So, I like it, and thanks for updating! The config options are nice, as well as the ability to edit them ingame. I've got two suggestions, as well:
1. The ability to change the settings in the configs for every individual biosphere world, and have the configs be the default settings.
2. Have the descriptions of each possible change to the configs appear ingame as they do in the file itself. I looked in the ones ingame for the first time and they didn't really make sense without looking at the file ^^;;
Regardless, this is a nice update, thanks for it!
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
Looking at the mod I have to say it looks very interesting. Is there a way to disable the bridges so that you need to construct your own way between them?
just set em to generate as air in the config. only problem is that if you set the air around the worlds to be water you'll end up with holes in the water where the bridges should have been cause it literally generates them as air and doesn't generate them as just not there at all. but with standard issue biospheres in empty space it works well.
here, have a nice ominous rainy night shot from my modpack I took sometime ago.
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Holy crap, this thread isn't dead -- apologies guys, I've been super busy with work and stuff exploding in my personal life recently, but I plan to pick this mod back up soon! Thank you for all the positive feedback and suggestions.
I'm going to edit the initial post soon and have it point at the github. In the future I'd like to just track all the feature requests and issues in the github issue tracker.
... I just don't understand why the domes get cut off at cloud height, I would understand if it were world height.
I believe it cuts off at world height. Once you hit top Y, that's where it cuts off. I could be wrong though, please elaborate. If we think it's a real issue, let's get it logged.
And for those that asked, it does not work on 1.7.2.
What problems are you having in 1.7.2? -- Are you running it with other mods? -- Forge is installed properly, yes? -- Just sayin', it worked for me when I tested it last. If you think this issue is legit, please do log it with details and reproduction steps.
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.
Not sure I follow about the ice. But yes, the old mod was laggy too with water world -- not sure what to do about it. I believe this is caused by Minecraft itself, not sure if we could can it not be laggy without altering the water mechanics (which I am loathe to do...).
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.
...
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.
Are you using other mods with this? -- Please add bugs with repro' steps on the issue tracker.
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.
Interesting -- I did specifically add code to prevent this. The ore spheres were not randomly placed before, either, they were all at the same offset -- so a big enough dome would overlap. Seemed like it was not the intention of the original mod, so I prevent this from happening. If there's enough interest we could add it back in.
Could You Make This As A Bukkit/Spigot Plugin That Would Add This As A World Generator? I love this mod I first played it around 2012
I thought Bukkit was dead? -- It would probably be a bit of work to convert this, but it might be worth it. Please add a feature request on the tracker!
cause I've tried full string names and ID numbers and none of them stick, if they're not valid standard minecraft blocks the config option just reverts. D:
Is it possible to add modded ores to the ore spheres by using the ore sphere section of the config? I can't seem to get it to work.
Any numbers or names of valid registered blocks should work. If not, let me know the mod, I can take a look and see what's going wrong. -- Also, please log a bug on the tracker!
Any chance we can get a configurable tree spawn? I'm using BOP. ON 1.7.10 and it seems to work quite well but the lack of tree Gen make sit almost useless lol. Over all I love this. I plan on using it in a skyblock pack I'm planning on making
I think we were able to get these bugs logged, yeah? Apologies on being so slow to get to them. -- Things are finally winding back down in my personal life, so I should be able to get back on the wagon with this stuff.
Also, is there a way to add an ore to worldgen when the ore requires metadata?
Maybe, what kind of ore & metadata?
Also, could you add clay generation to lakebeds?
caves?
This is planned -- we want to let the biomes themselves generate the terrain and not Risugami's original hard coded logic.
P.S. This was my first mod, and you finally revived it. Thank you. (also update it to 1.8.X later, if you'll have free time.)
well 1.8 forge has been stable for a while i hope your working on that because this used to be my favorite mod
Quite right! -- I added an issue to the tracker for this!
This mod is awesome! but the small ore spheres give me hart attacks when I mine something and lava comes out
Me too! -- I love it!
Ah, I think you have the impression that this mod can use biomes from other mods
It should be able to pull in all biomes registered in Forge. It just doesn't let them do as much of their own logic as it should. (Everything is still super hard coded.)
Do villages still spawn in this world generator? Also are Slime chunks still present? Enjoying this mod so far! It's been a while.
Villages don't yet. This is tracked. -- Slime chunks should exist, but, you probably won't run into slimes, since they need to be low down.
No offense is this a mod or a map?
It's a world-gen mod!
1. Would it be possible to modify the outer blocks for the bottom halves of the biosphere? Right now you can make the upper half surrounded by glass, air, etc. It would be nice if the bottom half could be customized the same way, instead of always being stone.
2. Multiple layers for the materials outside the biospheres would also be nice. I'm thinking one material for level 0 (or just a bedrock vs. air toggle), one for level 1 up to the biosphere mid point (so 1-63), one for exactly at the biosphere mid point (64) and one for above the biosphere mid point (65-128). This would allow for much more customization. Some examples: If you want your biospheres to be on the bottom of the ocean you could do bedrock, stone, gravel, water. If you want them to be on another planet or in the end but don't want people digging outside the spheres, you could do bedrock, bedrock, end stone, air. If you wanted spheres floating on a sea of lava, instead of completely immersed in said lava, you could do bedrock, lava, lava, air.
Interesting. -- I wonder if I can combine these two requests together into the same implementation...
