Is there any way in the next update/future you could add in the config something that would allow structures added from other mods to generate in the biomes? i use the "better dungeons mod" by chocolatin and it would be awesome to see his dungeons spawn in the new biomes. thank you
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT f239ca69 --------
Generated 4/15/12 12:50 AM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel® HD Graphics version 2.1.0 - Build 8.15.10.2189, Intel
java.lang.NoClassDefFoundError: de/matthiasmann/twl/Widget
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.getDeclaredFields(Unknown Source)
at ModLoader.setupProperties(ModLoader.java:1763)
at ModLoader.addMod(ModLoader.java:293)
at ModLoader.readFromModFolder(ModLoader.java:1276)
at ModLoader.init(ModLoader.java:887)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: de.matthiasmann.twl.Widget
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 13 more
--- END ERROR REPORT 950f4493 ----------
That's not even related to ExtraBiomesXL at all...
NEW AND ONLY (possibly) IN THIS MOD!
underground ancient ruins where creeper face sandstone appears under desserts in strange abandoned mine shape form.
Yeah, it's supposed to be normal sandstone, but I forgot to change how it's set now that the block uses metadata for the separate blocks.
I just found an amazing seed with a Wetlands, Crag, Mountain, and Maple Forest all next to each other. I'm not going to share any screenshots, as that'll ruin the fun of seeing it for yourself.
I just found an amazing seed with a Wetlands, Crag, Mountain, and Maple Forest all next to each other. I'm not going to share any screenshots, as that'll ruin the fun of seeing it for yourself.
Here's the seed: -5918736516787855878
This seed is truly amazing!!
(Do not open it for people who wants to explore the map by themselves)
Are there any plans for larger biomes or better biome transition? The mod is really sweet, but in all of the screencaps I've seen of it, the biomes seem really squished together. It'd be a bit jarring to go from blood and obsidian to apple orchards.
I just fly all the way to the very top
with extreme render distance and turn off the fog
it took almost 9 GB ram to load...
Yes, that's it, although you should've spawned in a wetlands biome near the crag in the lower right part of the screenshot.
BTW, I'm working on some updates to my add-on. They should be ready soon.
- Allowed tropics and volcanoes to generate like normal biomes, as they were just too hard to find before. Also allowed mushroom biomes to generate like normal biomes.
- Removed flies. They caused too much lag, and they were pretty much un-noticed anyways. Fireflies are still in though, as they look neat, and you can actually see them.
- Made a ash block for the Deadlands and Volcanic Island. In-game, it's still smoldering, and has smoke particles coming up from it.
- Remove all mobs except Magma Cubes from the Deadlands. Creepers will still spawn at night though.
- Mystic Forest has been revamped a lot.
- Grove biome removed, as it didn't really have anything special to it.
- Gonna add a few new biomes...Yes, I lied, but I just kept getting a bunch of good ideas, and I HAVE to add them.
- Made cacti generate 3 - 4 blocks high all the time. I thought it looked ugly when cacti only generate 1 or 2 blocks high, so yeah...This is actually in the current version of the add-on, but I forgot to mention I changed that, so I figured I'd do it now.
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 7cf3a456 --------
Generated 4/16/12 1:01 AM
Minecraft: Minecraft 1.2.5
OS: Mac OS X (x86_64) version 10.6.8
Java: 1.6.0_29, Apple Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: Intel HD Graphics 3000 OpenGL Engine version 2.1 APPLE-1.6.38, Intel Inc.
java.lang.SecurityException: SHA1 digest error for rs.class
at sun.security.util.ManifestEntryVerifier.verify(ManifestEntryVerifier.java:198)
at java.util.jar.JarVerifier.processEntry(JarVerifier.java:212)
at java.util.jar.JarVerifier.update(JarVerifier.java:199)
at java.util.jar.JarVerifier$VerifierStream.read(JarVerifier.java:449)
at sun.misc.Resource.getBytes(Resource.java:108)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:257)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at net.minecraft.client.Minecraft.a(SourceFile:250)
at net.minecraft.client.Minecraft.run(SourceFile:657)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 5ecf3b90 ----------
please help i use macbook pro and followed instructions
Yes, that's it, although you should've spawned in a wetlands biome near the crag in the lower right part of the screenshot.
