I have several worldgen mods -- by which I mean mods that change which blocks are created when chunks get created, whether that's affecting the blocks that would normally be there or adding structures and plants and such.
Biomes o' Plenty changes entire biomes. Metallurgy adds a lot of ores. HarvestCraft adds salt ore and a ton of plants. I've got Ruins, Floating Ruins, Battle Towers, ChocolateQuest for dungeons (even if it crashes a bit while trying to generate them), Better Villages to change how they're generated, GraveStone which adds a possible building to villages as well as random graves here and there and a mausoleum as a dungeon... I'm considering others such as the Taverns mod (adds another building to villages), assuming they don't conflict.
I've been dealing with conflicts on a "throw 'em in and see what errors come up" basis, but I thought it might be nice to get a handle on how the mechanics work so I can make better guesses about which ones will and won't conflict with each other... as well as whether one mod might be suppressing the behavior of the other even though they're not throwing up error codes.
My best guess, at the moment, is that there are certain categories of mods, and that I can have one from this category, and one from that category, but not more than one or they start to overlap or cancel out; but that other categories just add a bunch of extras and I can have several of those. But I'm not sure how it all works, and I'd like to know.
From reading various bits of the forum, I've gotten the idea that basic biome mods -- Enhanced Biomes, ExtraBiomesXL, Too Many Biomes, -- are exclusive, or rather that it's just a good idea to stick with a single one. My choice at present is Biomes o' Plenty, though I'm open to experimenting with others. I don't know what happens when you combine them. I assume that Better World Generation also fits here.
There are mods that alter the underground -- Metallurgy, Geostrata, Geologica, Underground Biomes Constructs -- and I'm not sure how they mesh with the biome mods. Mariculture alters sea environments. Can I combine these freely with the biome-altering mods? Do Mariculture seas show up in Biomes o' Plenty? How about combining two mods from this category: Will Metallurgy's ores properly generate inside Geostrata's striations? Do the Underground Biomes destroy (or get destroyed by) Geologica's layers?
I assume that dimensional mods are a full buffet, if you attend to overlaps in dimension number. E.g. Twilight Forest and the Ether Mod and anything else that requires a portal, you should be able to use dozens no problem. Right?
Mods that add plants, like HarvestCraft, Natura, Plant Mega Pack, and the like should be fine to overlap, but you might run across some balancing issues (food everywhere), so it's up to you how abundant or sparse you want to make it. HC recently got upgraded for better compatibility with Biomes o' Plenty so the plants spawn in appropriate biomes, which is much better than the old system of tropical fruit trees in scrubby wilderness.
Mods that add structures, like Battle Towers, Ruins, Floating Ruins, Gravestones, and Chocolatin's Better Dungeons, should be fine to overlap, with the understanding that sometimes they'll fight over space and you'll end up with some weird conglomeration of structures like a Star Trek phasing experiment gone wrong. Which is actually something I enjoy, so that's all to the good. So far so reasonable?
Now, when it comes to incidental additions of ore/diggables -- such as HarvestCraft's salt ore, or Peaceful Pack's fossils -- do those just go into the queue and get added when necessary? Do Biomes o' Plenty biomes add these just fine underground? Is there anything weird going on here?
Also, I've run across MultiWorld (aka Too Many Biomes), and it speaks appealingly of setting up certain biomes in this world, other biomes in another... the only problem being the bug that you can't skip the night using beds if you're not in the main dimension. And I wondered if there were some way of having different worlds have different mods when it comes to worldgen, so that e.g. this world is full of Battle Towers, that world is full of Floating Ruins, this other one has tons of HarvestCraft plants and crops all over... I mean, you'd obviously have to have all the mods that create new items working if you wanted to transport items across the border between worlds, but could you suppress worldgen code for this world and embrace it for the other somehow?
If you could help me understand this I'd be most grateful.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
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Is the info I'm asking for already out there and I just haven't found it yet? I tried to wrap my head around how these things worked together but I really couldn't picture the order of events (even though, as a hobbyist programmer, I could picture some of the internal mechanics just fine). Really would like some assistance so I can make better decisions about which mods to overlap.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Basically, the mod importance and actions to each other is related to the vanilla order of world generation:
-Noise generation (for heights, variations, holes...)
Really rare for mods to tamper with, Better World Generation might be in this case...some biome mods, but mainly dimensions mod. Usually disrupt all other mods.
-Biome selection (temperature, rain/snow, top block, filling block...)
All biomes mod, basically. Note that the only chance of conflict between them is ID-related. Can disrupt decoration or structures, depending on top block/filling block.
-Biome Decoration (trees, flowers, ores, lakes...)
Usually part of biome mods, making them have less chance of conflict. Mod ores would be here too.
-Structure (village, temples, mineshaft...)Well "structure" mods...Lots of overlapping possible, since "structures" don't persist in code. Two structure mods will consider each other structures as part of the terrain noise. The latest to run and most aggressive structure generator will "win"... usually ravines.