3. It would be interesting to be able to customize the biome outside of the biospheres. Right now it looks like the biome for each biosphere sort of extends out in a square grid pattern centered on each individual biosphere. If the biomes of the spheres themselves could be restricted only to the biospheres (basically making them cylindrical instead of cubes, since biomes don't change vertically) then the outer biome could be selected by the player. You could make the biome outside the biospheres into ocean, the end or the nether etc. With suggestions two and three combined you could have maps where players must travel between biospheres floating on a giant lake of lava while nether biome spawned ghasts shoot at them. It would be fun!
That is a cool ****ing idea... I need to think about it a little. -- I'm worried about underground structures -- and maybe under the lava/water there could be a glass layer (outside of the cylinders) or something like that... could be interesting...
1. The ability to change the settings in the configs for every individual biosphere world, and have the configs be the default settings.
The problem is, once the world has been created, Minecraft won't recreate the chunks you've already explored. So if you change the biospheres from glass to TNT (or something) -- only parts of the world you haven't been to yet will be generated this way. It leads to abrupt edges, etc. -- and it can get really messed up if you change the grid size -- I didn't want it to confuse people, so for now the settings only work for new worlds. -- Thoughts / suggestions?
2. Have the descriptions of each possible change to the configs appear ingame as they do in the file itself. I looked in the ones ingame for the first time and they didn't really make sense without looking at the file ^^;;
They do appear, you just have to hover over the item in the GUI. I've never edited the config file manually, it's only meant to be edited through the GUI.
Looking at the mod I have to say it looks very interesting. Is there a way to disable the bridges so that you need to construct your own way between them?
Sure, just set all the bridge materials to "Air" or "0".
just set em to generate as air in the config. only problem is that if you set the air around the worlds to be water you'll end up with holes in the water where the bridges should have been cause it literally generates them as air and doesn't generate them as just not there at all. but with standard issue biospheres in empty space it works well.
Good point, I should fix that so that, "air" in "non-filler" blocks just means "empty" instead and is skipped.
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So brainslug, you have finally returned.
On the world height thing cutting off the top of the biospheres it cuts off at the OLD world height on 128 not the new world height of 255/256, so our massive biospheres are being lopped off at the top leaving a hole in the top of the biosphere and occasionally they're going so far down that they sit flat on the bottom of the world cause their button parts are lopped off in the same fashion.
Once you get it out of the hardcoded stuff you may want to shove the Y value up a little based on how big a biosphere is so this doesn't occur and raise the generation's world height. I also get random eldritch biomes and magical forests in my maps, but they work well enough. I don't think I've had a biome derp though where the biome is different to whats in it. I probably don't have enough modded biomes for it to be a problem in my modpack cause I forsaw such happening as one and didn't feel more biomes were needed when using biospheres.
I look forward to having caves eventually in a way. cause then I won't need to deal with the max spawned surface at night. cause it gets preeeetty dicey top side when night hits. Don't get me wrong, thats a good thing for my pack cause theres never a shortage of night time environmental hazards and ownage, but it does get pretty bad early game. :V
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So brainslug, you have finally returned.
Yes,
Edit: apparently, that shows up as an inline video instead of a hyperlink. Who'd'a'thunk it.
On the world height thing cutting off the top of the biospheres it cuts off at the OLD world height on 128 not the new world height of 255/256, so our massive biospheres are being lopped off at the top leaving a hole in the top of the biosphere and occasionally they're going so far down that they sit flat on the bottom of the world cause their button parts are lopped off in the same fashion.
Interesting. I thought the old world height was 64, and now it's 128. But you're saying it's 256? -- I will have to look into this. I tried bumping up the contents of the array, but it didn't seem to work last time I tried. -- When did this value get updated?
I look forward to having caves eventually in a way. cause then I won't need to deal with the max spawned surface at night. cause it gets preeeetty dicey top side when night hits. Don't get me wrong, thats a good thing for my pack cause theres never a shortage of night time environmental hazards and ownage, but it does get pretty bad early game. :V
I agree. It's like a ****ing monster mash outside at night. With regular gear, you are pretty much guaranteed to die. a lot.
I tend to make the ore spheres into my hide outs, 'cause they're easy to defend, and lots to do in there until daylight. Also if you find a bridge with two spheres on it, you can do a little bit of night travel -- but still it's pretty risky. :3
The problem is, once the world has been created, Minecraft won't recreate the chunks you've already explored. So if you change the biospheres from glass to TNT (or something) -- only parts of the world you haven't been to yet will be generated this way. It leads to abrupt edges, etc. -- and it can get really messed up if you change the grid size -- I didn't want it to confuse people, so for now the settings only work for new worlds. -- Thoughts / suggestions?
Ah, not quite what I meant - I'm aware that retroactive generation is practically impossible - I mean selecting all the options the config offers for each individual world upon generation rather than apply one set for every world(and I haven't tried this, but wouldn't the current system also mess up how old biosphere worlds will generate once you reach new chunks with new settings?), similar to the changes made to superflat worlds a few updates ago.
Also, can I suggest having modded biomes off by default when the configs are generated? If you run this... and Realistic World Generation... and Twilight Forest... and The Erebus... and Hardcore Ender Expansion... Well, long story short, it's hellish, and I don't even have anything like Biomes O' Plenty. I mean, ever consider walking into a nice, plains-looking biosphere and then OMGWTFBBQ GIANT BLACK WIDOW, RUN, RUN! I DON'T EVEN HAVE A STONE SWORD AGHHH-
...Umm, yeah. So that's my point ^^''
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
Edit: apparently, that shows up as an inline video instead of a hyperlink. Who'd'a'thunk it.
Interesting. I thought the old world height was 64, and now it's 128. But you're saying it's 256? -- I will have to look into this. I tried bumping up the contents of the array, but it didn't seem to work last time I tried. -- When did this value get updated?
