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Hey guys, this is my first mod project.
It's a port/update of Risugami's original Biosphere Mod for Minecraft 1.6.x. I fixed a lot of random stuff in here, and made a lot of random updates/restructures as well and even added a few things.
(PLEASE NOTE: the beta version has introduced some new issues and they're pretty bad -- I hope to have them fixed soon -- but in the meanwhile, upgrading should only be for the most adventurous. This version will eat your dog and burn your house down.)
(Requires Minecraft 1.7.x with the latest appropriate version of Forge Installed, just put this in your "Mods" folder.
Tested with MC 1.7.2 / Forge 1147, and MC 1.7.10 / Forge 1291 -- with JRE 7u76 for Windows, 64-bit.)
The source is available on github (with full dev. environment setup instructions) at: https://github.com/BrainSlugs83/NewBiospheresMod
You'll find the release archives under the "Releases" folder.
I'm trying to transition this mod to the github page, so we can track issues, etc. (so I don't lose track of them). If something needs discussion, we can do that here, but otherwise, let's try to migrate the feature requests and bugs to the github page issue tracker.
Ore Orb Changes:
This is probably the most obvious change: the ore orbs are covered in glass, they have a lot more ore in them than before, and they're placed randomly now too. And while it's still pretty damn hazardous to get to/from them, it's also about one million percent more feasible with the new janky, randomly half-missing stairways. Another hazard that's been added for shits and giggles is the random blocks of lava you'll find in them.
(Note: the density of the ore, and the presence of the stairways are configurable.)
Config File Changes:
This is probably the next biggest win: I've updated the configuration / properties to the mod to be editable from within Minecraft (under the mods menu), a lot of the settings are different than before. Of important note: changes to the settings only affect NEW WORLDS that you create (yes you can click an existing world and select "re-create", a restart is not required). -- If you're having trouble understanding something, hover over the option and wait for the hover text to pop-up, it should explain how to use each property.
Other Changes:
Off the top of my head:
It should be a bit faster, it skips a ton of work by skipping chunks that would just all be filled with the outside block (it does an arrays.fill and moves on), and it now it caches the sphere data for each grid segment so that each chunk doesn't have to regenerate the same sphere over and over.
Lakes / Lava Pools now have uneven bottoms (when noise is turned on) rather than just being a half sphere that was way too deep, it's shaped a lot more naturally now.
It's now multi-core friendly -- the original code kept a lot of state in the provider objects, so if you called them method twice from different threads with two different chunks... well, you weren't going to get good results. -- This is fixed now, so you can turn on those multi-core chunk loading settings in OptiFine with this Mod now. :-)
Features Added (Week of Oct. 18, 2014) [v0.8]:
Remember, when you change the configuration options, they only apply to new Worlds. Unfortunately, for the new options, it will apply to your existing World, but only the first time you open it. After that the existing world will remember that option forever (this is to prevent you from derping up your existing worlds). To make a world forget the existing options go into the data directory and delete the "newbiospheresmod.dat" file.
Added support for Minecraft 1.7.2.
Orb's are now fully configurable (including glass outside block, ore chances, etc.)
Orb Stairways are now fully configurable.
Biome weights are now configurable.
I've split the Configuration settings into Multiple Pages/Groups.
The spawning logic has been improved.
Features Added (Week of April 10th, 2015) [v0.85]:
Domes are now configurable (like Ore Orbs were previously), there are up to four types of domes with four types of blocks in each dome (each with individual weights).
The spawning logic has been improved some more. You should no longer spawn in the void, or on top of a dome.
Light is able to pass through the dome blocks (like if you make the dome block "TNT", it should not be pitch black inside -- you can't see through the blocks, but it's light inside, just like "TNT" was glass).
Planned Features (Backlog):
Issues and features are now being tracked on The GitHub Issue Tracker for the project. Please feel free to log your bugs or feature requests there (make sure to search that there's not a duplicate).
