Could you please state it clearly that this mod requires Mantle?
The only time you mention this fact is in the Changelog, which is hidden by a spoiler. It would be much easier for people to install Natura if you'd write the requirements
(Probably even provide a link to Mantle - not everyone knows that you can go to mDiyo's thread :))
Other than that, thanks for the mod, it's really sweet!
is it possible for you to make it configurauble so that I can make ALL the nether trees grow on the walls or ceiling? in specific nether world heights?
if so...
I kinda would like this because my mod pack is a HARDCORE mod pack and its about hardcore survival in the nether which this would help a lot
I get complete ores with DIamond, redstone and tons of smoke blocks and etc.
and high mob spawns.
now when I add a mod like the herobrine mod.
it turns all nether mobs into Evil villagers that attack and stalk my player O.o
(evil villagers are in herobrine mod but the OP spawning is from your mod O.o)
also I do get pockets of glass panes and glass blocks and a few iron bars spawning randomly at times O.o
I get complete ores with DIamond, redstone and tons of smoke blocks and etc.
and high mob spawns.
now when I add a mod like the herobrine mod.
it turns all nether mobs into Evil villagers that attack and stalk my player O.o
(evil villagers are in herobrine mod but the OP spawning is from your mod O.o)
also I do get pockets of glass panes and glass blocks and a few iron bars spawning randomly at times O.o
Did you install the mod onto an existing world? If you add mods to pre-existing worlds, the new mod items end up sharing ids with existing items due to a major bug in how the internal id system works. If the mod is a worldgen mod like Natura, you'll get complete glitches as the game is calling Natura worldgen with the items with shared ids. I don't know if that made sense, but long story short, DO NOT add mods to existing worlds unless you want something like the above to happen. There's no workaround that I know of, sadly. Start a new world and it should be fine.
Rant aside, YAY 1.7 NATURA!!! This is one of my favorite mods of all time.
Time to test it when I get home later and break everything. Muahahaha!
But that disables the mod in the nether, or more specific, it disables naturas decoration of the vanilla nether biome
I remember that being different in the past, cause Natura's nether override used to heavily conflict with BoP's Nether biomes, but the trees and bushes from Natura still spawned in the nether.
Could it be possible to add spawning controls for heatscar spiders and imps? I currently have the spiders overrunning me on the first night, and all I can do is make them spawn no baby heatscars. Thanks!
I remember that being different in the past, cause Natura's nether override used to heavily conflict with BoP's Nether biomes, but the trees and bushes from Natura still spawned in the nether.
Could it be possible to add spawning controls for heatscar spiders and imps? I currently have the spiders overrunning me on the first night, and all I can do is make them spawn no baby heatscars. Thanks!
"on the first night".. in the nether? - Moving on from that blunder, Controls for spawn rates would be nice, as with any mob adding mod. BOP, and Nature don't conflict anymore, And it wasn't really a "conflict" as there were perfectly fine biomes in the nether from both mods, the "conflict" was when both mods tried to decorate the vanilla biome with its blocks and such (like the nether dirt from this mod), in order to prevent conflicts BOP changed so that its decoration was always done after another mod with a "higher priority" would get to go first
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Once you're done with the bugfix push, you planning on implementing the extra stuff that we see in the Assets folder? Namely the windows, corrupted stuff, boats... those sort of things that mDiyo never got around to adding?
But that disables the mod in the nether, or more specific, it disables naturas decoration of the vanilla nether biome
I was concerned about that too- But it doesn't remove it. There's still the trees and mobs and berries 'n stuff. It doesn't appear to have prevented anything Natura does, except the layers upon layers of iron bars and glass panes,
I mentioned this a looong time ago on the old thread, but I seem to be unable to use the blaze rod hoppers. They just eat items after the inventory it is dumping into becomes full. This is in 1.6.4 of course and in a basically trimmed down FTB style modpack using forge 965. I don't know if anyone else is having this issue or not and I have not tested the 1.7.2 version to see if it persists.
What forge version Tauchy?
ProgWML6
The only time you mention this fact is in the Changelog, which is hidden by a spoiler. It would be much easier for people to install Natura if you'd write the requirements
(Probably even provide a link to Mantle - not everyone knows that you can go to mDiyo's thread :))
Other than that, thanks for the mod, it's really sweet!
ProgWML6
http://i.imgur.com/kV1vwI0.jpg
My Forge version is 10.12.1.1061
if so...
I kinda would like this because my mod pack is a HARDCORE mod pack and its about hardcore survival in the nether which this would help a lot
WITH JUST YOUR mod and forge (10.12.1.1060)
I get complete ores with DIamond, redstone and tons of smoke blocks and etc.
and high mob spawns.
now when I add a mod like the herobrine mod.
it turns all nether mobs into Evil villagers that attack and stalk my player O.o
(evil villagers are in herobrine mod but the OP spawning is from your mod O.o)
also I do get pockets of glass panes and glass blocks and a few iron bars spawning randomly at times O.o
ProgWML6
That being sade would you replace a golden statue with a a silver one?
Did you install the mod onto an existing world? If you add mods to pre-existing worlds, the new mod items end up sharing ids with existing items due to a major bug in how the internal id system works. If the mod is a worldgen mod like Natura, you'll get complete glitches as the game is calling Natura worldgen with the items with shared ids. I don't know if that made sense, but long story short, DO NOT add mods to existing worlds unless you want something like the above to happen. There's no workaround that I know of, sadly. Start a new world and it should be fine.
Rant aside, YAY 1.7 NATURA!!! This is one of my favorite mods of all time.
Time to test it when I get home later and break everything. Muahahaha!
Is the hopper made with blaze rods supposed to just be called "Hopper"?
does the config allow id changes?
because I would like to change the id's in my pack and see if it helps
This mismatched block issue seems to be a bug in the world generator code for the nether.
I'm hoping to have a fix out tomorrow
ProgWML6
But that disables the mod in the nether, or more specific, it disables naturas decoration of the vanilla nether biome
I remember that being different in the past, cause Natura's nether override used to heavily conflict with BoP's Nether biomes, but the trees and bushes from Natura still spawned in the nether.
Could it be possible to add spawning controls for heatscar spiders and imps? I currently have the spiders overrunning me on the first night, and all I can do is make them spawn no baby heatscars. Thanks!
"on the first night".. in the nether? - Moving on from that blunder, Controls for spawn rates would be nice, as with any mob adding mod. BOP, and Nature don't conflict anymore, And it wasn't really a "conflict" as there were perfectly fine biomes in the nether from both mods, the "conflict" was when both mods tried to decorate the vanilla biome with its blocks and such (like the nether dirt from this mod), in order to prevent conflicts BOP changed so that its decoration was always done after another mod with a "higher priority" would get to go first
I was concerned about that too- But it doesn't remove it. There's still the trees and mobs and berries 'n stuff. It doesn't appear to have prevented anything Natura does, except the layers upon layers of iron bars and glass panes,