I agree. It's like a ****ing monster mash outside at night. With regular gear, you are pretty much guaranteed to die. a lot.
I tend to make the ore spheres into my hide outs, 'cause they're easy to defend, and lots to do in there until daylight. Also if you find a bridge with two spheres on it, you can do a little bit of night travel -- but still it's pretty risky. :3
DRAGOON! and it comes up as a hyperlink in a quote while I'm writing the post but not once it's posted and becomes a thing? o.o thats odd. o.o
nah, the old height was always 128... atleast since alpha. it was until just above the cloud layer which is around 110 or so (don't quote me on that) but since atleast the minecraft full release versions I remember it being changed to 256. but it definitely wasn't as far back as the original tekkit modpacks that used bukkit... *checks it quickly* well what do you know? minecraft's world height is apparently google general knowledge or autoknowledge, cause when you search minecraft max height it actually comes up with a quote and link in the google search. XD but yeah, it was since minecraft version 1.2 that it became 256.
even in my modpack until you hit a certain threshold of gear it becomes a pretty lethal experience. but you should see it during a god damn blood moon!
THIS is what can happen when you have fathertoasts special mobs and random things proceeds to make it a blood moon while you're in a biosphere that is a mushroom biome. just MINI GHASTS for days.
although if you have extrautilities usually a single magnum torch smack in the middle of the sphere is enough to pacify the entire place. (it's buried under that summoning structure for the botania boss)
Ore spheres are indeed good early game hiding spots. but so is digging straight down directly in the middle of a biosphere filling it up and then making your entire base underground at night and then coming above during the day and securing it once everything has calmed down.
If you want something to play with biospheres on to test with it while also having lots of fun do you want to help me test my modpack? I've been using biospheres on it since the first iteration while patiently waiting for you to turn up again to continue your great work.
I'm going to edit the initial post soon and have it point at the github. In the future I'd like to just track all the feature requests and issues in the github issue tracker.
Good point, I should fix that so that, "air" in "non-filler" blocks just means "empty" instead and is skipped.
You asked, I delivered.
I'm dumping a bunch of things to the tracker as we speak.
Also:
Please make "air" different from "skipped". Having gaps of air between biospheres, although perhaps a bug, is an interesting feature, and one that I would appreciate being left in.
Perhaps a separate toggle for "should generate bridges" instead?
... and I haven't tried this, but wouldn't the current system also mess up how old biosphere worlds will generate once you reach new chunks with new settings?
It should not. If it does, it's a bug and you should let me know about it. Currently, at world creation time, all the settings are copied into the world as custom world properties. From then on, the world gets all the data it needs from itself instead of the config file.
Only if new settings are introduced will it go back to the config file and try to load them from there. And even then, if it's just a setting rename or something, it should just upgrade the setting to the new name instead of that -- only if it's truly a new setting. (So in this version, .85, the single dome block property from .8 should be copied into the new setting of dome type 0, block 0, with a weight of 10, and all the rest of the dome type/blocks are created anew as air, with a weight of 0. -- essentially, making your old world behave exactly as it had before.)
Also, can I suggest having modded biomes off by default when the configs are generated? If you run this... and Realistic World Generation... and Twilight Forest... and The Erebus... and Hardcore Ender Expansion... Well, long story short, it's hellish...
Hmmm, I'm not sure which way to go, seems like some modders might want this and others might not... -- obviously, it's configurable -- but as for what the default configurations are -- I'm not sure what the settings should be. Also -- I'm not sure how to detect if a biome is part of a mod or built-in... -- For now, I'll probably leave it until there is a high-demand for it. Sorry.
... but since atleast the minecraft full release versions I remember it being changed to 256. but it definitely wasn't as far back as the original tekkit modpacks that used bukkit... *checks it quickly* well what do you know? minecraft's world height is apparently google general knowledge or autoknowledge, cause when you search minecraft max height it actually comes up with a quote and link in the google search. XD but yeah, it was since minecraft version 1.2 that it became 256.
Cool, I'll have to try it at 256. If it works, we'll use it!
THIS is what can happen when you have fathertoasts special mobs and random things proceeds to make it a blood moon while you're in a biosphere that is a mushroom biome. just MINI GHASTS for days.
I have ... no idea what's going on in these images. But it looks ****ing scary as hell.
although if you have extrautilities usually a single magnum torch smack in the middle of the sphere is enough to pacify the entire place. (it's buried under that summoning structure for the botania boss)
I have no idea what this torch is... but ... it still looks ****ing scary. haha.
Ore spheres are indeed good early game hiding spots. but so is digging straight down directly in the middle of a biosphere filling it up and then making your entire base underground at night and then coming above during the day and securing it once everything has calmed down.
Yeah, just ... until we get structures (caves, mineshafts, etc.) working ... it's a lot less interesting / lucrative down there... IMHO, so, I don't go down as much. Sometimes it's fun to make a little ant tunnel to the side of the sphere though -- especially if there's an oreorb near by.
If you want something to play with biospheres on to test with it while also having lots of fun do you want to help me test my modpack? I've been using biospheres on it since the first iteration while patiently waiting for you to turn up again to continue your great work.
Please make "air" different from "skipped". Having gaps of air between biospheres, although perhaps a bug, is an interesting feature, and one that I would appreciate being left in.
Perhaps a separate toggle for "should generate bridges" instead?
Fair enough. In other words, leave it like it is, but just add toggles for the various features. Should be pretty easy, actually.
Cool, I'll have to try it at 256. If it works, we'll use it!
I have ... no idea what's going on in these images. But it looks ****ing scary as hell.
