I'm someone else who'd like to be able to turn Quicksand off again.
I'm bothered by the background sounds of screaming and dying animals (combining Mo' Creatures w. quicksand = slaughterhouse), constantly disappearing villagers, and REALLY bothered by quicksand being a desert/dry biome feature, not a swamp/bog/riverbed feature like you encounter it IRL.
How much in your Patreon bucket to get you some time to work on that?
Thanks a lot for the support guys, it's certainly refreshing to see given the recent events.
Yeah, we have moved on from 1.6 quite a while ago, and fixing bugs in older versions (especially after drastic updates) is really not fun. I do indeed work on the mod in my free time, which is part of the reason why at times there may not be all that many updates or I don't respond sometimes. It's a constant conflict really, at times I wish I had more time to work on the mod and at others i'm happy I don't have time for it.
Just thought I would ask =)
I am really looking forward to BoP in version 1.7.x, but I am currently waiting on Tinker's Construct to update past 1.7.1 before I move on from 1.6.4
Is it possible to have the biomes that don't fit in next to the other biome spawn somewhere else??
Example: I don't want the Bamboo Forest to spawn next to the Arctic biome.
This would be nice because everyone would get a more realistic world!
This should already be the case in 1.7. Unless you have disabled all biomes of a given type (hot, warm, cool or icy), in which case, it can happen as BoP needs something to fall back on, biomes with drastically different temperatures should almost always be kept separate.
I'm someone else who'd like to be able to turn Quicksand off again.
I'm bothered by the background sounds of screaming and dying animals (combining Mo' Creatures w. quicksand = slaughterhouse), constantly disappearing villagers, and REALLY bothered by quicksand being a desert/dry biome feature, not a swamp/bog/riverbed feature like you encounter it IRL.
How much in your Patreon bucket to get you some time to work on that?
Hehe, I don't want to be one of those people who have to be bribed to do things :P. I did have a long conversation about this in IRC yesterday and at this point, i'm thinking of just rewriting the mod completely (for the 170 billionth time) to allow for configurable everything amongst other things. I really have not wanted to do it for various reasons, but it looks like at this point it's becoming a matter of "do it already".
Hehe, I don't want to be one of those people who have to be bribed to do things :P. I did have a long conversation about this in IRC yesterday and at this point, i'm thinking of just rewriting the mod completely (for the 170 billionth time) to allow for configurable everything amongst other things. I really have not wanted to do it for various reasons, but it looks like at this point it's becoming a matter of "do it already".
Now lets not be hasty here. I wouldn't make it configurable for everything. Imagine how many more "Halp mez" you are gonna here if people can fiddle with the under the hood stuff. I think they just want a quick sand toggle. I like it and its a unique feature that breaks up how you play a bit, but the AI is balls about avoiding it.
Now lets not be hasty here. I wouldn't make it configurable for everything. Imagine how many more "Halp mez" you are gonna here if people can fiddle with the under the hood stuff. I think they just want a quick sand toggle. I like it and its a unique feature that breaks up how you play a bit, but the AI is balls about avoiding it.
Well, everything being along the lines of messing with biome colours, entity spawns, top and middle layers, heights and decoration values. Not necessarily too 'under the hood'. Plus, fallbacks deal with most user-caused issues. I did say before I wanted it done properly otherwise I didn't want it at all
Hehe, I don't want to be one of those people who have to be bribed to do things
I was thinking less a bribe, and more "Hey, this is a great Patreon goal point, since you want to do it right, that takes time, time == money, and people keep talking about it." And also I want to give you money.
This should already be the case in 1.7. Unless you have disabled all biomes of a given type (hot, warm, cool or icy), in which case, it can happen as BoP needs something to fall back on, biomes with drastically different temperatures should almost always be kept separate.
I'm on 1.6.4, changed several settings (put some 100's, 0.1's, even 0's) and I can't see a noticeable difference on the layout of biomes.... the same seed yields out exactly the same distribution of biomes, even with modifications.
the only difference I could see, was changing the biome size.... but I can't see any difference with Desert set to 100 or Ocean set to 0.1... they don't get any more bigger or smaller over Grassland or Swampland.
however, if I disable biomes, I begin seeing "Degraded" around.
Rollback Post to RevisionRollBack
Programming was supposed to mean simplicity... then, Mojang showed up.
I'm on 1.6.4, changed several settings (put some 100's, 0.1's, even 0's) and I can't see a noticeable difference on the layout of biomes.... the same seed yields out exactly the same distribution of biomes, even with modifications.
the only difference I could see, was changing the biome size.... but I can't see any difference with Desert set to 100 or Ocean set to 0.1... they don't get any more bigger or smaller over Grassland or Swampland.
however, if I disable biomes, I begin seeing "Degraded" around.
I did say in 1.7. In 1.6 and below, biomes with drastically different temperatures can still be placed next to each other.
K so I have been waiting a loooong ass (over a year) time to play minecraft (I don't play vanilla) because either some/all of the mods I want are out of date with version, and/or a new version of minecraft adding a lot of new things is going to be coming out sometime in the near future and along with that comes a lot of time getting forge and all the mods updated to the next version etc...
That being said I am not impatient because i realize it is going to take time to have everything updated to 1.8. I would just like an approximate time estimate for when you guys think this mod along with other major mods will all be updated to 1.8? Also, with the block ids changing to be words instead of numbers, will this mean more mods will have less conflicts with each other in terms of block ids?