If you want to discuss an issue before logging it or need some help, feel free to post here!
Questions, Comments, Suggestions, Feedback, etc. are all very welcome. If you experience any issues or ****ed up terrain, etc. please post the seed, coordinates (and any custom configuration settings), and I'll take a look.
Let me know what y'all think!
Epilogue (for now):
I took a break from developing this morning and decided to play test it while I listen to an audio book -- here are some screenshots:
... block to extend my signature to infinity. I can now place as much text in this quote as I want. text outside of this quote block +BBCode for quote through the word my maxes out 2 lines, but look this signature fully extended is almost a page long.
Anyone willing to teach me Java? I wanna make some mods.
Been Waiting for biospheres to be revived. Glad to see this.
If I remember back to the origional, Diamonds and Lapiz are only found in the ore balls floating between the spheres. Unsure if Still that way or not.
Glad y'all like it! :-)
I haven't added / removed any mob spawners / ores in the main domes yet. From what I can tell I don't think there are any mob spawners or `advanced` minerals (like diamonds, etc.) in there. -- But in the floating orbs with stairways (which are easy to get to, and ... mostly *shifty eyes* danger free) you will find plenty of diamonds and all the ores, including some blocks that only spawn in the nether... (no mob spawners there though, but I'd thought about it...)
I want to add the caverns and stuff to the orbs that minecraft normally generates, including mob spawners and other stuff. Including when all the mod packs and such come out for 1.8, I plan to update it to that quickly and hopefully support all the new structures (like the ocean temple and such).
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Will modded ores spawn automatically or do you have to make them do it manually/ are unable to make them generate?
For the ore orbs the current logic does it manually. The current logic does things a bit too manually for my tastes, I hope by version 1.0 it will rely on Minecraft a bit more to do that kind of stuff. For now though at least, I'd like to support modded ores. -- For inside the biospheres, the original ore spawning logic is the last bit of code that I haven't fully reverse engineered and rewritten, so I'm unsure if it's as hard coded as everything else or if it's playing nicely with other mods. We could test it and see what happens. I suppose that should be added to my todo list: "Support modded ores (in both biospheres and in ore orbs").
and a suggestion: maybe you could make an additional world type which is just the vanilla but with these sphere flying like 50 blocks above the ground
will the 1.7.10 version work for all 1.7. versions?
The end and the nether should still function as before -- they were both features I never really cared much for so I haven't tested them, but those dimensions should function as before I think... -- let me know if you find any specific bugs, and I'll take a look at fixing them. (EDIT: Or were you asking something else, like: "is the end and nether in biospheres as well?" ... and honestly, I don't know -- I haven't tried yet -- but if the mod is/isn't doing something and it's causing playability/usability issues, let me know -- I'm all ears.)
I thought about the idea of floating biospheres in a normal world as well. In general I like the idea, but I feel that transitioning between the dome network and the ground might become awkward. Maybe the bridges need stairways down, or ladders or something, and probably lots of glowstones so that monsters aren't everywhere in the daylight... not sure. -- Any thoughts?
As for other 1.7 versions... I haven't tried, I ported directly to the latest (1.7.10). Please test it out and let me know -- if you get a crash log, post it, and I'll see if it's something that's easy to fix or not. -- Which particular version are you interested in?
Perhaps a bit of a silly question: Do you have to be dimension 0?
I ... don't know. Is it causing an issue with another mod / game mechanic? -- or did you have something else in mind? (Maybe we could make it configurable?) -- This is my first real foray into Minecraft modding, so if I'm derping something up (even another mod) let's at least take a look and see if it's something that can be fixed. :-)
Quote from BrainSlugs83»I ... don't know. Is it causing an issue with another mod / game mechanic? -- or did you have something else in mind? (Maybe we could make it configurable?) -- This is my first real foray into Minecraft modding, so if I'm derping something up (even another mod) let's at least take a look and see if it's something that can be fixed. :-)
Well, I'm putting together a server based on exploration. For this, I want each dimension to be distinct in some way. Climate Control is incompatible with Mystcraft (sadface, although testing with the current release candidate, it only messes up "Native Biome Controller", so it's not completely hopeless), and it's low-priority being just a variation on normal worlds (a much better variation to be sure). I am looking at Twilight Forest as our "starting" world, with user-made portals to the overworld disabled. Getting out of the forest would be via Mystcraft worlds, and getting to the overworld would require a mystcraft star fissure. I'm actually waiting for ATG for 1.7.10 to be released for the overworld.