Note that "underground" mods can't be part of "biome selection" (biome don't vary in the same column), but could be either done at "biome decoration" or "structure" time.
Basically, the mod importance and actions to each other is related to the vanilla order of world generation:
"Usually disrupts all other mods"... does this mean it doesn't allow other mods to function, or that it changes how they function? I mean, would Biomes o' Plenty still make its biomes, but the blocks would be spread in different ways (heights, for example), and chunk collections connected in different ways -- temperature areas maintained more realistically, and so forth?
That question aside, if I'm getting this right, I can use Better World Generation, and it will make higher hills and neater rivers and such; Biomes o' Plenty, which'll use its custom biomes in place of the vanilla ones, but with the choice of biomes affected somehow by BWG there (?); HarvestCraft, Metallurgy, Geostrata and the like for coloring up parts of the already-assigned biomes and sticking neat digables into already-formed areas; Floating Ruins, Battle Towers, GraveStone's mausoleum, Better Dungeons and the like to add structures (understanding that they will sometimes overlap and destroy parts of each other, which is fine), as well as any village-altering mods.
Okay, I get a better idea of how this all fits together. How does Forge decide which structure mod runs first, and is there any way to alter this?
At any rate, thank you very much for taking the time to help me understand this. It's been bugging me as I try to assemble all these mods, especially because of the times I think something is happening behind the scenes that I'm just not aware of. I do appreciate it.
Rollback Post to RevisionRollBack
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
"Usually disrupts all other mods"... does this mean it doesn't allow other mods to function, or that it changes how they function? I mean, would Biomes o' Plenty still make its biomes, but the blocks would be spread in different ways (heights, for example), and chunk collections connected in different ways -- temperature areas maintained more realistically, and so forth?
That question aside, if I'm getting this right, I can use Better World Generation, and it will make higher hills and neater rivers and such; Biomes o' Plenty, which'll use its custom biomes in place of the vanilla ones, but with the choice of biomes affected somehow by BWG there (?); HarvestCraft, Metallurgy, Geostrata and the like for coloring up parts of the already-assigned biomes and sticking neat digables into already-formed areas; Floating Ruins, Battle Towers, GraveStone's mausoleum, Better Dungeons and the like to add structures (understanding that they will sometimes overlap and destroy parts of each other, which is fine), as well as any village-altering mods.
Okay, I get a better idea of how this all fits together. How does Forge decide which structure mod runs first, and is there any way to alter this?
At any rate, thank you very much for taking the time to help me understand this. It's been bugging me as I try to assemble all these mods, especially because of the times I think something is happening behind the scenes that I'm just not aware of. I do appreciate it.
By disrupt, i mean could make the world so different the other mods might not know what to do, or do unpredictable stuff.
Biomes could be rarer/more frequent and bigger/smaller, or not be able to exist at all. The noise generation is what make the Nether so strange and the End so void.
Structure generators are sorted by index, which is defined by the modder. Note that a lot of mods actually use this to generate trees or lakes or even ores. But it would be really simple to add the index number to a configuration file, for example.
Decoration mods would use the FML event system, which sorting is less controllable by the modder.
Biomes o' Plenty changes entire biomes. Metallurgy adds a lot of ores. HarvestCraft adds salt ore and a ton of plants. I've got Ruins, Floating Ruins, Battle Towers, ChocolateQuest for dungeons (even if it crashes a bit while trying to generate them), Better Villages to change how they're generated, GraveStone which adds a possible building to villages as well as random graves here and there and a mausoleum as a dungeon... I'm considering others such as the Taverns mod (adds another building to villages), assuming they don't conflict.
I've been dealing with conflicts on a "throw 'em in and see what errors come up" basis, but I thought it might be nice to get a handle on how the mechanics work so I can make better guesses about which ones will and won't conflict with each other... as well as whether one mod might be suppressing the behavior of the other even though they're not throwing up error codes.
My best guess, at the moment, is that there are certain categories of mods, and that I can have one from this category, and one from that category, but not more than one or they start to overlap or cancel out; but that other categories just add a bunch of extras and I can have several of those. But I'm not sure how it all works, and I'd like to know.
From reading various bits of the forum, I've gotten the idea that basic biome mods -- Enhanced Biomes, ExtraBiomesXL, Too Many Biomes, -- are exclusive, or rather that it's just a good idea to stick with a single one. My choice at present is Biomes o' Plenty, though I'm open to experimenting with others. I don't know what happens when you combine them. I assume that Better World Generation also fits here.
There are mods that alter the underground -- Metallurgy, Geostrata, Geologica, Underground Biomes Constructs -- and I'm not sure how they mesh with the biome mods. Mariculture alters sea environments. Can I combine these freely with the biome-altering mods? Do Mariculture seas show up in Biomes o' Plenty? How about combining two mods from this category: Will Metallurgy's ores properly generate inside Geostrata's striations? Do the Underground Biomes destroy (or get destroyed by) Geologica's layers?
