There are routines in FML that can be used to add/remove biomes. EBXL uses those, and Mystcraft picks them up just fine. But EBXL is basically only defining new biomes that look/behave like standard vanilla biomes (with such things as new types of trees that have colored leaves). In particular, it has no generation code beyond surface decorations (and I'm not even sure it has a custom decorator). Equally, neither EBXL nor Mystcraft have any special smarts for border biomes (such as "Extreme hill edge" or "river" or "beach" -- your forests do have border biomes).
EBXL is going to use the Mystcraft API to add new things in the future.
Now, do you actually register your new biomes with FML? Or do you just fake it by having everything done in your own world generation?
===
If you use the Mystcraft API, you can adjust the "random chance" of a biome spawning at random in an incomplete linking book. In particular, you could set it to zero for random chance, which would still permit creative mode notebooks to be made with it. (That's not so crazy. Until the new system for learning symbols is made / the new instability system, that's how a lot of people are running their Myst worlds.)
The routines in FML to add biomes are there so that you can add them to generate randomly in the overworld. That's not what I want to do, so I don't use those routines for my biomes.
I like Mystcraft and I'll do what I can to maximize compatibility with it, preferably when their API is stable and publicly released.
Hello everyone! I have been playing this mod for a while now. I played at first in 1.2.5 and recently upgraded to 1.3.2 with several issues that I eventually resolved. I started a new world since the update changed the trees into emerald. Just now I was playing and tried to place a torch berry plant and it crashed. As far as I can tell, I don't have any other mods installed.
Thanks for your help in advance!
Thanks, I also found this crash this morning. I'll upload a new version fixing this crash and fixing spawn eggs tonight.
had a strange glitch: you search a bit of an area with the magic map in v1.11.7, download this one, look at magic map, and the map looks like you've explored everywhere.
Anyone else got this???
had a strange glitch: you search a bit of an area with the magic map in v1.11.7, download this one, look at magic map, and the map looks like you've explored everywhere.
Anyone else got this???
Oh geez. I had that on for testing. Okay, I've just updated the download file without bumping the version number. Let me know if there's any more glitchiness with the maps.
Oh geez. I had that on for testing. Okay, I've just updated the download file without bumping the version number. Let me know if there's any more glitchiness with the maps.
Okay, uploaded 1.11.8 fixing spawn eggs (I hope) and a crash when placing ceiling-growing plants.
Benimatic:
Thank you so much for the work you do not only to keep this mod going but to bring us new and exciting content so quickly. I am truly impressed and grateful for your contribution the the awesome in this world.
I haven't tried the new crash and egg fix yet, but I'm sure it will work fine. I can't imagine how hard and time consuming it is to keep all of this going. You are doing great!
Is there any way to update to 1.11.8 from 1.11.1?
also are there any other things i need to install for 1.11.8? i cant install it even with modloader modloadermp and forge.
EDIT: nevermind i figured it out. i didnt have the newest forge. i thought i did.
I'm trying to play 1.11.8 and i can't because i need a newer version of forge but i can't find one. where do you get it??
Go to Minecraftforge.net.
Question to mod maker: have you ever noticed that the Twilight Forest regenerates if you exit the world while in TF? Is that to help 1.3 compatibility or just a bug?
I was exploring a new map and wandered into a new biome I hadnt seen before, it was called twilight forest biome. This was on the surface no portals. Had all the mobs and everything. Just wondering if this is a bug or new feature?
I was exploring a new map and wandered into a new biome I hadnt seen before, it was called twilight forest biome. This was on the surface no portals. Had all the mobs and everything. Just wondering if this is a bug or new feature?
If i recall, it was related to another mod related to biomes.
I added that at the last moment, apparently just to give myself more work. I'm not quite sure what the trophy should be yet. What do you think?
- A head to hang on the wall
- A smaller head, similar to the mob heads in the snapshots
- A glass case or jar with a mini hydra (or hydra head) inside
- A huge painting
Or something else?
Well, either a head to hang on the wall, and you can right click it and it makes the hydra sounds. (Grandson gets a kick out of those, see Jammy Furniture mod, they had mob heads that do this...and it is fun.) Or, that jar with a mini hydra sounds cool too. : )
I made a portal, and was given this error when I jumped in.
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\Neuroticpig\AppData\Roaming\.minecraft\crash-reports\crash-2012-09-29_11.47.52-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 3e142aac --------
Generated 9/29/12 11:47 AM
java.lang.ArrayIndexOutOfBoundsException: -1
at twilightforest.TFWorldChunkManager.a(TFWorldChunkManager.java:85)
at vn.<init>(SourceFile:28)
at vm.a(SourceFile:58)
at vm.b(SourceFile:67)
at twilightforest.TFWorldChunkManager.a(TFWorldChunkManager.java:65)
at wl.a(Chunk.java:1424)
at up.a(World.java:155)
at up.a(World.java:1599)
at auw.h(EntityRenderer.java:1451)
at auw.a(EntityRenderer.java:972)
at auw.b(EntityRenderer.java:886)
at net.minecraft.client.Minecraft.J(Minecraft.java:871)
at net.minecraft.client.Minecraft.run(Minecraft.java:764)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e2894e ----------
You have a lower than normal ground height. Do you alter the heights at which ores generate to compensate?