I can easily (trivially) make a mystcraft portal to dimension 2, or whatever dimension you can use for BioSphere world. So if you can be a chunk provider for a dimension other than 0, then you fit in nicely.
Basically, as long as everything wants to modify dimension 0 (climate control, ATG, highlands, biospheres), there's a "incompatible together" issue.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
no i didnt mean having the nether in spheres i thought about finding obsidian (which should be possible with water and lava :D) the flint and steel is the bigger problem and the end is only accessable through the portal in the dungeon thing ( can never remember that name xD) and idk if this will still spawn in the world?
Oh yeah, no dungeons spawn yet (to my knowledge). I would like to fix that soon. Plenty of gravel and flint can be found in the orbs for now, but I would like to generate more "natural" biomes in the spheres eventually so that you get things like gravel and actual hills, etc. in there.
Well, I'm putting together a server based on exploration. For this, I want each dimension to be distinct in some way. Climate Control is incompatible with Mystcraft (sadface, although testing with the current release candidate, it only messes up "Native Biome Controller", so it's not completely hopeless), and it's low-priority being just a variation on normal worlds (a much better variation to be sure). I am looking at Twilight Forest as our "starting" world, with user-made portals to the overworld disabled. Getting out of the forest would be via Mystcraft worlds, and getting to the overworld would require a mystcraft star fissure. I'm actually waiting for ATG for 1.7.10 to be released for the overworld.
I can easily (trivially) make a mystcraft portal to dimension 2, or whatever dimension you can use for BioSphere world. So if you can be a chunk provider for a dimension other than 0, then you fit in nicely.
Basically, as long as everything wants to modify dimension 0 (climate control, ATG, highlands, biospheres), there's a "incompatible together" issue.
will the 1.7.10 version work for all 1.7. versions?
FYI. I took some time this afternoon to try it in 1.7.2 -- I found some bugs and fixed them -- the bugs ended up pretty simple to fix -- but it took quite a bit of time to find them in the first place. -- At any rate, the next version I upload should work with 1.7.2 and 1.7.10.
Quote from Keybounce�
I can easily (trivially) make a mystcraft portal to dimension 2, or whatever dimension you can use for BioSphere world. So if you can be a chunk provider for a dimension other than 0, then you fit in nicely.
Basically, as long as everything wants to modify dimension 0 (climate control, ATG, highlands, biospheres), there's a "incompatible together" issue.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
This looks like a pretty good remake of it! Can you make the ore orbs configurable that if they have glass or not covering them, will it work with modded biomes (E.G. Highlands, Biomes O' Plenty, Biomes XL, Tinker's Construct Slime Islands, etc), and will Biospheres persist in the Nether, The End, and other modded dimentions such as the Twilight Forest, D-Ice-Mention, and Hardcore Ender Expansion, and Gany's Surface, Nether, and End (Although they don't introduce new dimentions, they do alter the other dimensions slightly with ores and whatnot..)?
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The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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BrainSlugs83
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RE: New Biosphere's Mod! - Learn some grammar...
Nice catch! My hands keep trying to typing it that way out of habit, but I'd thought I'd caught all those errors and fixed them already. Looks like this one slipped through. For that, my inner grammar supremacist gives you a plus one, sir. :-)
EDIT: Something about the header tag in that quote is screwing with the quote tags. Weird, the text editor is insisting on removing my closing BB tags and screwing with things. Fun times.