BTW, I'm working on some updates to my add-on. They should be ready soon.
- Allowed tropics and volcanoes to generate like normal biomes, as they were just too hard to find before. Also allowed mushroom biomes to generate like normal biomes.
- Removed flies. They caused too much lag, and they were pretty much un-noticed anyways. Fireflies are still in though, as they look neat, and you can actually see them.
- Made a ash block for the Deadlands and Volcanic Island. In-game, it's still smoldering, and has smoke particles coming up from it.
- Remove all mobs except Magma Cubes from the Deadlands. Creepers will still spawn at night though.
- Mystic Forest has been revamped a lot.
- Grove biome removed, as it didn't really have anything special to it.
- Gonna add a few new biomes...Yes, I lied, but I just kept getting a bunch of good ideas, and I HAVE to add them.
- Made cacti generate 3 - 4 blocks high all the time. I thought it looked ugly when cacti only generate 1 or 2 blocks high, so yeah...This is actually in the current version of the add-on, but I forgot to mention I changed that, so I figured I'd do it now.
Aww, don't remove Grove... D: I feel that it definitely has something to it. I'm not quite sure what but it just seems... different from the other forests. More lush. Will we at least be able to keep our old groves? And can the updated addon be installed on top of the old one?
Is there a way to make this compatible with any of the mods that change ore generation to make large veins of ore? I love this mod, but I like the idea of having a proper mine too.
Is there a way to make this compatible with any of the mods that change ore generation to make large veins of ore? I love this mod, but I like the idea of having a proper mine too.
Considering ore generation is initiated in BiomeDecorator, which this mod uses for quite a lot, no. Compatibility patches are impossible to make without decompiling the other mod, as even if you change the code properly, you can't recompile without the rest of the mod, as it'll just give errors.
- Mystic Forest has been revamped, and has 4 new trees. The tree logs have a special property to them, which you'll see in-game!
- Deadlands now have a smoldering ash block instead of obsidian, and only Magma Cubes spawn during the day. Creepers will still spawn at night, however.
- Grove biome has been removed.
- Flies have been removed, however, fireflies are still in the add-on.
- Volcanoes, Tropics, and Mushroom biomes now spawn normally, as it's very hard to find them in the form of an island.
- Desert caves have regular sandstone now.
- Cacti will now generate 3 - 4 blocks high all the time, rather than 1 - 4.
I think that's about it. No new biomes for now though...If you already have the add-on installed, you will need to do a fresh install, as some classes have been removed.
Wow.. Amazing Mod guys. Thanks for making it and continuing to add to it!
Would you be able to add a "Spires" Biome? They look like this:
Spires:
It was figured out how to make them with the limited PTM functions in the Cubic Chunks Mod, however, it made all mountains everywhere like that instead of just in specific biomes. Seems like you guys are the ones to talk with about this.
Here is what Minecraft versions looked like, each pic with slightly different settings:
The settings. I'm not sure which picture these were responsible for:
Also, here is a list of Biome Ideas I posted a long time ago in hopes that they could be added to Minecraft for use with the Cubic Chunks Height Mod. btw: Once Cubic Chunks is finished updating for mc 1.2.5 I'll have to see if ExtraBiomesXL works with it. If not then I guarentee Robinton would be happy to work with you to make a merged class patch or something.
Deep Ocean trenches, clustered Archipelagos, mysterious Islands with underwater cave entrances, Tall craggy snow covered Mountains, Vast flat and duned Deserts, Rolling Plains, Lush Forests and Jungles, Complex and spooky underground Caves and Cavern systems, broad flat over-hanging Plateaus and monolithic Mesas, stone Arches and giant Boulders, cliffs of small and grand above ground and underground Ravines, bottomless Lakes for sea-monsters, overgrown spooky Marshes and alligator filled Everglades, mysterious bottomless Sinkholes, Glaciers and Ice Berg filled Seas, ancient Stonehenges and Rock Formations, precipitous Craters and Crater lakes, clusters of grassy Hills and Volcanos, shallow Streams and wide rushing Rivers, and clusters of tall stone Spires.
