! D:
HS dropping sandstone: I might instead make it possible to craft stone tools with sandstone, but I see the issue. Thanks for pointing it out.
Modded ore gen: I'd want to make them generate anyway, but the problem is that they don't recognise my new stones as stone, so don't generate. I might find a way to do it, but at the moment haven't thought of one.
To solve both issues you can just turn off the new stone gen in the config, but it would require creating a new world.
HS dropping sandstone: I might instead make it possible to craft stone tools with sandstone, but I see the issue. Thanks for pointing it out.
Modded ore gen: I'd want to make them generate anyway, but the problem is that they don't recognise my new stones as stone, so don't generate. I might find a way to do it, but at the moment haven't thought of one.
To solve both issues you can just turn off the new stone gen in the config, but it would require creating a new world.
That would be a logical solution - I don't see it as overpowered or anything.
I would shoot a message to the author of Underground Biomes, (s)he adds several new stones and ores have no problem generating. Of course I could turn off the stone gen, but I rather enjoy it
Are you using Forge Oredic for the stone?
Rollback Post to RevisionRollBack
"Do not abandon yourselves to despair. We are the Easter people and hallelujah is our song."
That would be a logical solution - I don't see it as overpowered or anything.
I would shoot a message to the author of Underground Biomes, (s)he adds several new stones and ores have no problem generating. Of course I could turn off the stone gen, but I rather enjoy it
Are you using Forge Oredic for the stone?
That's interesting about Underground Biomes, I'll have to have a look at that. Thanks.
Unfortunately the OreDictionary isn't used when checking what the block is, so that isn't the issue.
You'll have to remove either AbyssalCraft or Enhanced Biomes.
A few weird issues with world types in 1.7, I'll try to have it fixed by the next update.
This mod is amazing! I love it! But the thing is, I recently had my files reset, and my Forge got lost. I couldn't find the recommended Forge download link, or any Forge download link at that on this post. Could you please add this, or tell me if I'm being blind?
Then it is an issue with CustomMobSpawner; it must be the one controlling the spawning of all mobs (including vanilla ones) and disabling support for modded biomes in the process. Try removing Mo' Creatures and Custom Mob Spawner, load a world, and see what happens.
Website: http://lightningpig333.com
Glad you got that worked out. I'll put the info into the OP.
Looked into making compatibility- it looks like CMS actually registers the "Cold Pine Forest" biome, but nothing else. All in all, making compat requires a list of biome ids- is there anywhere I can get that from?
Website: http://lightningpig333.com
You can find all the biome IDs in the Biomes.cfg.
By default:
I:"Biome ID of Alpine Mountains Edge"=77
I:"Biome ID of Alpine Mountains M"=204
I:"Biome ID of Alpine Tundra"=103
I:"Biome ID of Aspen Forest"=96
I:"Biome ID of Aspen Hills"=97
I:"Biome ID of Badlands"=52
I:"Biome ID of Basin"=99
I:"Biome ID of Blossom Hills"=57
I:"Biome ID of Blossom Woods"=56
I:"Biome ID of Boreal Archipelago"=172
I:"Biome ID of Boreal Forest"=62
I:"Biome ID of Boreal Plateau"=92
I:"Biome ID of Boreal Plateau M"=220
I:"Biome ID of Carr"=91
I:"Biome ID of Clay Hills"=86
I:"Biome ID of Clearing"=101
I:"Biome ID of Cold Boreal Forest"=190
I:"Biome ID of Cold Cypress Forest"=188
I:"Biome ID of Cold Fir Forest"=208
I:"Biome ID of Cold Pine Forest"=226
I:"Biome ID of Creek Bed"=49
I:"Biome ID of Cypress Forest"=60
I:"Biome ID of Desert Archipelago"=41
I:"Biome ID of Ephemeral Lake"=88
I:"Biome ID of Ephemeral Lake Edge"=89
I:"Biome ID of Fens"=90
I:"Biome ID of Fir Forest"=80
I:"Biome ID of Flowery Archipelago"=170
I:"Biome ID of Forested Archipelago"=42
I:"Biome ID of Forested Mountains"=186
I:"Biome ID of Forested Valley"=187
I:"Biome ID of Frozen Archipelago"=45
I:"Biome ID of Glacier"=78
I:"Biome ID of Grassy Archipelago"=46
I:"Biome ID of Ice Sheet"=178
I:"Biome ID of Kakadu"=63
I:"Biome ID of Lake"=100
I:"Biome ID of Low Hills"=74
I:"Biome ID of Mangrove"=87
I:"Biome ID of Marsh"=102
I:"Biome ID of Meadow"=75
I:"Biome ID of Meadow M"=203
I:"Biome ID of Mountainous Archipelago"=40
I:"Biome ID of Mountains"=66
I:"Biome ID of Mountains Edge"=67
I:"Biome ID of Oak Forest"=61
I:"Biome ID of Oasis"=53
I:"Biome ID of Pine Forest"=98
I:"Biome ID of Pine Forest Archipelago"=44
I:"Biome ID of Plateau"=65
I:"Biome ID of Polar Desert"=50
I:"Biome ID of Prairie"=73
I:"Biome ID of Rainforest"=54
I:"Biome ID of Rainforest Valley"=55
I:"Biome ID of Riparian Zone"=135