That being said I am not impatient because i realize it is going to take time to have everything updated to 1.8. I would just like an approximate time estimate for when you guys think this mod along with other major mods will all be updated to 1.8?
No estimate for ANY Forgemod to be updated to 1.8; they can't update until Forge is updated. Forge hasn't updated, and the dev's mentioned he's on vacation for a few weeks, so THAT won't happen until he comes back and does whatever he needs to do. It could be anywhere from weeks to months for Forge to update once he's back, and THEN modders can start updating their mods.
So, short answer: Probably not before December, more likely starting in the New Year, and that's just mods in general, not big mods, and assumes Forge updates sometime in November.
I'm someone else who'd like to be able to turn Quicksand off again.
I'm bothered by the background sounds of screaming and dying animals (combining Mo' Creatures w. quicksand = slaughterhouse), constantly disappearing villagers, and REALLY bothered by quicksand being a desert/dry biome feature, not a swamp/bog/riverbed feature like you encounter it IRL.
How much in your Patreon bucket to get you some time to work on that?
In the 1.6.4 version you could disable it. I know as I have it disabled in my 1.6.4 modded game and it's won-der-ful. I just was going through the config for the 1.7.10 version that came with the Modsauce modpack and I am very disappointed that they removed that option. I don't know why they would do that.
Lol oops I forgot to quote your reply, sorry I don't know how to delete posts.. Can anyone help? Lol
I'm bothered by the background sounds of screaming and dying animals (combining Mo' Creatures w. quicksand = slaughterhouse), constantly disappearing villagers, and REALLY bothered by quicksand being a desert/dry biome feature, not a swamp/bog/riverbed feature like you encounter it IRL.
How much in your Patreon bucket to get you some time to work on that?
Just thought I would ask =)
I am really looking forward to BoP in version 1.7.x, but I am currently waiting on Tinker's Construct to update past 1.7.1 before I move on from 1.6.4
Thanks for all your hard work!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287648-tinkers-construct
Tinkers' Construct for 1.7.10. It doesn't support 1.7.2, however. Have fun!
This should already be the case in 1.7. Unless you have disabled all biomes of a given type (hot, warm, cool or icy), in which case, it can happen as BoP needs something to fall back on, biomes with drastically different temperatures should almost always be kept separate.
Hehe, I don't want to be one of those people who have to be bribed to do things :P. I did have a long conversation about this in IRC yesterday and at this point, i'm thinking of just rewriting the mod completely (for the 170 billionth time) to allow for configurable everything amongst other things. I really have not wanted to do it for various reasons, but it looks like at this point it's becoming a matter of "do it already".
Now lets not be hasty here. I wouldn't make it configurable for everything. Imagine how many more "Halp mez" you are gonna here if people can fiddle with the under the hood stuff. I think they just want a quick sand toggle. I like it and its a unique feature that breaks up how you play a bit, but the AI is balls about avoiding it.
Well, everything being along the lines of messing with biome colours, entity spawns, top and middle layers, heights and decoration values. Not necessarily too 'under the hood'. Plus, fallbacks deal with most user-caused issues. I did say before I wanted it done properly otherwise I didn't want it at all
I was thinking less a bribe, and more "Hey, this is a great Patreon goal point, since you want to do it right, that takes time, time == money, and people keep talking about it." And also I want to give you money.
I'm on 1.6.4, changed several settings (put some 100's, 0.1's, even 0's) and I can't see a noticeable difference on the layout of biomes.... the same seed yields out exactly the same distribution of biomes, even with modifications.
the only difference I could see, was changing the biome size.... but I can't see any difference with Desert set to 100 or Ocean set to 0.1... they don't get any more bigger or smaller over Grassland or Swampland.
however, if I disable biomes, I begin seeing "Degraded" around.
I did say in 1.7. In 1.6 and below, biomes with drastically different temperatures can still be placed next to each other.
I mean, what's the meaning of the values in the config files?.... like I said, I tried some ridiculous combinations, I can't see any difference.
Changing what values? Biome weights aren't in 1.6...
That being said I am not impatient because i realize it is going to take time to have everything updated to 1.8. I would just like an approximate time estimate for when you guys think this mod along with other major mods will all be updated to 1.8? Also, with the block ids changing to be words instead of numbers, will this mean more mods will have less conflicts with each other in terms of block ids?
That's my favorite Mod to!!! I hope that they'll soon add Biomes into the End for the Future Updates
No estimate for ANY Forgemod to be updated to 1.8; they can't update until Forge is updated. Forge hasn't updated, and the dev's mentioned he's on vacation for a few weeks, so THAT won't happen until he comes back and does whatever he needs to do. It could be anywhere from weeks to months for Forge to update once he's back, and THEN modders can start updating their mods.
So, short answer: Probably not before December, more likely starting in the New Year, and that's just mods in general, not big mods, and assumes Forge updates sometime in November.
In the 1.6.4 version you could disable it. I know as I have it disabled in my 1.6.4 modded game and it's won-der-ful. I just was going through the config for the 1.7.10 version that came with the Modsauce modpack and I am very disappointed that they removed that option. I don't know why they would do that.
Formerly known as ORabbit around these parts.