I have no idea what this torch is... but ... it still looks ****ing scary. haha.
Yeah, just ... until we get structures (caves, mineshafts, etc.) working ... it's a lot less interesting / lucrative down there... IMHO, so, I don't go down as much. Sometimes it's fun to make a little ant tunnel to the side of the sphere though -- especially if there's an oreorb near by.
Cool. I'll have to check that out.
mm...
:V
alright, we'll see.
for some reason baby ghasts from fathertoast's special mobs are the only things that want to spawn in your mushroom biomes that turn up in biospheres. they're just little ghasts that try to run into you and sit on you... they're kinda like a hungry little swarm of metroids, without the sticking on your head and sucking your soul part... but yeah, blood moon from random things by default is a thing that when it occurs tints the night, and moon colors red and causes mobs to be able to spawn in darkness much closer to the player than normal (like within 4 blocks or so rather than the usual 16), it also doubles the amount of spawns. but in aetherwars it's tripled, so yeah, very much minighasts.
A magnum torch is an item from extra utilities which is somewhat late-midgame gear, using a decent amount of diamonds and gold. chandeliers which are basically decorative torches made of some gold, a diamond and a bunch of torches can be hung up and they actually stop natural spawns within a 16 radius of where they're placed. meanwhile, using 5 of those, some wood, and a potion of healing and regeneration you can combine them into a magnum torch which is basically a large awesome torch that although it only gives off light like glowstone it provides a 64 block radius with natural spawn protection. so with one of those down regardless of the blood moon, the closer mob spawn distance and larger max spawn levels the mobs can't spawn cause the magnum torch under that beacon is protecting the area... and that beacon set-up is just a thing from botania used to summon a rather strong boss which I won't go into. :V
lots of fun hole digging to be had in aetherwars thats for sure, with the maximum sized biospheres being 80 or so. those're usually the ones where the entire top is open cause they're so big and half the bottom is clipping out of the world. :V
alright, I'll expect you on mah thread. gimme a pm if you're interested.
So I am attempting to use this mod with the new Resonant Rise 3 pack. I can successfully get it working just fine one single player. One problem I am having though is I am not seeing any of the Botania flowers spawning naturally. Does anyone know how to fix this? Would be a huge help.
Edit: I have just realized that you can make the botania fertilizer from normal flowers so I can at least get some flowers spawned, but still not naturally occuring.
So I am attempting to use this mod with the new Resonant Rise 3 pack. I can successfully get it working just fine one single player. One problem I am having though is I am not seeing any of the Botania flowers spawning naturally. Does anyone know how to fix this? Would be a huge help.
Edit: I have just realized that you can make the botania fertilizer from normal flowers so I can at least get some flowers spawned, but still not naturally occuring.
Botania flowers don't occur. so you're boned unless you fertilizer them. it's probably something cause of the lack of dungeon and cave decoration. cause if i remember straight there are different world generation layers. like it generates the world, generates special flora and other features it classifies as "decoration" then it generates the ores, dungeons etc into the rocks and stuff.
Since in flatland generation when making your own code for a flatlands it allows you to actually leave out key words like "villages" or "decoration" and stuff and it won't generate those on the world... unless you've got a mod like witchery or minefactory poop/sludge lakes that don't give a F#$% and generates their stuff anyway. Even in the top of a bedrock covered world cutting a hole in the bedrock or floating in the void. witchery's structures don't care. >_> but most things won't be generated by default unless he takes a look at it and gets them allowed to generate. Like zelda sword skills secret rooms for one... or strongholds.
(wouldn't be a problem in aetherwars. don't mind me. shameless plugs everywhere. >_>)
Hello, I set your mod on server and server create crash. Server have only 1 mod, forge was 1230-1297, help please, crash say what your mod was errored.
Alexandr, thanks from you listen me.
Interesting. Haven't tried it on a server yet. Seems others have with older versions. Does the previous version work? [I want to support this; trying to determine when this broke so I can narrow down the issue.] -- Also, can you provide a stack trace (log of the failure) from the server?
Botania flowers don't occur. so you're boned unless you fertilizer them. it's probably something cause of the lack of dungeon and cave decoration. cause if i remember straight there are different world generation layers. like it generates the world, generates special flora and other features it classifies as "decoration" then it generates the ores, dungeons etc into the rocks and stuff.
Since in flatland generation when making your own code for a flatlands it allows you to actually leave out key words like "villages" or "decoration" and stuff and it won't generate those on the world... unless you've got a mod like witchery or minefactory poop/sludge lakes that don't give a F#$% and generates their stuff anyway. Even in the top of a bedrock covered world cutting a hole in the bedrock or floating in the void. witchery's structures don't care. >_> but most things won't be generated by default unless he takes a look at it and gets them allowed to generate. Like zelda sword skills secret rooms for one... or strongholds.
(wouldn't be a problem in aetherwars. don't mind me. shameless plugs everywhere. >_>)
Yep. Natural generation isn't implemented yet. Flowers and terrain and stuff are all hard coded as of yet. Working on it.
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Apologies guys, it seems the latest version (0.85) has some pretty nasty bugs in it -- and I'm recommending that normal users don't upgrade just yet (the initial post has been updated). Hopefully version 0.9 will be better. -- If you plan on investing some time in a biosphere world, and aren't that far in yet, I recommend starting over in version .8 (see the explanation below).
Explanation: 0.85 adds a lot of duplicate blocks in a hacky attempt to make spawning work better (and it works a lot better actually), but the hack has a lot of other really lame side effects and is causing a lot of buggyness -- including not working on Server-side and derping up creative mode and the various block picker mods -- not to mention, some things just plain break and crash, apparently.