RE: Meanwhile, I just found out about "Multiworld".
RE: Basically, it can work with other people's worlds as other dimensions. RE: http://toomanybiomes.wikispaces.com/multiworld RE: The ease of multiple dimensions without the overhead of Mystcraft.
Interesting! -- Does it work with the current "New Biospheres Mod" (from the OP)?
This looks like a pretty good remake of it! Can you make the ore orbs configurable that if they have glass or not covering them, will it work with modded biomes (E.G. Highlands, Biomes O' Plenty, Biomes XL, Tinker's Construct Slime Islands, etc), and will Biospheres persist in the Nether, The End, and other modded dimentions such as the Twilight Forest, D-Ice-Mention, and Hardcore Ender Expansion, and Gany's Surface, Nether, and End (Although they don't introduce new dimentions, they do alter the other dimensions slightly with ores and whatnot..)?
Making the glass configurable or not should be pretty easy, but there's loads of others you may want to configure as well (i.e. chances of various minerals, lava blocks, etc. -- I'm guessing without the glass you won't want lava...) -- I think I will add another page to the config list -- I'll try to sneak that into a build I put out this week (which should also add the previously mentioned compatibility with 1.7.2).
It shouldwork with other modded biomes -- the original mod had the biomes hard coded, but my remake queries Minecraft for a list of the biomes -- please test it and let me know if there are any issues or biomes that don't show up, etc. -- One feature the current version lacks is configuration of the weighted chance for each biome -- It's still configuration driven, I just forgot to expose it in the UI / persist it to the file on disk. -- So, I'll see if I can work that in too. -- Then it should be as easy as opening the configuration screen and going to the right tab and it should show you all the detected biomes.
Woot!
EDIT: Just saw the other part of your question about other dimensions -- I honestly have no idea. The way the world provider is registered seems to indicate it would persist across all dimensions, but I'm not sure. -- I haven't had time to test anything other than dimension 0 at the moment. -- If you're able to test, please do so, and let me know / report any bugs, etc.
Nice catch! My hands keep trying to typing it that way out of habit, but I'd thought I'd caught all those errors and fixed them already. Looks like this one slipped through. For that, my inner grammar supremacist gives you a plus one, sir. :-)
(Won't let me out of quote...):) My game crashes when I put this mod in. I had other mods in at the time, so I'll try it without later. Really love the looks of it so far!
The Meaning of Life, the Universe, and Everything.
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I just uploaded a new version of this mod: New Biosphere's 0.8 for Minecraft 1.7.x -- the original post has been updated. This version adds a lot more configuration options, fixes a few bugs, and adds support for 1.7.2. (0.7 crashes in 1.7.2!)
@Perfectchazz321, does it crash with the latest version (0.8) that I just uploaded? -- If so, what version of Minecraft are you using? -- I'm hoping you were just experiencing the 1.7.2 issue that I just fixed. -- If the issue persists, can you share a crash dump? -- If disabling other mods helps, please let me know which mods so that I can make it more compatible.
@Cheeyev, this adds the ability to remove the glass from the ore orb's -- under the "Ore Orb" screen just change the "Ore Orb Shell Block" to "air" (or "stone" for example, if you want them to have a stone shell, etc.) -- You can also disable (or modify) the stairway blocks/chances from that screen as well as the types of ore (and chances of each type) that are found in the ore orbs.
@KaosRitual, you can now, manually, add your modded ores to the ore orbs in the same screen. Let me know if there are any issues.
@Cheeyev, this adds the ability to remove the glass from the ore orb's -- under the "Ore Orb" screen just change the "Ore Orb Shell Block" to "air" (or "stone" for example, if you want them to have a stone shell, etc.) -- You can also disable (or modify) the stairway blocks/chances from that screen as well as the types of ore (and chances of each type) that are found in the ore orbs.
Alrighty, thanks. And can I use this mod in my modpack?
