Yeah, the problem is the reverb is way too strong when you're on the surface. I don't remember this doing that at all back in 1.7.10, but it's been awhile. Can you just shut it off if seesky=true?
Love love love this mod! Won't play without it. But toning down that reverb when outdoors would help a ton!
@FatherToast - or does anyone know how to add modded mobs as jockeys with SpecialAI? I'm trying to add the MoCreatures Wolf to the rider list, and I haven't had any luck. I'd also like to add them to the depacify list, and then make them always agressive, since their passive at daytime.
I've tried adding them to the S:mount_list=Spider,Ghast,MoCreatures.WWolf and I'm getting nothing.
Hey, everyone in this thread... what happened to the wiki? It's a mess right now. Regarding my above post to ZeBrasa, what happened the wiki page detailing the "Event" spawn type? It looks like a few pages have been added that are just copy/pastes of conversations on here, and it seems others may have been deleted.
Mods are only as good as their documentation, and this one is failing now. @Crudedragos, do you need help cleaning it up? A mod this powerful and deep *must* have concise and clear instructions, and the edits that have been made (it looks like by other people) are not good.
Anyway, thanks for a spectacular mod (and making MoCreatures usable!)
I am having an issue, though, where something is overwriting my vanilla SpawnListEntries. The vanilla.cfg file itself states that all zombies and skeletons in all biomes should only be spawning at a 20 weight (instead of the default 100), but when I look at my ImportedSpawnlists.cfg, all of the weights have been reset to 100. "Empty vanilla spawnlists": true is set, and "Type-Enabled": "MONSTER-true" is set for zombies and skeletons.
I did discover that enderzoo overrides JAS every time you launch, which is annoying. I'm still torn on how to manage that, because the wither cats that are supposed to spawn along side the wither witches I don't think works when you take control via JAS. I'm guessing the same will hold true for the Fallen Knights and their mounts.
Any help is appreciated. And for what it's worth, Crude, 1.10.2 seems to be where a lot of LPers have settled, which means other people will be playing those packs, too.
Alright, now I'm trying to get rid of the weird "Loamy Grass and Loamy Dirt" from Biomes O Plenty, and it doesn't seem to be doing anything. Does my config look right to you?
Does this look ok? And yes, made sure the file was added to the main config. I'm seeing this in the log, so it looks like it's loading. It's just not actually doing anything to the top and filler blocks in those biomes...
[10:24:32] [Client thread/DEBUG] [BiomeTweakerCore/]: Successfully redirected 'block2' to 'actualFillerBlock'
[10:24:32] [Client thread/DEBUG] [BiomeTweakerCore/]: Successfully redirected 'block1' to 'actualFillerBlock'
[10:24:32] [Client thread/DEBUG] [BiomeTweakerCore/]: Successfully redirected 'block' to 'liquidFillerBlock'
[10:24:32] [Client thread/DEBUG] [BiomeTweakerCore/]: Successfully redirected 'block1' to 'actualFillerBlock'
[10:24:32] [Client thread/INFO] [BiomeTweakerCore/]: Sucessfully patched net.minecraft.world.biome.BiomeGenBase! 14 patches were applied.
Hey superckl, thanks for the great mod! Really enjoying playing around with it and seeing what I can come up with. I'm trying to change sky colors, but I'm seeing this in my log:
[Client thread/WARN] [BiomeTweaker/BiomeTweaker]: Attempted to set property skyColor but corresponding property was not found for biomes. Value: 0
[Client thread/WARN] [BiomeTweaker/BiomeTweaker]: Attempted to set property color but corresponding property was not found for biomes. Value: 0
It's loading the grass and foliage for the biome I'm tweaking, so I know that's working! Are these options not implemented yet?
I'm using BiomeTweaker-1.7.10-1.2.128 with minecraft 1.7.10.
Sorry, I think you misunderstood. Your mod, Headcrumbs, contains Shulker and Guardian heads, right? Well, I have Headcrumbs installed, and even though I have the config set to "B:"Add player heads as dungeon loot"=false" Shulker and Guardian heads are still showing up as loot; but using a generic Steve head for a model.
Reading your description on the first page makes it sound like those are only supposed to appear if you also have Et Futurum installed, which I don't.
I'm getting a bug where shulker heads and guardian heads are spawning as loot in chest, even though I don't have Et Futurum installed. They just show up as a Steve head...
That's MC-31681. It's most likely a bug (if it would be a feature, it would be a pretty stupid one). At least it needs fixing, so you better upvote this on the bug tracker.
I must admit, this is going to take some getting used to...especially as it feels like a total eclipse is happening every time you walk under a tree!
I'm also not that enamored of the new fog system in general. The old effect felt like mist in the distance and blended quite nicely with my better skies. Now it feels kind of artificial somehow...something else to have to get used to I suppose.
I mentioned this elsewhere, and it's been filed as a bug report
That's MC-31681. It's most likely a bug (if it would be a feature, it would be a pretty stupid one). At least it needs fixing, so you better upvote this on the bug tracker.
Kahr, I just discovered that now when you're in shadow (under a tree or overhang), the renderer changes the sky fog color to a dark grey. Will we be able to change this in the future? And I apologize if this has been around awhile. I've been away, and only returned since the terrain engine update.
And do you and Misa have any sort of time frame for getting her proposed 256-column biome color map up and running? Or are we in hold mode waiting to see what Mojang's going to put out next?