When I remove the hack in the next version, those blocks will be missing -- I will see if there's a way to make the Worlds upgrade properly despite the missing blocks -- but there's no guarantee. -- If you run 0.85 now, you run the risk of losing the domes on the spheres in your worlds when you upgrade to 0.9, and you will have to regenerate your worlds if you want them back. -- and you also risk experiencing other flaky behavior (including broken things and apparently, crashyness). -- If you're okay with those risks, feel free to upgrade to .85 now [and if you find a new bug, please log it!], otherwise, please wait for version 0.9. I apologize for the inconvenience, and I will work to minimize the impact of the upgrade.
Hello, I set your mod on server and server create crash. Server have only 1 mod, forge was 1230-1297, help please, crash say what your mod was errored.
Alexandr, thanks from you listen me.
Conveniently, the .85 version doesn't work for Minecraft servers; I recommend just staying on the latest stable build (0.8). Looks like you side stepped that landmine completely. Lucky you!
Apologies guys, it seems the latest version (0.85) has some pretty nasty bugs in it -- and I'm recommending that normal users don't upgrade just yet (the initial post has been updated). Hopefully version 0.9 will be better. -- If you plan on investing some time in a biosphere world, and aren't that far in yet, I recommend starting over in version .8 (see the explanation below).
Explanation: 0.85 adds a lot of duplicate blocks in a hacky attempt to make spawning work better (and it works a lot better actually), but the hack has a lot of other really lame side effects and is causing a lot of buggyness -- including not working on Server-side and derping up creative mode and the various block picker mods -- not to mention, some things just plain break and crash, apparently.
When I remove the hack in the next version, those blocks will be missing -- I will see if there's a way to make the Worlds upgrade properly despite the missing blocks -- but there's no guarantee. -- If you run 0.85 now, you run the risk of losing the domes on the spheres in your worlds when you upgrade to 0.9, and you will have to regenerate your worlds if you want them back. -- and you also risk experiencing other flaky behavior (including broken things and apparently, crashyness). -- If you're okay with those risks, feel free to upgrade to .85 now [and if you find a new bug, please log it!], otherwise, please wait for version 0.9. I apologize for the inconvenience, and I will work to minimize the impact of the upgrade.
Roger. it's kinda a big thing that it works on servers in my case cause my modpack is team/pvp based. :V
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Yeah. And don't get me wrong -- server support is important to me too -- (I want to run one eventually) -- just -- I'm kind of glad it doesn't work in the latest version, simply because, the latest version might not be forward compatible (and I would hate for a whole community of users to be pissed because I killed their world).
Edit: I will probably start doing some testing in the next couple of releases to verify it works on MC Server as well. -- This one just straight out of the box doesn't even load, and that's just lazy on my part.
Yeah. And don't get me wrong -- server support is important to me too -- (I want to run one eventually) -- just -- I'm kind of glad it doesn't work in the latest version, simply because, the latest version might not be forward compatible (and I would hate for a whole community of users to be pissed because I killed their world).
Edit: I will probably start doing some testing in the next couple of releases to verify it works on MC Server as well. -- This one just straight out of the box doesn't even load, and that's just lazy on my part.
ouch. looks like you tripped and ended up a step backwards. >_<' btw, when you do eventually get it working can you make sure that buildings and special generation like structures etc have to start attached to biospheres but can be found coming off from them so I don't end up with more things floating in the voids between like witchery's stuff does? ... if it spawns on a biosphere it also ends up like up in the sky on dirt stilted or a dirt pillar cutting into the biosphere cover aswell which is annoying. :V or maybe for style points you could make up your own type of special villages that spawn only in the air and look cool and have railings and stuff.
Not currently. Structure generation in general isn't implemented.Though looking at it with JD-GUI, it'll probably work "out-of-the-box" if/when structure generation is implemented. Or at least most of it will.Which reminds me, I need to double-check that NBM properly does mod events.
ouch. looks like you tripped and ended up a step backwards. >_<' btw, when you do eventually get it working can you make sure that buildings and special generation like structures etc have to start attached to biospheres but can be found coming off from them so I don't end up with more things floating in the voids between like witchery's stuff does? ... if it spawns on a biosphere it also ends up like up in the sky on dirt stilted or a dirt pillar cutting into the biosphere cover aswell which is annoying. :V or maybe for style points you could make up your own type of special villages that spawn only in the air and look cool and have railings and stuff.
I like the idea of custom floating villages; I will have to add that to the feature tracker! Very neat idea!
And of course it need to check to make sure the structure generation starts in a biosphere (that's a problem I'm having with mine generation right now -- it kinda goes nuts! -- but again, I have some ideas on fixing it.)
What I don't get is -- what do you mean by they "have to start attached to biospheres but can be found coming off from them"? -- like the village could start on the edge of a biosphere and then head out into the void? -- Like you want the village to be able to break through the glass, or what? -- I think the (regular) villages should probably not be allowed to come off from the sphere.
Also, what do you mean by "so I don't end up with more things floating in the voids between like witchery's stuff does? ... if it spawns on a biosphere it also ends up like up in the sky on dirt stilted or a dirt pillar cutting into the biosphere cover aswell which is annoying" -- is this another mod -- or something else?
Not sure, depends on how it's implemented. If it's triggered the same way as existing villages, probably not -- if it does its own thing, maybe. -- Once we get villages working, as long as it doesn't get confused by the world layout, it should work.