I:"Biome ID of Rocky Desert"=47
I:"Biome ID of Rocky Hills"=82
I:"Biome ID of Roofed Shrublands"=198
I:"Biome ID of Sahara"=51
I:"Biome ID of Sandstone Canyon"=83
I:"Biome ID of Sandstone Canyon 2"=84
I:"Biome ID of Sandstone Ranges"=68
I:"Biome ID of Sandstone Ranges M"=196
I:"Biome ID of Scree"=69
I:"Biome ID of Scrub"=48
I:"Biome ID of Shield"=85
I:"Biome ID of Shrublands"=70
I:"Biome ID of Silver Pine Forest"=93
I:"Biome ID of Silver Pine Hills"=94
I:"Biome ID of Snowy Desert"=207
I:"Biome ID of Snowy Plateau"=193
I:"Biome ID of Snowy Wastelands"=209
I:"Biome ID of Steppe"=72
I:"Biome ID of Stone Canyon"=211
I:"Biome ID of Stone Canyon 2"=212
I:"Biome ID of Tropical Archipelago"=43
I:"Biome ID of Tundra"=79
I:"Biome ID of Volcano"=64
I:"Biome ID of Volcano M"=192
I:"Biome ID of Wastelands"=81
I:"Biome ID of Woodland Field"=95
I:"Biome ID of Woodland Hills"=59
I:"Biome ID of Woodland Lake"=216
I:"Biome ID of Woodland Lake Edge"=217
I:"Biome ID of Woodlands"=58
I:"Biome ID of Xeric Savanna"=71
However if you were going to code proper compatibility you could try using the biome list in BiomeGenBase. Just check if the slot isn't null and do it by name.
Errkay, didn't see that. You don't actually code a plugin mod- you have to adjust the config files in CustomMobSpawner. When I finish it, I will post it here.
Website: http://lightningpig333.com
---- Minecraft Crash Report ----
// Surprise! Haha. Well, this is awkward.
Time: 4/16/14 3:31 PM
Description: Exception in server tick loop
java.lang.RuntimeException: Failed to find GenLayerBiome in chain
at thaumcraft.common.lib.events.EventHandlerWorld.onInitBiomeGens(EventHandlerWorld.java:234)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_91_EventHandlerWorld_onInitBiomeGens_InitBiomeGens.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at net.minecraft.world.biome.WorldChunkManager.getModdedBiomeGenerators(WorldChunkManager.java:249)
at net.minecraft.world.biome.WorldChunkManager.<init>(WorldChunkManager.java:41)
at net.minecraft.world.chunk.storage.AnvilSaveConverter.func_75805_a(SourceFile:129)
at net.minecraft.server.MinecraftServer.func_71237_c(MinecraftServer.java:154)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:59)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:665)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1490619376 bytes (1421 MB) / 1843068928 bytes (1757 MB) up to 3817799680 bytes (3640 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 15, tallocated: 95
FML: MCP v9.01-pre FML v7.2.156.1059 Minecraft Forge 10.12.0.1059 35 mods loaded, 35 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
FML{7.2.156.1059} [Forge Mod Loader] (forge-1.7.2-10.12.0.1059.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
Forge{10.12.0.1059} [Minecraft Forge] (forge-1.7.2-10.12.0.1059.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
AppliedEnergistics2-Core{rv0-alpha-93} [AppliedEnergistics2 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
CodeChickenCore{rc_} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
NotEnoughItems{rc_} [Not Enough Items] (NotEnoughItems-1.7.2-rc2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
TConstruct-Preloader{0.1.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
BuildCraft|Core{6.0.6} [BuildCraft] (buildcraft-6.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
appliedenergistics2{rv0-alpha-93} [Applied Energistics 2] (appliedenergistics2-rv0-alpha-93.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
ArchimedesShips{1.7.2 v1.5.2} [Archimedes' Ships] (ArchimedesShips.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
barrels{3.4} [The Barrels Mod] (Barrels 3.4.1 - 1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
BiblioCraft{1.6.2} [BiblioCraft] (BiblioCraft[1.6.2][MC1.7.2].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
BuildCraft|Builders{6.0.6} [BC Builders] (buildcraft-6.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
BuildCraft|Energy{6.0.6} [BC Energy] (buildcraft-6.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
BuildCraft|Factory{6.0.6} [BC Factory] (buildcraft-6.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
BuildCraft|Transport{6.0.6} [BC Transport] (buildcraft-6.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
BuildCraft|Silicon{6.0.6} [BC Silicon] (buildcraft-6.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
CarpentersBlocks{3.1.1} [Carpenter's Blocks] (Carpenter's Blocks v3.1.1 - MC 1.7+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
DragonMounts{r37} [Dragon Mounts] (dragonmount_r37_mc1.7.x.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
DungeonPack{1.7.2-2.0} [DungeonPack] (DungeonPack-1.7.2-2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
