• 1

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from WhichOnesPink»


    The only issue you showcased that isn't related to the low number of enabled biomes is the Natura nether mobs spawning in the overworld... no idea what's going on there. I'd love to know if they still spawn with more biomes enabled. Very bizarre indeed!


    My fault there. The Volcano biomes in v2.5 of EB were registered in the BiomeDictionary as 'Nether' type. Yes, I hadn't properly thought this through (It was fine with the vanilla Nether mobs, but not mods' Nether mobs), and it was one of the first fixes I made for the still unreleased next update. RTG has nothing to do with that problem.
    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)

    Sorry everyone, been away for a little bit.

    Quote from phantom1151»

    Hi needed permission to use this in my mod pack.

    Modpack thread is as follows: Here




    Go ahead. Good luck with your modpack.

    Quote from Fortanono»

    Come to think of it, I'd probably want this in any of my packs, and considering I have so many ideas, that won't be easy. Will notify you when any public pack is released containing this mod.



    Got it. Also fine with it, as long as you're sending me those links. :)

    Quote from MidnightsFX»

    Hey SMEZ1234,

    I was wondering if you have OreDictionary support for your dirt blocks or possibly an API to allow things to spawn on the modified 'dirt' blocks you have?

    Trying to get the Community Edition of Growthcraftto add support for EB!


    Okay, yes, it is possible to grow stuff on my dirt blocks, and any other mods' dirt blocks, as long as they have been programmed correctly.

    Have your crop implement IPlantable.

    Then, use this:

    public EnumPlantType getPlantType(IBlockAccess world, int x, int y, int z) {
     return EnumPlantType.InsertPlantTypeHere;
    }



    to set the type of soil that the plant will look for.

    Finally, replace

    public boolean canBlockStay(World p_149718_1_, int p_149718_2_, int p_149718_3_, int p_149718_4_) {
     return true;
    }
    with

    public boolean canBlockStay(World p_149718_1_, int p_149718_2_, int p_149718_3_, int p_149718_4_) {
     Block block = p_149718_1_.getBlock(p_149718_2_, p_149718_3_ - 1, p_149718_4_);
     return block.canSustainPlant(p_149718_1_, p_149718_2_, p_149718_3_ - 1, p_149718_4_, ForgeDirection.UP, this);
    }


    This should work nicely, and is the correct way to check for soils. Also, if you ever need to check during generation, use the block.canSustainPlant code, but replace 'this' with your crop.

    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from Fortanono»

    Ooh, sounds interesting! An update 10 months in coming! Anyway, I was thinking: Could you potentially add a way to customize ore generation? As in, you can add ores to a config to overlay the stone textures? Or is that not possible?


    It will take me a little bit of work to set up, but yes, it can be done. I won't be easily able to replace ores already generating, but adding EB stone variants for ores that can't generate shouldn't be too hard.

    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from Fortanono»

    Love this mod! This looks amazing! But one thing I don't really like in your mod: The realism factor is kinda stopping you with having fun with fantasy biomes. While they won't work in this version of the mod, what if you made an addon to the current mod for fantasy biomes? Vanilla has them too in the form of the Ice Spikes and Mushroom Island biomes. And with the amount of work put into each biome, making a fantasy biome addon (and maybe an option to add ores into EB stones manually?) would completely sell me over from using BoP + UB + WTFOres in my future modpack. (oh yeah. Can I potentially use this in my soon-to-be modpack? I may or may not use it.) And I do have a few ideas on what to put in the addon if you want any ideas.


    At the moment I have a 10 month update nearing completion, which has a lot of more interesting world generation. It's still realistic, just quite different. You may find what you're looking for there.

    Once I have released that, and all the nagging bugs have been fixed, I'll probably have nothing left to do but start looking at fantasy biomes, so if you aren't satisfied by the next update, you can probably look forward to that.


    Go ahead with the modpack. If you can, please notify me when you release the pack, whether EB is in it or not - it looks interesting, and I can always switch in EB myself.

    Posted in: Minecraft Mods
  • 2

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)

    Sorry for taking so long to reply to you all - I've been away without internet for a week.

    Quote from TeronRedoran»

    I kind of like these ideas, though perhaps keep oak trees as apple-droppers. Then make cherry trees drop cherries at about the same rate and power as apples(or perhaps less power, but higher rate). As for the doors and buttons, more variety there won't do anything to take away from vanilla, and will add more options for the player.


    I'm just waiting until I release a version for 1.8 to do this, because that's when Vanilla started doing it. Otherwise it would seem weird not to have the Vanilla versions.