So, I like it, and thanks for updating! The config options are nice, as well as the ability to edit them ingame. I've got two suggestions, as well:
1. The ability to change the settings in the configs for every individual biosphere world, and have the configs be the default settings.
2. Have the descriptions of each possible change to the configs appear ingame as they do in the file itself. I looked in the ones ingame for the first time and they didn't really make sense without looking at the file ^^;;
Regardless, this is a nice update, thanks for it!
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
just set em to generate as air in the config. only problem is that if you set the air around the worlds to be water you'll end up with holes in the water where the bridges should have been cause it literally generates them as air and doesn't generate them as just not there at all. but with standard issue biospheres in empty space it works well.
here, have a nice ominous rainy night shot from my modpack I took sometime ago.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Holy crap, this thread isn't dead -- apologies guys, I've been super busy with work and stuff exploding in my personal life recently, but I plan to pick this mod back up soon! Thank you for all the positive feedback and suggestions.
I'm going to edit the initial post soon and have it point at the github. In the future I'd like to just track all the feature requests and issues in the github issue tracker.
I believe it cuts off at world height. Once you hit top Y, that's where it cuts off. I could be wrong though, please elaborate. If we think it's a real issue, let's get it logged.
What problems are you having in 1.7.2? -- Are you running it with other mods? -- Forge is installed properly, yes? -- Just sayin', it worked for me when I tested it last. If you think this issue is legit, please do log it with details and reproduction steps.
Not sure I follow about the ice. But yes, the old mod was laggy too with water world -- not sure what to do about it. I believe this is caused by Minecraft itself, not sure if we could can it not be laggy without altering the water mechanics (which I am loathe to do...).
Are you using other mods with this? -- Please add bugs with repro' steps on the issue tracker.
Interesting -- I did specifically add code to prevent this. The ore spheres were not randomly placed before, either, they were all at the same offset -- so a big enough dome would overlap. Seemed like it was not the intention of the original mod, so I prevent this from happening. If there's enough interest we could add it back in.
I thought Bukkit was dead? -- It would probably be a bit of work to convert this, but it might be worth it. Please add a feature request on the tracker!
Any numbers or names of valid registered blocks should work. If not, let me know the mod, I can take a look and see what's going wrong. -- Also, please log a bug on the tracker!
I think we were able to get these bugs logged, yeah? Apologies on being so slow to get to them. -- Things are finally winding back down in my personal life, so I should be able to get back on the wagon with this stuff.
Maybe, what kind of ore & metadata?
This is planned -- we want to let the biomes themselves generate the terrain and not Risugami's original hard coded logic.
Quite right! -- I added an issue to the tracker for this!
Me too! -- I love it!
It should be able to pull in all biomes registered in Forge. It just doesn't let them do as much of their own logic as it should. (Everything is still super hard coded.)
Villages don't yet. This is tracked. -- Slime chunks should exist, but, you probably won't run into slimes, since they need to be low down.
It's a world-gen mod!
Interesting. -- I wonder if I can combine these two requests together into the same implementation...
That is a cool ****ing idea... I need to think about it a little. -- I'm worried about underground structures -- and maybe under the lava/water there could be a glass layer (outside of the cylinders) or something like that... could be interesting...
The problem is, once the world has been created, Minecraft won't recreate the chunks you've already explored. So if you change the biospheres from glass to TNT (or something) -- only parts of the world you haven't been to yet will be generated this way. It leads to abrupt edges, etc. -- and it can get really messed up if you change the grid size -- I didn't want it to confuse people, so for now the settings only work for new worlds. -- Thoughts / suggestions?
They do appear, you just have to hover over the item in the GUI. I've never edited the config file manually, it's only meant to be edited through the GUI.
Sure, just set all the bridge materials to "Air" or "0".
Good point, I should fix that so that, "air" in "non-filler" blocks just means "empty" instead and is skipped.
So brainslug, you have finally returned.
On the world height thing cutting off the top of the biospheres it cuts off at the OLD world height on 128 not the new world height of 255/256, so our massive biospheres are being lopped off at the top leaving a hole in the top of the biosphere and occasionally they're going so far down that they sit flat on the bottom of the world cause their button parts are lopped off in the same fashion.
Once you get it out of the hardcoded stuff you may want to shove the Y value up a little based on how big a biosphere is so this doesn't occur and raise the generation's world height. I also get random eldritch biomes and magical forests in my maps, but they work well enough. I don't think I've had a biome derp though where the biome is different to whats in it. I probably don't have enough modded biomes for it to be a problem in my modpack cause I forsaw such happening as one and didn't feel more biomes were needed when using biospheres.
I look forward to having caves eventually in a way. cause then I won't need to deal with the max spawned surface at night. cause it gets preeeetty dicey top side when night hits. Don't get me wrong, thats a good thing for my pack cause theres never a shortage of night time environmental hazards and ownage, but it does get pretty bad early game. :V
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Yes,
Edit: apparently, that shows up as an inline video instead of a hyperlink. Who'd'a'thunk it.
Interesting. I thought the old world height was 64, and now it's 128. But you're saying it's 256? -- I will have to look into this. I tried bumping up the contents of the array, but it didn't seem to work last time I tried. -- When did this value get updated?
I agree. It's like a ****ing monster mash outside at night. With regular gear, you are pretty much guaranteed to die. a lot.
I tend to make the ore spheres into my hide outs, 'cause they're easy to defend, and lots to do in there until daylight. Also if you find a bridge with two spheres on it, you can do a little bit of night travel -- but still it's pretty risky. :3
Ah, not quite what I meant - I'm aware that retroactive generation is practically impossible - I mean selecting all the options the config offers for each individual world upon generation rather than apply one set for every world(and I haven't tried this, but wouldn't the current system also mess up how old biosphere worlds will generate once you reach new chunks with new settings?), similar to the changes made to superflat worlds a few updates ago.
