What is BioMod you say?
The name should be self explanatory, it's a Biome editing mod!
What can it do?
It consists of a single ini file divided into various sections where you can control what biomes are loaded, replace some biomes (or all of them) for another biome, configure the minimum and maximum height of each biome, how it's decorated, the sea level, the frequency of ravines and caves, their size, etc...
That's pretty kickin rad, how do I install it?
You'll need MagicLauncher, just read the readme.txt included in the zip file.
But wait, does it work in multiplayer?
I haven't made a multiplayer version yet, I might release it next week if I have the time to work on it.
Will you update this further?
There are plenty of values that are obfuscated and I haven't quite figured out what they do yet, so the answer is yes, I'll update it further even if only to support new biomes like the upcoming Jungle biome and the increased world height (that one is gonna be fun to mess around with).
Why do I need this?
You don't, but if you want to set yourself a challenge, build something in a certain theme or just have pretty terrain to look at, you will.
Does it come with pre-made custom worlds that I can try?
Yes it does, have a look at the end of this post!
MAKE SURE YOU READ THE README.TXT, DON'T BLAME ME FOR NOT READING IT Download
I might try this, but considering my experience with other terrain tweakers my results will be less than picture-perfect.More like an amoeba of dirt and a floating pillar of sand.
EDIT
Despite the sheer amount of base classes it edits it has snugly ninja'd its way in (surprises the **** out of me). With the exception of vq.class, which is occupied by Forge. If you could patch this, I will use this.
I might try this, but considering my experience with other terrain tweakers my results will be less than picture-perfect.More like an amoeba of dirt and a floating pillar of sand.
EDIT
Despite the sheer amount of base classes it edits it has snugly ninja'd its way in. With the exception of vq.class, which is occupied by Forge. If you could patch this, I will use this.
I'm pretty sure the vq class was just included because I might have messed around with it at an earlier point and it was compiled even though I didn't change anything, try removing it from the zip and see if it still works, I believe it will.
Yeah, just tested it, it was included by mistake, I've removed it from the downloadable file, it still works fine without it.
I'm pretty sure the vq class was just included because I might have messed around with it at an earlier point and it was compiled even though I didn't change anything, try removing it from the zip and see if it still works, I believe it will.
Yeah, just tested it, it was included by mistake, I've removed it from the downloadable file, it still works fine without it.
There is no uq.class, unless you meant qu. Running a test now.
There is no uq.class, unless you meant qu. Running a test now.
There was, I changed my post because I realised I had already removed that one, just had forgotten to remove vq, it works great without it, it was just compiled because I changed some values for testing and even though I reverted them all to default the compiler still considered it a "modified" class.
There was, I changed my post because I realised I had already removed that one, just had forgotten to remove vq, it works great without it, it was just compiled because I changed some values for testing and even though I reverted them all to default the compiler still considered it a "modified" class.
Thanks for this. 22 base class edits and absolutely no major conflicts I can speak of except for other mods that specifically change the terrain generation formula - which is understandable. Nice work.
Getting that error again immediately after tinkering with worldconfig.ini
Starting Minecraft...
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.or
g)
OpenAL initialized.
.\worlds\worldconfig.ini (The system cannot find the path specified)
java.lang.ExceptionInInitializerError
at qu.<init>(WorldChunkManager.java:20)
at qu.<init>(WorldChunkManager.java:29)
at aip.a(SourceFile:44)
at aip.a(SourceFile:28)
at vq.<init>(SourceFile:144)
at vq.<init>(SourceFile:118)
at net.minecraft.client.Minecraft.a(SourceFile:1649)
at vt.a(SourceFile:161)
at ug.a(SourceFile:72)
at vt.a(SourceFile:225)
at ug.f(SourceFile:120)
at ug.i(SourceFile:108)
at net.minecraft.client.Minecraft.k(SourceFile:1367)
at net.minecraft.client.Minecraft.x(SourceFile:709)
at net.minecraft.client.Minecraft.run(SourceFile:662)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NumberFormatException: For input string: ""
at java.lang.NumberFormatException.forInputString(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at zp.<init>(BiomeGenBase.java:58)
at sk.<init>(BiomeGenOcean.java:9)
at zp.<clinit>(BiomeGenBase.java:12)
... 16 more
Stopping!