enhancedbiomes{2.0.1 for MC 1.7.2} [Enhanced Biomes] (Enhanced Biomes 2.0.1.1 for MC 1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
ep3{1.7.2-3.0.0b6c} [EnhancedPortals] (EnhancedPortals-1.7.2-3.0.0b6c.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
Forestry{2.4.0.0-711} [Forestry for Minecraft] (forestry-2.4.0.0-711.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
IronChest{6.0.4.713} [Iron Chest] (ironchest-1.7.2-6.0.4.713-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
Mantle{1.7.2-114.8c6a5a8} [Mantle] (Mantle-1.7.2-0.2.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
moreplayermodels{1.7.2} [MorePlayerModels] (MorePlayerModels_1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
RandomThings{2.0.15} [Random Things] (RandomThings-2.0.15.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
Roguelike{1.3.0} [Roguelike Dungeons] (roguelike-1.7.2-1.2.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
SSR{Alpha 0.8c} [Soul Shards: Reborn] (SSR-Alpha 0.8c.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
TConstruct{1.7.2-1.6.0.jenkins438} [Tinkers' Construct] (TConstruct-1.7.2-1.6.0.a11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
Baubles{1.0.0.6} [Baubles] (Baubles-1.7.2-1.0.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
Thaumcraft{4.1.1.9} [Thaumcraft] (Thaumcraft-1.7.2-4.1.1.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
TMechworks{1.7.2-48.583e8f7} [Tinkers' Mechworks] (TMechworks-1.7.2-0.2.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
TwilightForest{2.0.3} [The Twilight Forest] (twilightforest-1.7.2-2.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
weaponmod{1.7.2 v1.14.2} [Balkon's WeaponMod] (weaponmod-1.14.2 (1).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available
AE2 Version: alpha rv0-alpha-93 for Forge 10.12.0.1024
AE2 Integration: RotaryCraft:OFF, IC2:OFF, BC:ON, MJ:ON, RF:ON, MFR:OFF, DSU:ON, FZ:OFF, Waila:OFF, RB:OFF, InvTweaks:OFF, NEI:ON, CraftGuide:OFF, FMP:OFF
TConstruct Environment: Environment healthy.
Mantle Environment: Environment healthy.
Profiler Position: N/A (disabled)
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Edit: Just saw the info about this in the first page - damn. I was hoping you simply meant they wouldn't generate with your textures, obviously. But not at all? Strange and unfortunate. I'm a but (completely) stuck in my world now! D:
Requires Mo'Creatures 6.2.0 and Custom Mob Spawner 3.2.0r1.
https://onedrive.live.com/download?resid=100BA3B98B2ABEE!1084&authkey=!AA5C6MA-v4zKkic&ithint=file,.zip
To install, simply drag the CustomSpawner folder into your config folder.
Website: http://lightningpig333.com
Mangrove, marsh and rainforest biomes are already in the mod, but I might make another type of rainforest as a new biome. Ocean features are planned for the next update (still a little while away). Rivers have a variant in the riparian zone biome which adds trees on either side of the river, but I'll think about trying to do other things with them. Dunes already generate in the sahara biome and need a bit of improvement. Oases also generate in most types of deserts and the xeric savannah.
I will think about your ideas with the rivers though, as I have left them mostly untouched.
Sorry, wasn't trying to imply that you should make a plugin mod. I was just concerned that it doesn't take into account people changing biome IDs.
OK, I'll look into it.
HS dropping sandstone: I might instead make it possible to craft stone tools with sandstone, but I see the issue. Thanks for pointing it out.
Modded ore gen: I'd want to make them generate anyway, but the problem is that they don't recognise my new stones as stone, so don't generate. I might find a way to do it, but at the moment haven't thought of one.
To solve both issues you can just turn off the new stone gen in the config, but it would require creating a new world.
Thanks, I'll give a link to your post from the OP.
That would be a logical solution - I don't see it as overpowered or anything.
I would shoot a message to the author of Underground Biomes, (s)he adds several new stones and ores have no problem generating. Of course I could turn off the stone gen, but I rather enjoy it
Are you using Forge Oredic for the stone?
That's interesting about Underground Biomes, I'll have to have a look at that. Thanks.
Unfortunately the OreDictionary isn't used when checking what the block is, so that isn't the issue.
Thanks for telling me.
I crashed D: I realy want to see the new biomes D: I crash when I try to use the worldtype :/
Crash Log:
http://pastebin.com/zUzfByb1
You'll have to remove either AbyssalCraft or Enhanced Biomes.
A few weird issues with world types in 1.7, I'll try to have it fixed by the next update.
Thanks!
~ToontownLover3
http://files.minecraftforge.net/