Also, can I suggest having modded biomes off by default when the configs are generated? If you run this... and Realistic World Generation... and Twilight Forest... and The Erebus... and Hardcore Ender Expansion... Well, long story short, it's hellish, and I don't even have anything like Biomes O' Plenty. I mean, ever consider walking into a nice, plains-looking biosphere and then OMGWTFBBQ GIANT BLACK WIDOW, RUN, RUN! I DON'T EVEN HAVE A STONE SWORD AGHHH-
...Umm, yeah. So that's my point ^^''
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
DRAGOON! and it comes up as a hyperlink in a quote while I'm writing the post but not once it's posted and becomes a thing? o.o thats odd. o.o
nah, the old height was always 128... atleast since alpha. it was until just above the cloud layer which is around 110 or so (don't quote me on that) but since atleast the minecraft full release versions I remember it being changed to 256. but it definitely wasn't as far back as the original tekkit modpacks that used bukkit... *checks it quickly* well what do you know? minecraft's world height is apparently google general knowledge or autoknowledge, cause when you search minecraft max height it actually comes up with a quote and link in the google search. XD but yeah, it was since minecraft version 1.2 that it became 256.
even in my modpack until you hit a certain threshold of gear it becomes a pretty lethal experience. but you should see it during a god damn blood moon!
THIS is what can happen when you have fathertoasts special mobs and random things proceeds to make it a blood moon while you're in a biosphere that is a mushroom biome. just MINI GHASTS for days.
although if you have extrautilities usually a single magnum torch smack in the middle of the sphere is enough to pacify the entire place. (it's buried under that summoning structure for the botania boss)
Ore spheres are indeed good early game hiding spots. but so is digging straight down directly in the middle of a biosphere filling it up and then making your entire base underground at night and then coming above during the day and securing it once everything has calmed down.
If you want something to play with biospheres on to test with it while also having lots of fun do you want to help me test my modpack? I've been using biospheres on it since the first iteration while patiently waiting for you to turn up again to continue your great work.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
You asked, I delivered.
I'm dumping a bunch of things to the tracker as we speak.
Also:
Please make "air" different from "skipped". Having gaps of air between biospheres, although perhaps a bug, is an interesting feature, and one that I would appreciate being left in.
Perhaps a separate toggle for "should generate bridges" instead?
By the way guys, updated the first post with a new version, get it while it's hot.It should not. If it does, it's a bug and you should let me know about it. Currently, at world creation time, all the settings are copied into the world as custom world properties. From then on, the world gets all the data it needs from itself instead of the config file.
Only if new settings are introduced will it go back to the config file and try to load them from there. And even then, if it's just a setting rename or something, it should just upgrade the setting to the new name instead of that -- only if it's truly a new setting. (So in this version, .85, the single dome block property from .8 should be copied into the new setting of dome type 0, block 0, with a weight of 10, and all the rest of the dome type/blocks are created anew as air, with a weight of 0. -- essentially, making your old world behave exactly as it had before.)
Hmmm, I'm not sure which way to go, seems like some modders might want this and others might not... -- obviously, it's configurable -- but as for what the default configurations are -- I'm not sure what the settings should be. Also -- I'm not sure how to detect if a biome is part of a mod or built-in... -- For now, I'll probably leave it until there is a high-demand for it. Sorry.
RIGHT? O.O
Cool, I'll have to try it at 256. If it works, we'll use it!
I have ... no idea what's going on in these images. But it looks ****ing scary as hell.
I have no idea what this torch is... but ... it still looks ****ing scary. haha.
Yeah, just ... until we get structures (caves, mineshafts, etc.) working ... it's a lot less interesting / lucrative down there... IMHO, so, I don't go down as much. Sometimes it's fun to make a little ant tunnel to the side of the sphere though -- especially if there's an oreorb near by.
Cool. I'll have to check that out.
Thank you kindly, sir. -- I will be looking into these!
Fair enough. In other words, leave it like it is, but just add toggles for the various features. Should be pretty easy, actually.
mm...
:V
alright, we'll see.
for some reason baby ghasts from fathertoast's special mobs are the only things that want to spawn in your mushroom biomes that turn up in biospheres. they're just little ghasts that try to run into you and sit on you... they're kinda like a hungry little swarm of metroids, without the sticking on your head and sucking your soul part... but yeah, blood moon from random things by default is a thing that when it occurs tints the night, and moon colors red and causes mobs to be able to spawn in darkness much closer to the player than normal (like within 4 blocks or so rather than the usual 16), it also doubles the amount of spawns. but in aetherwars it's tripled, so yeah, very much minighasts.
A magnum torch is an item from extra utilities which is somewhat late-midgame gear, using a decent amount of diamonds and gold. chandeliers which are basically decorative torches made of some gold, a diamond and a bunch of torches can be hung up and they actually stop natural spawns within a 16 radius of where they're placed. meanwhile, using 5 of those, some wood, and a potion of healing and regeneration you can combine them into a magnum torch which is basically a large awesome torch that although it only gives off light like glowstone it provides a 64 block radius with natural spawn protection. so with one of those down regardless of the blood moon, the closer mob spawn distance and larger max spawn levels the mobs can't spawn cause the magnum torch under that beacon is protecting the area... and that beacon set-up is just a thing from botania used to summon a rather strong boss which I won't go into. :V
lots of fun hole digging to be had in aetherwars thats for sure, with the maximum sized biospheres being 80 or so. those're usually the ones where the entire top is open cause they're so big and half the bottom is clipping out of the world. :V
alright, I'll expect you on mah thread. gimme a pm if you're interested.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
So I am attempting to use this mod with the new Resonant Rise 3 pack. I can successfully get it working just fine one single player. One problem I am having though is I am not seeing any of the Botania flowers spawning naturally. Does anyone know how to fix this? Would be a huge help.