    Quote from arthahar»

    Possible related problem: Dolomite Brick Stairs have name Cobbled Dolomite Stairs. In NEI I see 2 block named Cobbled Dolomite Stairs. One block texture fit to name and another block texture fit to Dolomite Brick Stairs.


    I've fixed a couple of issues relating to the stairs. This is probably one of them. I'll make sure that I have before I release the update with what is now 10 months worth of changes.

    Quote from dacrelzon»

    Hello!, i like this mod a lot but im having troubles with the hardened sandstone, basically its like its not there, when i try to break the blobk it disapear, when i take it from creative mode and place it somewhere it disapear and take the block i was placing it in, with it, and when i step on it, the server (a personal server to play with a friend) kick us out for flying. Could you help me with this?


    You probably don't have the mod loaded on the server. Similarly to how you install the mod normally, you have to put it in the server mods folder if you want to use it on a server.

    Quote from TeronRedoran»

    All brick stairs seem bugged to turn into something different. As for cobblestone stairs, most work correctly, but have an extra recipe showing in NEI that lets bricks turn into a different type of cobbled stair. . .


    That sounds worse than the bugs I fixed. Probably some mistake with the maths in there to transfer from metadata to block. Thanks for telling me, I'll get it fixed.


    Hi smez1234. I'd like to include your mod in my new modpack, known as Mine-mize. It improves on many things in Minecraft that leave much to be desired, like graphics, biomes and a few other things that allow for full customization. If you could send me a PM saying if you're okay with me using your mod or not, that would be greatly appreciated.


    Go ahead. I'll send you a PM soon, just wanted to tell you now that it's fine.

    Quote from TeronRedoran»

    Hey, I've been enjoying Enhanced Biomes for a while, so decided to do an examination of it. Here's the link.


    Thanks a lot for that. I'll put that link in the OP, but it's also got a fair bit of useful feedback for me.

    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)

    This is a really nice mod. I like the new dirt and stone. I have one suggestion though- saguaro cactuses should replace normal cactuses entirely (no more normal cactuses at all)


    EDIT: You should add an apple tree that drops apples, make the oak tree drop acorns, and make the cherry tree drop cherries. It would also be cool if you added fences, gates, and doors for all of the woods (including vanilla). I suggest this so that you can add buttons and the like for all of the stones without it being inconsistent. It would also be cool if you removed default "dirt" (and possibly stone if you go with my other suggestion) because I keep stumbling across it and its a bit strange. Or don't. You're the mod maker, not me.


    Okay, a couple of points you made here.


    In regards to adding new stuff... I don't know. I'm trying to maintain the normal feel of Minecraft, just with more variation. Saguaro cacti are an example of me pushing my self-set limitation quite a lot. Acorns and cherries feel like pushing it a bit too far. I will think about it, but unless there is significant support for going down that path, I'll probably leave it alone.


    Second point, about removing vanilla stuff and replacing it with mine. I leave it there for a couple of reasons. Firstly, because as above, I don't want to overhaul the game. Secondly, because various mods that haven't been coded to make use of Forge properly will break if I remove the only blocks they can grow or generate on. Trust me, it would make life much easier for me to remove them, but they're just too essential.


    Finally, fences, gates etc. for all the woods. It's coming. That will be in the 1.8 release. There will probably be one more massive release for 1.7.10, and then that.

    Quote from Endguy14»

    Hi, is there a way to disable this mods biomes in the default world and only use them in the select world type? also I cant seem to get this mod to work with other animal/mob mods. will it work with ocean craft,animals+,etc


    It seems that there isn't. I'll add it to my list of things for the next update.

    In terms of the mobs, other mods will be fine if they've been coded properly. Most haven't, so you'll encounter issues. Everything is good on my side, they just need to make use of the BiomeDictionary.

    Quote from WitchRolina»

    I've got a question about mod support - when using mods that add custom ores and the like (ex: Ars Magica 2), they tend to stick out like a sore thumb in biomes that use different types of stone. In addition, the new stone and grass blocks don't seem to work for a lot of recipes. Will a future update address this? Example: Having the different stone, dirt, and grass blocks be done in a similar way to how wool and clay work.


    The new stone and grass will work fine with other mods that have made use of the OreDictionary, which allows various mods to automatically have crafting recipes using different forms of a block from other mods, in this case stone.

    Their ores are more difficult to fix. I have all the code ready, but I'd need to go through and individually code compatibility for each mod. It's a work in progress. Essentially the plan is to use an 'overlay' ore texture on top of my stones, but I'd need them all to provide both the overlay texture and the list of ores.