Getting that error again immediately after tinkering with worldconfig.ini
Starting Minecraft...
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.or
g)
OpenAL initialized.
.\worlds\worldconfig.ini (The system cannot find the path specified)
java.lang.ExceptionInInitializerError
at qu.<init>(WorldChunkManager.java:20)
at qu.<init>(WorldChunkManager.java:29)
at aip.a(SourceFile:44)
at aip.a(SourceFile:28)
at vq.<init>(SourceFile:144)
at vq.<init>(SourceFile:118)
at net.minecraft.client.Minecraft.a(SourceFile:1649)
at vt.a(SourceFile:161)
at ug.a(SourceFile:72)
at vt.a(SourceFile:225)
at ug.f(SourceFile:120)
at ug.i(SourceFile:108)
at net.minecraft.client.Minecraft.k(SourceFile:1367)
at net.minecraft.client.Minecraft.x(SourceFile:709)
at net.minecraft.client.Minecraft.run(SourceFile:662)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NumberFormatException: For input string: ""
at java.lang.NumberFormatException.forInputString(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at zp.<init>(BiomeGenBase.java:58)
at sk.<init>(BiomeGenOcean.java:9)
at zp.<clinit>(BiomeGenBase.java:12)
... 16 more
Stopping!
It seems a modified/missing worldconfig is causing the errors. How MagicLauncher remedies the issue I'm not sure.
Caused by: java.lang.NumberFormatException: For input string: ""
The ini is very nitpicky on number formats, if you see a floating point number like 2.0 don't try to change it to 3, change it to 3.0 instead. If you see an integer don't change it to a float and if you see a boolean (true/false) keep it to true/false. It's probably what's causing that error.
The name should be self explanatory, it's a Biome editing mod!
What can it do?
It consists of a single ini file divided into various sections where you can control what biomes are loaded, replace some biomes (or all of them) for another biome, configure the minimum and maximum height of each biome, how it's decorated, the sea level, the frequency of ravines and caves, their size, etc...
That's pretty kickin rad, how do I install it?
You'll need MagicLauncher, just read the readme.txt included in the zip file.
But wait, does it work in multiplayer?
I haven't made a multiplayer version yet, I might release it next week if I have the time to work on it.
Will you update this further?
There are plenty of values that are obfuscated and I haven't quite figured out what they do yet, so the answer is yes, I'll update it further even if only to support new biomes like the upcoming Jungle biome and the increased world height (that one is gonna be fun to mess around with).
Why do I need this?
You don't, but if you want to set yourself a challenge, build something in a certain theme or just have pretty terrain to look at, you will.
Does it come with pre-made custom worlds that I can try?
Yes it does, have a look at the end of this post!
MAKE SURE YOU READ THE README.TXT, DON'T BLAME ME FOR NOT READING IT
Download
Pre-made world config previews:
Customized - Frozen Beauty
Customized - Friendly Desert
Customized - Desert Xtreme
Customized - Dense Jungle Paradise
Customized - Caverns
Replace All - Taiga Hills
Replace All - Taiga
Replace All - Swampland
Replace All - Sky
Replace All - River
Replace All - Plains
Replace All - Ocean
Replace All - Mushroom Island Shore
Replace All - Mushroom Island
Replace All - Ice Plains
Replace All - Ice Mountains
Replace All - Hell
Replace All - Frozen River
Replace All - Frozen Ocean
Replace All - Forest Hills
Replace All - Forest
Replace All - Extreme Hills
Replace All - Desert Hills
Replace All - Desert
Replace All - Beach
Replace All - Base
THIS IS AWESOME!