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Apologies guys, Nov. was a busy month for me at work, so I've been away for awhile -- I haven't forgotten about this-- I got started on porting some of the additional missing features (caves, mine shafts, biome features, etc.) but it's not ready yet, it's super buggy and needs a lot of work -- I should have time later this month or early next month (Dec. 2014 / Jan. 2015) to put towards that stuff.
I also did some testing and I think it only affects dimension 0. It doesn't affect the nether at least, and since there's no towers yet (see the previous paragraph, I'll be working on it soon) -- so I don't think you can get to the End.
RE: "Alrighty, thanks. And can I use this mod in my modpack?"
You sure can! -- knock yourself out -- It's released under the "Do What the **** You Want" public license, so you can do ... whatever the **** you want with it (even redistribute the code or sell the work) -- I just want to contribute, and if I disappear or something, at least the code is up in a public place and it won't have to be re-engineered again!
RE: "If i install this awesome mod will it convert my survival map to spheres or is it under the world types map in the new game options?"
It should* not convert your existing Worlds -- it requires that the World you create be a Biospheres world (*: if it does convert a non-Biospheres world, that's a pri-0 bug that I should fix right away, so if you experience that, please report it -- esp. if you can figure out reproduction steps to make it happen consistently, etc. -- If you're worried about it doing this, backup you levels first before installing it -- but I've not experienced any issue like this, so it should be fine).
Hey! I love this mod, especially how customization it is! I just don't understand why the domes get cut off at cloud height, I would understand if it were world height, but living in a huge empty fishbowl just isn't appealing: you should try and fix that. Also, in the config, editing biome generation numbers is completely broken and it will either not change the number or change random ones.
As a modpack maker at GlowstoneGhost.weebly.com I would also like to request to use this mod in the making of Biosphere Survival 2, thanks. *Edit: I see the "do what the **** you want" thing, but I still just wanted to let you know.*
And for those that asked, it does not work on 1.7.2.
1. (I don't know if this matters) the config file name has a space in it. none of the other files do.
2. Water worlds. I don't know if this is because of the new height thing/snow thing but I am getting ice if i build at the surface. makes things dark and laggy.
3. The biomes aren't working quite right. I get patches where every block is a different biome.
4. The surface decorator blocks seem a little random. I am getting deserts and jungles that are only snow blocks.
5. In the old mod I could get the Orbs to intersect with the domes. It made things interesting. I can't seem to make that work. The orbs don't spawn if I make large domes with short or small grid size.
6. As mentioned the biome weights aren't working. I have changed the config file and the mods menu and the second I press create world the biome configs reset.
Natura does work but I get the occassional decorator crash. The large Redwood trees do pierce the dome ceilings and the ore bushes spawn on any exposed surface.
Haven't been to the end or the nether yet.
Really glad you decided to bring this back. I have used this mod in every version of MC that it has been available for. I like the orbs and the config options. The scaling idea is good as well. Thanks again and I hope you continue.
Hey guys, this is my first mod project.



It's a port/update of Risugami's original Biosphere Mod for Minecraft 1.6.x. I fixed a lot of random stuff in here, and made a lot of random updates/restructures as well and even added a few things.
DOWNLOAD LINKS (Updated April 16, 2015):
NewBiospheresMod-1.7.x-0.8.jar (STABLE)
NewBiospheresMod-1.7.x-0.85.jar (!!BETA!! !!BUGGY!!)
(PLEASE NOTE: the beta version has introduced some new issues and they're pretty bad -- I hope to have them fixed soon -- but in the meanwhile, upgrading should only be for the most adventurous. This version will eat your dog and burn your house down.)
(Requires Minecraft 1.7.x with the latest appropriate version of Forge Installed, just put this in your "Mods" folder.
Tested with MC 1.7.2 / Forge 1147, and MC 1.7.10 / Forge 1291 -- with JRE 7u76 for Windows, 64-bit.)