Specifically, I am looking to add either Better Ore Distribution or Custom Ore Distribution. When I asked about how they differed, and interacted with Mystcraft, I got this response:
any generation that calls "WorldGenMinable.generate(ID, x, y, z);" will get run through BOD, so it depends on how Mystcraft generates other worlds. and I don't know about dense ores, if its a block it should get run through BOD if it generates normally.
Now, I know that you have a custom version of this for the dark hills, and you may have a custom version for this just to deal with the different ground height. So, the simple question:
Will either of these work properly with your forest? ("Unknown" is a perfectly valid answer :-).
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The routines in FML to add biomes are there so that you can add them to generate randomly in the overworld. That's not what I want to do, so I don't use those routines for my biomes.
I like Mystcraft and I'll do what I can to maximize compatibility with it, preferably when their API is stable and publicly released.
Thanks, I also found this crash this morning. I'll upload a new version fixing this crash and fixing spawn eggs tonight.
Good looking video, guys!
Anyone else got this???
Oh geez. I had that on for testing. Okay, I've just updated the download file without bumping the version number. Let me know if there's any more glitchiness with the maps.
Benimatic:
Thank you so much for the work you do not only to keep this mod going but to bring us new and exciting content so quickly. I am truly impressed and grateful for your contribution the the awesome in this world.
I haven't tried the new crash and egg fix yet, but I'm sure it will work fine. I can't imagine how hard and time consuming it is to keep all of this going. You are doing great!
DFTBA
Been forever since i used this so i forget how to put it in a spoiler, mind telling me so i can edit this when i get back?
Ty seems to be working great... and man that was fast.
also are there any other things i need to install for 1.11.8? i cant install it even with modloader modloadermp and forge.
EDIT: nevermind i figured it out. i didnt have the newest forge. i thought i did.
Go to Minecraftforge.net.
Question to mod maker: have you ever noticed that the Twilight Forest regenerates if you exit the world while in TF? Is that to help 1.3 compatibility or just a bug?
If i recall, it was related to another mod related to biomes.
How does it even work, I mean isn't the TF biome ground generated lower then normal?
Edit: Eggs work for me.
Well, either a head to hang on the wall, and you can right click it and it makes the hydra sounds. (Grandson gets a kick out of those, see Jammy Furniture mod, they had mob heads that do this...and it is fun.) Or, that jar with a mini hydra sounds cool too. : )
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\Neuroticpig\AppData\Roaming\.minecraft\crash-reports\crash-2012-09-29_11.47.52-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 3e142aac --------
Generated 9/29/12 11:47 AM
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_05, Oracle Corporation
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 388081840 bytes (370 MB) / 521666560 bytes (497 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- FML: FML v3.0.196.366 Minecraft Forge 4.1.1.251 9 mods loaded, 9 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyCore [Metallurgy Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyBase [Metallurgy Base] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyEnder [Metallurgy Ender] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyUtility [Metallurgy Utility] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyNether [Metallurgy Nether] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyPrecious [Metallurgy Precious] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
TwilightForest [The Twilight Forest] (twilightforest-1.11.8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
- LWJGL: 2.4.2
- OpenGL: AMD Radeon(TM) HD 6620G GL version 4.1.10627 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
- World MpServer Entities: 2 total; [atg['neuroticpig'/188, l='MpServer', x=-25.67, y=77.67, z=267.73], atg['neuroticpig'/188, l='MpServer', x=8.50, y=66.62, z=8.50]]
- World MpServer Players: 1 total; [atg['neuroticpig'/188, l='MpServer', x=8.50, y=66.62, z=8.50]]
- World MpServer Chunk Stats: MultiplayerChunkCache: 0
- Forced Entities: 1 total; [atg['neuroticpig'/188, l='MpServer', x=8.50, y=66.62, z=8.50]]
- Retry Entities: 0 total; []
java.lang.ArrayIndexOutOfBoundsException: -1
at twilightforest.TFWorldChunkManager.a(TFWorldChunkManager.java:85)
at vn.<init>(SourceFile:28)
at vm.a(SourceFile:58)
at vm.b(SourceFile:67)
at twilightforest.TFWorldChunkManager.a(TFWorldChunkManager.java:65)
at wl.a(Chunk.java:1424)
at up.a(World.java:155)
at up.a(World.java:1599)
at auw.h(EntityRenderer.java:1451)
at auw.a(EntityRenderer.java:972)
at auw.b(EntityRenderer.java:886)
at net.minecraft.client.Minecraft.J(Minecraft.java:871)
at net.minecraft.client.Minecraft.run(Minecraft.java:764)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e2894e ----------
You have a lower than normal ground height. Do you alter the heights at which ores generate to compensate?
Specifically, I am looking to add either Better Ore Distribution or Custom Ore Distribution. When I asked about how they differed, and interacted with Mystcraft, I got this response:
Now, I know that you have a custom version of this for the dark hills, and you may have a custom version for this just to deal with the different ground height. So, the simple question:
Will either of these work properly with your forest? ("Unknown" is a perfectly valid answer :-).
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?