MUST DOWNLOAD
- First Post -
Keep up the good work!~
You might want to put a spoiler on those images though.
Also, bookmarking to download later.
This is MY signature. YOU ARE NOT ALLOWED TO USE MY SIGNATURE.
I might try this, but considering my experience with other terrain tweakers my results will be less than picture-perfect.More like an amoeba of dirt and a floating pillar of sand.
EDIT
Despite the sheer amount of base classes it edits it has snugly ninja'd its way in (surprises the **** out of me). With the exception of vq.class, which is occupied by Forge. If you could patch this, I will use this.
This mod is very cool.
http://www.minecraftforum.net/topic/1043914-11-jakob13s-mods/
I'm pretty sure the vq class was just included because I might have messed around with it at an earlier point and it was compiled even though I didn't change anything, try removing it from the zip and see if it still works, I believe it will.
Yeah, just tested it, it was included by mistake, I've removed it from the downloadable file, it still works fine without it.
Link Removed
if you would not mind doing me a favor and pressing that little + button? thanks!
There is no uq.class, unless you meant qu. Running a test now.
EDIT
Scratch that.
For villages, you can change the following:
biometype.replaceAll=true
biometype.replacement=plains
mapgenvillage.enableAdditionalVillages=true
mapgenvillage.additionalVillageProbability=8
As for strongholds, it's a bit more tricky because of the way they are generated, but just try changing these:
mapgenstronghold.strongholdQuantity=400
mapgenstronghold.enableAdditionalStrongholds=true
mapgenstronghold.additionalStrongholdProbability=10
There was, I changed my post because I realised I had already removed that one, just had forgotten to remove vq, it works great without it, it was just compiled because I changed some values for testing and even though I reverted them all to default the compiler still considered it a "modified" class.
Thanks for this. 22 base class edits and absolutely no major conflicts I can speak of except for other mods that specifically change the terrain generation formula - which is understandable. Nice work.
Must be an issue on my side then, for some reason it would just hang generating the map without giving any errors, on a clean jar.
It did the same on my end at first, too. But I ran an error test and it turns out I just forgot to add the worlds folder to /.minecraft
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.or
g)
OpenAL initialized.
.\worlds\worldconfig.ini (The system cannot find the path specified)
java.lang.ExceptionInInitializerError
at qu.<init>(WorldChunkManager.java:20)
at qu.<init>(WorldChunkManager.java:29)
at aip.a(SourceFile:44)
at aip.a(SourceFile:28)
at vq.<init>(SourceFile:144)
at vq.<init>(SourceFile:118)
at net.minecraft.client.Minecraft.a(SourceFile:1649)
at vt.a(SourceFile:161)
at ug.a(SourceFile:72)
at vt.a(SourceFile:225)
at ug.f(SourceFile:120)
at ug.i(SourceFile:108)
at net.minecraft.client.Minecraft.k(SourceFile:1367)
at net.minecraft.client.Minecraft.x(SourceFile:709)
at net.minecraft.client.Minecraft.run(SourceFile:662)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NumberFormatException: For input string: ""
at java.lang.NumberFormatException.forInputString(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at zp.<init>(BiomeGenBase.java:58)
at sk.<init>(BiomeGenOcean.java:9)
at zp.<clinit>(BiomeGenBase.java:12)
... 16 more
Stopping!
SoundSystem shutting down...
Author: Paul Lamb, www.paulscode.com
It seems a modified/missing worldconfig is causing the errors. How MagicLauncher remedies the issue I'm not sure.
Caused by: java.lang.NumberFormatException: For input string: ""
The ini is very nitpicky on number formats, if you see a floating point number like 2.0 don't try to change it to 3, change it to 3.0 instead. If you see an integer don't change it to a float and if you see a boolean (true/false) keep it to true/false. It's probably what's causing that error.