The source is available on github (with full dev. environment setup instructions) at: https://github.com/BrainSlugs83/NewBiospheresMod
You'll find the release archives under the "Releases" folder.
I'm trying to transition this mod to the github page, so we can track issues, etc. (so I don't lose track of them). If something needs discussion, we can do that here, but otherwise, let's try to migrate the feature requests and bugs to the github page issue tracker.
Ore Orb Changes:
This is probably the most obvious change: the ore orbs are covered in glass, they have a lot more ore in them than before, and they're placed randomly now too. And while it's still pretty damn hazardous to get to/from them, it's also about one million percent more feasible with the new janky, randomly half-missing stairways. Another hazard that's been added for shits and giggles is the random blocks of lava you'll find in them.
(Note: the density of the ore, and the presence of the stairways are configurable.)
Config File Changes:
This is probably the next biggest win: I've updated the configuration / properties to the mod to be editable from within Minecraft (under the mods menu), a lot of the settings are different than before. Of important note: changes to the settings only affect NEW WORLDS that you create (yes you can click an existing world and select "re-create", a restart is not required). -- If you're having trouble understanding something, hover over the option and wait for the hover text to pop-up, it should explain how to use each property.
Other Changes:
Off the top of my head:
Features Added (Week of Oct. 18, 2014) [v0.8]:
Remember, when you change the configuration options, they only apply to new Worlds. Unfortunately, for the new options, it will apply to your existing World, but only the first time you open it. After that the existing world will remember that option forever (this is to prevent you from derping up your existing worlds). To make a world forget the existing options go into the data directory and delete the "newbiospheresmod.dat" file.
Features Added (Week of April 10th, 2015) [v0.85]:
Planned Features (Backlog):




Issues and features are now being tracked on The GitHub Issue Tracker for the project. Please feel free to log your bugs or feature requests there (make sure to search that there's not a duplicate).
If you want to discuss an issue before logging it or need some help, feel free to post here!
Questions, Comments, Suggestions, Feedback, etc. are all very welcome. If you experience any issues or ****ed up terrain, etc. please post the seed, coordinates (and any custom configuration settings), and I'll take a look.
Let me know what y'all think!
Epilogue (for now):
I took a break from developing this morning and decided to play test it while I listen to an audio book -- here are some screenshots:
If I remember back to the origional, Diamonds and Lapiz are only found in the ore balls floating between the spheres. Unsure if Still that way or not.
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Anyone willing to teach me Java? I wanna make some mods.
Glad y'all like it! :-)
I haven't added / removed any mob spawners / ores in the main domes yet. From what I can tell I don't think there are any mob spawners or `advanced` minerals (like diamonds, etc.) in there. -- But in the floating orbs with stairways (which are easy to get to, and ... mostly *shifty eyes* danger free) you will find plenty of diamonds and all the ores, including some blocks that only spawn in the nether... (no mob spawners there though, but I'd thought about it...)
I want to add the caverns and stuff to the orbs that minecraft normally generates, including mob spawners and other stuff. Including when all the mod packs and such come out for 1.8, I plan to update it to that quickly and hopefully support all the new structures (like the ocean temple and such).
Perhaps a bit of a silly question: Do you have to be dimension 0?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
For the ore orbs the current logic does it manually. The current logic does things a bit too manually for my tastes, I hope by version 1.0 it will rely on Minecraft a bit more to do that kind of stuff. For now though at least, I'd like to support modded ores. -- For inside the biospheres, the original ore spawning logic is the last bit of code that I haven't fully reverse engineered and rewritten, so I'm unsure if it's as hard coded as everything else or if it's playing nicely with other mods. We could test it and see what happens. I suppose that should be added to my todo list: "Support modded ores (in both biospheres and in ore orbs").