    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from Buff_Bear»

    How do you config this mod. When i tried it came up with an error and didn't import the new config in minecraft!


    It should be as simple as going into config/Enhanced Biomes/*.cfg.

    If that's what you did, and you still got the error, can you post (in spoiler tags) the config file and the error message? I should be able to figure out what went wrong from that.

    Posted in: Minecraft Mods
  • 1

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from dAtsheepd0e»

    Bug report: Version 1.7.10

    When you hoe mollisol, it doesn't make a sound

    (sorry if this was already reported)


    Okay, didn't know about that - I tend not to play with sound.

    I'll get it fixed for the next version, which I promise I'm trying my best to complete.

    Posted in: Minecraft Mods
  • 1

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from dAtsheepd0e»

    Can I use this in my modpack? Proper credit will be given.


    Go ahead. I assume you read the four points in the OP - just remember to send me a link to the pack once it is publicly released.

    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from RockinJake»

    So I went into a fungal forest biome and the blocks are all turning into dirt and the temperature is high, is this supposed to happen?


    I'm not sure you're on the right biome mod... I don't have a fungal forest biome, last I checked.

    BoP does though. Perhaps you're thinking of it, not EB?

    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from Tilk_the_wolf»

    Heya! Nice mod! I like it. I was wondering how I could make EB biomes spawn alongside Biomes O'plenty ones..! Up to now, the only thing that I can do is to use OWG (Old world gen) mod from ted to make them generate together (they do as it haves an option for using it + other biome mods, but that's just saying)

    It would be nice if you do something similar to what better world gen 4 did: Let you select what biomes you want and what not (lists even biomes of other mods) by just selecting it in the world creation. would be a great addition! thanks for reading! ^w^


    You should be able to make EB biomes and BoP biome spawn together, as long as BoP biomes can generate in the default world type. EB's can, so it should work if you have the IDs configured right.


    Having an in-game menu like that is... complicated, to say the least. It's much easier if you just use the config files to set which biomes generate. I like the idea, but I don't have the time to figure out the programming for it when there are already other ways to do it. Sorry about that.

    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from DragonStudios»

    Does this mod support mo' creatures? if not what mob-adding mods does it support?


    It doesn't support Mo' Creatures, because for some reason Mo' Creatures does weird things with biome selection for mob spawns, and doesn't bother to use the BiomeDictionary.


    Most other mob-adding mods should work fine, because most don't need to do what Mo' Creatures does to select spawn biomes.

    Posted in: Minecraft Mods
  • 1

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from mount2010»

    Are updates on hold?I went on hiatus for a while,so I'm outdated.


    No, I'm working on the next one. Life is keeping me very busy though.

    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from susanneisdead»

    Can you make it compatable with highlands? Highlands biomes need to be in a highlands world because default doesn't support sub biomes etc so please make it compatable maybe use highlands integrator? Because I don't get how it works


    I'm not going to do that.

    Highlands has the responsibility to generate their biomes in the default world type. It's supported sub-biomes and all that for over a year now - look what my mod manages to do.

    Sorry about that, but it is entirely Highlands' problem, and much easier to fix from their side than mine.

    Posted in: Minecraft Mods
  • 0

    posted a message on Enhanced Biomes 2.5 - Nearly 100 new biomes (20/10/14)
    Quote from Seven_Dragons»

    I just want you to know that this and Metallurgy 4 are my favorite mods of all time.


    I wish I could make it so certain ores spawned in certain Biomes. I wonder how hard that would be to code? What is it worth to you to code something like that? Dollar-wise. Basically, I would like to see any ore be customized to spawn in particular Biomes sort of how you can configure what dimension an ore spawns in (0,1,2 etc.)


    Anyways let me know what you think about that


    Metallurgy was my favourite mod when I started modding, actually. I think it was version 2 at that point.


    Biome-specific ores are actually very very easy, just not if I don't have access with the ores. I'll have to have a look at Metallurgy's API if they still provide it to get that working.

    I will put it on my to do list, but not as any sort of high-priority task. Yes, I'd like it, but it isn't exactly a significant contribution to the mod.

    Quote from Archibald_TK»

    For those interested I did a config file for ATG compatibility. I'll copy my post here:




    Nice work. I'll definitely have a look at what you've done when I finally get around to programming compatibility.

    Another thing that isn't working by the way is the red sand for the desert in the last image. They seem to all be metadata problems. I'm reasonably sure I've got them tied to the world type at the moment, so it's probably due to that.

    Posted in: Minecraft Mods
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