I assume that dimensional mods are a full buffet, if you attend to overlaps in dimension number. E.g. Twilight Forest and the Ether Mod and anything else that requires a portal, you should be able to use dozens no problem. Right?
Mods that add plants, like HarvestCraft, Natura, Plant Mega Pack, and the like should be fine to overlap, but you might run across some balancing issues (food everywhere), so it's up to you how abundant or sparse you want to make it. HC recently got upgraded for better compatibility with Biomes o' Plenty so the plants spawn in appropriate biomes, which is much better than the old system of tropical fruit trees in scrubby wilderness.
Mods that add structures, like Battle Towers, Ruins, Floating Ruins, Gravestones, and Chocolatin's Better Dungeons, should be fine to overlap, with the understanding that sometimes they'll fight over space and you'll end up with some weird conglomeration of structures like a Star Trek phasing experiment gone wrong. Which is actually something I enjoy, so that's all to the good. So far so reasonable?
Now, when it comes to incidental additions of ore/diggables -- such as HarvestCraft's salt ore, or Peaceful Pack's fossils -- do those just go into the queue and get added when necessary? Do Biomes o' Plenty biomes add these just fine underground? Is there anything weird going on here?
Also, I've run across MultiWorld (aka Too Many Biomes), and it speaks appealingly of setting up certain biomes in this world, other biomes in another... the only problem being the bug that you can't skip the night using beds if you're not in the main dimension. And I wondered if there were some way of having different worlds have different mods when it comes to worldgen, so that e.g. this world is full of Battle Towers, that world is full of Floating Ruins, this other one has tons of HarvestCraft plants and crops all over... I mean, you'd obviously have to have all the mods that create new items working if you wanted to transport items across the border between worlds, but could you suppress worldgen code for this world and embrace it for the other somehow?
If you could help me understand this I'd be most grateful.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Is the info I'm asking for already out there and I just haven't found it yet? I tried to wrap my head around how these things worked together but I really couldn't picture the order of events (even though, as a hobbyist programmer, I could picture some of the internal mechanics just fine). Really would like some assistance so I can make better decisions about which mods to overlap.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
-Noise generation (for heights, variations, holes...)
Really rare for mods to tamper with, Better World Generation might be in this case...some biome mods, but mainly dimensions mod. Usually disrupt all other mods.
-Biome selection (temperature, rain/snow, top block, filling block...)
All biomes mod, basically. Note that the only chance of conflict between them is ID-related. Can disrupt decoration or structures, depending on top block/filling block.
-Biome Decoration (trees, flowers, ores, lakes...)
Usually part of biome mods, making them have less chance of conflict. Mod ores would be here too.
-Structure (village, temples, mineshaft...)Well "structure" mods...Lots of overlapping possible, since "structures" don't persist in code. Two structure mods will consider each other structures as part of the terrain noise. The latest to run and most aggressive structure generator will "win"... usually ravines.
Note that "underground" mods can't be part of "biome selection" (biome don't vary in the same column), but could be either done at "biome decoration" or "structure" time.
"Usually disrupts all other mods"... does this mean it doesn't allow other mods to function, or that it changes how they function? I mean, would Biomes o' Plenty still make its biomes, but the blocks would be spread in different ways (heights, for example), and chunk collections connected in different ways -- temperature areas maintained more realistically, and so forth?
That question aside, if I'm getting this right, I can use Better World Generation, and it will make higher hills and neater rivers and such; Biomes o' Plenty, which'll use its custom biomes in place of the vanilla ones, but with the choice of biomes affected somehow by BWG there (?); HarvestCraft, Metallurgy, Geostrata and the like for coloring up parts of the already-assigned biomes and sticking neat digables into already-formed areas; Floating Ruins, Battle Towers, GraveStone's mausoleum, Better Dungeons and the like to add structures (understanding that they will sometimes overlap and destroy parts of each other, which is fine), as well as any village-altering mods.
Okay, I get a better idea of how this all fits together. How does Forge decide which structure mod runs first, and is there any way to alter this?
At any rate, thank you very much for taking the time to help me understand this. It's been bugging me as I try to assemble all these mods, especially because of the times I think something is happening behind the scenes that I'm just not aware of. I do appreciate it.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
By disrupt, i mean could make the world so different the other mods might not know what to do, or do unpredictable stuff.
Biomes could be rarer/more frequent and bigger/smaller, or not be able to exist at all. The noise generation is what make the Nether so strange and the End so void.
Structure generators are sorted by index, which is defined by the modder. Note that a lot of mods actually use this to generate trees or lakes or even ores. But it would be really simple to add the index number to a configuration file, for example.
Decoration mods would use the FML event system, which sorting is less controllable by the modder.