The end and the nether should still function as before -- they were both features I never really cared much for so I haven't tested them, but those dimensions should function as before I think... -- let me know if you find any specific bugs, and I'll take a look at fixing them. (EDIT: Or were you asking something else, like: "is the end and nether in biospheres as well?" ... and honestly, I don't know -- I haven't tried yet -- but if the mod is/isn't doing something and it's causing playability/usability issues, let me know -- I'm all ears.)
I thought about the idea of floating biospheres in a normal world as well. In general I like the idea, but I feel that transitioning between the dome network and the ground might become awkward. Maybe the bridges need stairways down, or ladders or something, and probably lots of glowstones so that monsters aren't everywhere in the daylight... not sure. -- Any thoughts?
As for other 1.7 versions... I haven't tried, I ported directly to the latest (1.7.10). Please test it out and let me know -- if you get a crash log, post it, and I'll see if it's something that's easy to fix or not. -- Which particular version are you interested in?
I ... don't know. Is it causing an issue with another mod / game mechanic? -- or did you have something else in mind? (Maybe we could make it configurable?) -- This is my first real foray into Minecraft modding, so if I'm derping something up (even another mod) let's at least take a look and see if it's something that can be fixed. :-)
Well, I'm putting together a server based on exploration. For this, I want each dimension to be distinct in some way. Climate Control is incompatible with Mystcraft (sadface, although testing with the current release candidate, it only messes up "Native Biome Controller", so it's not completely hopeless), and it's low-priority being just a variation on normal worlds (a much better variation to be sure). I am looking at Twilight Forest as our "starting" world, with user-made portals to the overworld disabled. Getting out of the forest would be via Mystcraft worlds, and getting to the overworld would require a mystcraft star fissure. I'm actually waiting for ATG for 1.7.10 to be released for the overworld.
I can easily (trivially) make a mystcraft portal to dimension 2, or whatever dimension you can use for BioSphere world. So if you can be a chunk provider for a dimension other than 0, then you fit in nicely.
Basically, as long as everything wants to modify dimension 0 (climate control, ATG, highlands, biospheres), there's a "incompatible together" issue.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Oh yeah, no dungeons spawn yet (to my knowledge). I would like to fix that soon. Plenty of gravel and flint can be found in the orbs for now, but I would like to generate more "natural" biomes in the spheres eventually so that you get things like gravel and actual hills, etc. in there.
I'll take a look at making this configurable
FYI. I took some time this afternoon to try it in 1.7.2 -- I found some bugs and fixed them -- the bugs ended up pretty simple to fix -- but it took quite a bit of time to find them in the first place.
New Biosphere's Mod!
Learn some grammar...Meanwhile, I just found out about "Multiworld". Basically, it can work with other people's worlds as other dimensions.
http://toomanybiomes.wikispaces.com/multiworld
The ease of multiple dimensions without the overhead of Mystcraft.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Click on this spoiler to see mods and ideas that I support!
Nice catch! My hands keep trying to typing it that way out of habit, but I'd thought I'd caught all those errors and fixed them already. Looks like this one slipped through. For that, my inner grammar supremacist gives you a plus one, sir. :-)
EDIT: Something about the header tag in that quote is screwing with the quote tags. Weird, the text editor is insisting on removing my closing BB tags and screwing with things. Fun times.
RE: Meanwhile, I just found out about "Multiworld".
RE: Basically, it can work with other people's worlds as other dimensions.
RE: http://toomanybiomes.wikispaces.com/multiworld
RE: The ease of multiple dimensions without the overhead of Mystcraft.
Interesting! -- Does it work with the current "New Biospheres Mod" (from the OP)?
Making the glass configurable or not should be pretty easy, but there's loads of others you may want to configure as well (i.e. chances of various minerals, lava blocks, etc. -- I'm guessing without the glass you won't want lava...) -- I think I will add another page to the config list -- I'll try to sneak that into a build I put out this week (which should also add the previously mentioned compatibility with 1.7.2).