Edit: I have just realized that you can make the botania fertilizer from normal flowers so I can at least get some flowers spawned, but still not naturally occuring.
Botania flowers don't occur. so you're boned unless you fertilizer them. it's probably something cause of the lack of dungeon and cave decoration. cause if i remember straight there are different world generation layers. like it generates the world, generates special flora and other features it classifies as "decoration" then it generates the ores, dungeons etc into the rocks and stuff.
Since in flatland generation when making your own code for a flatlands it allows you to actually leave out key words like "villages" or "decoration" and stuff and it won't generate those on the world... unless you've got a mod like witchery or minefactory poop/sludge lakes that don't give a F#$% and generates their stuff anyway. Even in the top of a bedrock covered world cutting a hole in the bedrock or floating in the void. witchery's structures don't care. >_> but most things won't be generated by default unless he takes a look at it and gets them allowed to generate. Like zelda sword skills secret rooms for one... or strongholds.
(wouldn't be a problem in aetherwars. don't mind me. shameless plugs everywhere. >_>)
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Interesting. Haven't tried it on a server yet. Seems others have with older versions. Does the previous version work? [I want to support this; trying to determine when this broke so I can narrow down the issue.] -- Also, can you provide a stack trace (log of the failure) from the server?
Yep. Natural generation isn't implemented yet. Flowers and terrain and stuff are all hard coded as of yet. Working on it.
Apologies guys, it seems the latest version (0.85) has some pretty nasty bugs in it -- and I'm recommending that normal users don't upgrade just yet (the initial post has been updated). Hopefully version 0.9 will be better. -- If you plan on investing some time in a biosphere world, and aren't that far in yet, I recommend starting over in version .8 (see the explanation below).
Explanation: 0.85 adds a lot of duplicate blocks in a hacky attempt to make spawning work better (and it works a lot better actually), but the hack has a lot of other really lame side effects and is causing a lot of buggyness -- including not working on Server-side and derping up creative mode and the various block picker mods -- not to mention, some things just plain break and crash, apparently.
When I remove the hack in the next version, those blocks will be missing -- I will see if there's a way to make the Worlds upgrade properly despite the missing blocks -- but there's no guarantee. -- If you run 0.85 now, you run the risk of losing the domes on the spheres in your worlds when you upgrade to 0.9, and you will have to regenerate your worlds if you want them back. -- and you also risk experiencing other flaky behavior (including broken things and apparently, crashyness). -- If you're okay with those risks, feel free to upgrade to .85 now [and if you find a new bug, please log it!], otherwise, please wait for version 0.9. I apologize for the inconvenience, and I will work to minimize the impact of the upgrade.
Conveniently, the .85 version doesn't work for Minecraft servers; I recommend just staying on the latest stable build (0.8). Looks like you side stepped that landmine completely. Lucky you!
Roger. it's kinda a big thing that it works on servers in my case cause my modpack is team/pvp based. :V
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Yeah. And don't get me wrong -- server support is important to me too -- (I want to run one eventually) -- just -- I'm kind of glad it doesn't work in the latest version, simply because, the latest version might not be forward compatible (and I would hate for a whole community of users to be pissed because I killed their world).
Edit: I will probably start doing some testing in the next couple of releases to verify it works on MC Server as well. -- This one just straight out of the box doesn't even load, and that's just lazy on my part.
ouch. looks like you tripped and ended up a step backwards. >_<' btw, when you do eventually get it working can you make sure that buildings and special generation like structures etc have to start attached to biospheres but can be found coming off from them so I don't end up with more things floating in the voids between like witchery's stuff does? ... if it spawns on a biosphere it also ends up like up in the sky on dirt stilted or a dirt pillar cutting into the biosphere cover aswell which is annoying. :V or maybe for style points you could make up your own type of special villages that spawn only in the air and look cool and have railings and stuff.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Did the Better Villages Mod Work with this mod ?
Not currently. Structure generation in general isn't implemented.Though looking at it with JD-GUI, it'll probably work "out-of-the-box" if/when structure generation is implemented. Or at least most of it will.Which reminds me, I need to double-check that NBM properly does mod events.
I like the idea of custom floating villages; I will have to add that to the feature tracker! Very neat idea!
And of course it need to check to make sure the structure generation starts in a biosphere (that's a problem I'm having with mine generation right now -- it kinda goes nuts! -- but again, I have some ideas on fixing it.)
What I don't get is -- what do you mean by they "have to start attached to biospheres but can be found coming off from them"? -- like the village could start on the edge of a biosphere and then head out into the void? -- Like you want the village to be able to break through the glass, or what? -- I think the (regular) villages should probably not be allowed to come off from the sphere.
Also, what do you mean by "so I don't end up with more things floating in the voids between like witchery's stuff does? ... if it spawns on a biosphere it also ends up like up in the sky on dirt stilted or a dirt pillar cutting into the biosphere cover aswell which is annoying" -- is this another mod -- or something else?
Not sure, depends on how it's implemented. If it's triggered the same way as existing villages, probably not -- if it does its own thing, maybe. -- Once we get villages working, as long as it doesn't get confused by the world layout, it should work.
.