Thank you for all of your hard work. It's very much appreciated.
0
It's BetterFoliage. Pull it for now.
0
Yeah, the problem is the reverb is way too strong when you're on the surface. I don't remember this doing that at all back in 1.7.10, but it's been awhile. Can you just shut it off if seesky=true?
Love love love this mod! Won't play without it. But toning down that reverb when outdoors would help a ton!
0
Have you looked at In Control yet? I'm literally just starting to build my pack today, but I'm going to try it. I desperately want JAS back, though.
0
@FatherToast - or does anyone know how to add modded mobs as jockeys with SpecialAI? I'm trying to add the MoCreatures Wolf to the rider list, and I haven't had any luck. I'd also like to add them to the depacify list, and then make them always agressive, since their passive at daytime.
I've tried adding them to the S:mount_list=Spider,Ghast,MoCreatures.WWolf and I'm getting nothing.
Thanks for any help.
1
Hey, everyone in this thread... what happened to the wiki? It's a mess right now. Regarding my above post to ZeBrasa, what happened the wiki page detailing the "Event" spawn type? It looks like a few pages have been added that are just copy/pastes of conversations on here, and it seems others may have been deleted.
Mods are only as good as their documentation, and this one is failing now. @Crudedragos, do you need help cleaning it up? A mod this powerful and deep *must* have concise and clear instructions, and the edits that have been made (it looks like by other people) are not good.
Anyway, thanks for a spectacular mod (and making MoCreatures usable!)
I am having an issue, though, where something is overwriting my vanilla SpawnListEntries. The vanilla.cfg file itself states that all zombies and skeletons in all biomes should only be spawning at a 20 weight (instead of the default 100), but when I look at my ImportedSpawnlists.cfg, all of the weights have been reset to 100. "Empty vanilla spawnlists": true is set, and "Type-Enabled": "MONSTER-true" is set for zombies and skeletons.
I did discover that enderzoo overrides JAS every time you launch, which is annoying. I'm still torn on how to manage that, because the wither cats that are supposed to spawn along side the wither witches I don't think works when you take control via JAS. I'm guessing the same will hold true for the Fallen Knights and their mounts.
Any help is appreciated. And for what it's worth, Crude, 1.10.2 seems to be where a lot of LPers have settled, which means other people will be playing those packs, too.
0
The file you're looking for is here:
config/JustAnotherSpawner/WorldSettings/BASIC/DEFAULT/EventSpawns
That's just one of the ways to spawn things using certain events.
0
Alright, now I'm trying to get rid of the weird "Loamy Grass and Loamy Dirt" from Biomes O Plenty, and it doesn't seem to be doing anything. Does my config look right to you?
Does this look ok? And yes, made sure the file was added to the main config. I'm seeing this in the log, so it looks like it's loading. It's just not actually doing anything to the top and filler blocks in those biomes...
0
Ah. Too bad. Thanks, though!
0
Hey superckl, thanks for the great mod! Really enjoying playing around with it and seeing what I can come up with. I'm trying to change sky colors, but I'm seeing this in my log:
[Client thread/WARN] [BiomeTweaker/BiomeTweaker]: Attempted to set property skyColor but corresponding property was not found for biomes. Value: 0
[Client thread/WARN] [BiomeTweaker/BiomeTweaker]: Attempted to set property color but corresponding property was not found for biomes. Value: 0
It's loading the grass and foliage for the biome I'm tweaking, so I know that's working! Are these options not implemented yet?
I'm using BiomeTweaker-1.7.10-1.2.128 with minecraft 1.7.10.
Thanks!
0
Sorry, I think you misunderstood. Your mod, Headcrumbs, contains Shulker and Guardian heads, right? Well, I have Headcrumbs installed, and even though I have the config set to "B:"Add player heads as dungeon loot"=false" Shulker and Guardian heads are still showing up as loot; but using a generic Steve head for a model.
Reading your description on the first page makes it sound like those are only supposed to appear if you also have Et Futurum installed, which I don't.
Thanks.
0
I'm getting a bug where shulker heads and guardian heads are spawning as loot in chest, even though I don't have Et Futurum installed. They just show up as a Steve head...
0
I have twice lost all my research. There doesn't seem to be any rhyme or reason to when I loose it, other than logging out and logging in.
Using:
BiomesOPlenty-1.7.10-2.1.0.1018-universal.jar
CodeChickenCore-1.7.10-1.0.4.35-universal.jar
InventoryTweaks-1.58-147.jar
Jabba-1.2.1_1.7.10.jar
NotEnoughItems-1.7.10-1.0.4.90-universal.jar
roguelike-1.7.10-1.3.5.jar
Thaumcraft-1.7.10-4.2.3.5.jar
twilightforest-1.7.10-2.3.4.jar
Baubles-1.7.10-1.0.1.10.jar
CodeChickenLib-1.7.10-1.1.3.127-universal.jar
I just cheat it back in, so it's ok. Just annoying.
0
Thanks, Zombie! I'll do that.
0
I mentioned this elsewhere, and it's been filed as a bug report
0
And do you and Misa have any sort of time frame for getting her proposed 256-column biome color map up and running? Or are we in hold mode waiting to see what Mojang's going to put out next?
Thank you for all of your hard work. It's very much appreciated.