It should work with other modded biomes -- the original mod had the biomes hard coded, but my remake queries Minecraft for a list of the biomes -- please test it and let me know if there are any issues or biomes that don't show up, etc. -- One feature the current version lacks is configuration of the weighted chance for each biome -- It's still configuration driven, I just forgot to expose it in the UI / persist it to the file on disk. -- So, I'll see if I can work that in too. -- Then it should be as easy as opening the configuration screen and going to the right tab and it should show you all the detected biomes.
Woot!
EDIT: Just saw the other part of your question about other dimensions -- I honestly have no idea. The way the world provider is registered seems to indicate it would persist across all dimensions, but I'm not sure. -- I haven't had time to test anything other than dimension 0 at the moment. -- If you're able to test, please do so, and let me know / report any bugs, etc.
@Perfectchazz321, does it crash with the latest version (0.8) that I just uploaded? -- If so, what version of Minecraft are you using? -- I'm hoping you were just experiencing the 1.7.2 issue that I just fixed. -- If the issue persists, can you share a crash dump? -- If disabling other mods helps, please let me know which mods so that I can make it more compatible.
@Cheeyev, this adds the ability to remove the glass from the ore orb's -- under the "Ore Orb" screen just change the "Ore Orb Shell Block" to "air" (or "stone" for example, if you want them to have a stone shell, etc.) -- You can also disable (or modify) the stairway blocks/chances from that screen as well as the types of ore (and chances of each type) that are found in the ore orbs.
@KaosRitual, you can now, manually, add your modded ores to the ore orbs in the same screen. Let me know if there are any issues.
Woot!
Alrighty, thanks. And can I use this mod in my modpack?
Click on this spoiler to see mods and ideas that I support!
I also did some testing and I think it only affects dimension 0. It doesn't affect the nether at least, and since there's no towers yet (see the previous paragraph, I'll be working on it soon) -- so I don't think you can get to the End.
RE: "Alrighty, thanks. And can I use this mod in my modpack?"
You sure can! -- knock yourself out -- It's released under the "Do What the **** You Want" public license, so you can do ... whatever the **** you want with it (even redistribute the code or sell the work) -- I just want to contribute, and if I disappear or something, at least the code is up in a public place and it won't have to be re-engineered again!
RE: "If i install this awesome mod will it convert my survival map to spheres or is it under the world types map in the new game options?"
It should* not convert your existing Worlds -- it requires that the World you create be a Biospheres world (*: if it does convert a non-Biospheres world, that's a pri-0 bug that I should fix right away, so if you experience that, please report it -- esp. if you can figure out reproduction steps to make it happen consistently, etc. -- If you're worried about it doing this, backup you levels first before installing it -- but I've not experienced any issue like this, so it should be fine).
As a modpack maker at GlowstoneGhost.weebly.com I would also like to request to use this mod in the making of Biosphere Survival 2, thanks. *Edit: I see the "do what the **** you want" thing, but I still just wanted to let you know.*
And for those that asked, it does not work on 1.7.2.
I noticed a few things
1. (I don't know if this matters) the config file name has a space in it. none of the other files do.
2. Water worlds. I don't know if this is because of the new height thing/snow thing but I am getting ice if i build at the surface. makes things dark and laggy.
3. The biomes aren't working quite right. I get patches where every block is a different biome.
4. The surface decorator blocks seem a little random. I am getting deserts and jungles that are only snow blocks.
5. In the old mod I could get the Orbs to intersect with the domes. It made things interesting. I can't seem to make that work. The orbs don't spawn if I make large domes with short or small grid size.
6. As mentioned the biome weights aren't working. I have changed the config file and the mods menu and the second I press create world the biome configs reset.
Natura does work but I get the occassional decorator crash. The large Redwood trees do pierce the dome ceilings and the ore bushes spawn on any exposed surface.
Haven't been to the end or the nether yet.
Really glad you decided to bring this back. I have used this mod in every version of MC that it has been available for. I like the orbs and the config options. The scaling idea is good as well. Thanks again and I hope you continue.