Deep oceans are one biome I have planned for the next release of my add-on. They'll have some kind of glowing thing at the bottom, so it's more visible, and cooler.
Also, a lot of the stuff you mentioned is a lot more complex than either of us (Or at least me, I'm not sure how much MisterFiber's skills have improved) are able to do. Not to mention, most of those are just general landforms, and not really things that could be considered their own biome.
Deep oceans are one biome I have planned for the next release of my add-on. They'll have some kind of glowing thing at the bottom, so it's more visible, and cooler.
Also, a lot of the stuff you mentioned is a lot more complex than either of us (Or at least me, I'm not sure how much MisterFiber's skills have improved) are able to do. Not to mention, most of those are just general landforms, and not really things that could be considered their own biome.
Is there a way to make water lighter in general? That way only the really deep parts would be dark. At a real sunny beach you can see the bottom pretty well, at least until you get out rather far.
Oh and, I asked upthread but there are so many posts you probably didn't see- was the 'shores' experiment a failure because it looked bad or because it just didn't work? It seemed like you were on a good track and it'd be cool if it worked. REVOLUTIONISING BIOMES EVERYWHERE.
Those purply trees... eeek not looking so good. I think older was better. I think the mystic forest must get a more magic feel too it somehow. :S Maybe add some magic star like particles coming from the water or the grass.
Well, it's supposed to be reminiscent of the Hallow from Terraria, which was my main inspiration for it in the first place. Also, I'm not really sure how to do particle hooks with ModLoader or Forge (If it even IS possible), otherwise I would've added some cooler particles other than the one I have already.
@civfan: The shores experiment was a failure because it just didn't work. I'm not really sure why, but it just didn't work as I intended it to.
Also, there's not really any way to "light up" the ocean floor without removing it from water completely. I'm not sure if you remember from one of the 1.2 pre-releases, but water had lighting removed, and it actually looked really cool in oceans, but there's no way to change that per biome, or else I would.
What about 1.7.3 beaches and fix the underwater bedding?
You might want to look at the OP again.
Looking at the error report you posted the problem is obvious.
Maybe in the future, keep your fingers crossed.
Your error report tells me...
Congratulations! No one has ever suggested that before!
That's not even related to ExtraBiomesXL at all...
Yeah, it's supposed to be normal sandstone, but I forgot to change how it's set now that the block uses metadata for the separate blocks.
The game closes before I have the chance to copy it
looking at a quick glance, there are a lot of "unknown" s in the report
Here's the seed: -5918736516787855878
This seed is truly amazing!!
(Do not open it for people who wants to explore the map by themselves)
thanks for sharing
Wait...That's not it...Lol. That seed looks awesome as well though. Make sure you're using the latest version of my add-on.
Does this one look correct now ?
(same seed w/update ver. add-on)
I just fly all the way to the very top
with extreme render distance and turn off the fog
it took almost 9 GB ram to load...
Yes, that's it, although you should've spawned in a wetlands biome near the crag in the lower right part of the screenshot.
BTW, I'm working on some updates to my add-on. They should be ready soon.
- Allowed tropics and volcanoes to generate like normal biomes, as they were just too hard to find before. Also allowed mushroom biomes to generate like normal biomes.
- Removed flies. They caused too much lag, and they were pretty much un-noticed anyways. Fireflies are still in though, as they look neat, and you can actually see them.
- Made a ash block for the Deadlands and Volcanic Island. In-game, it's still smoldering, and has smoke particles coming up from it.
- Remove all mobs except Magma Cubes from the Deadlands. Creepers will still spawn at night though.
- Mystic Forest has been revamped a lot.
- Grove biome removed, as it didn't really have anything special to it.
- Gonna add a few new biomes...Yes, I lied, but I just kept getting a bunch of good ideas, and I HAVE to add them.
- Made cacti generate 3 - 4 blocks high all the time. I thought it looked ugly when cacti only generate 1 or 2 blocks high, so yeah...This is actually in the current version of the add-on, but I forgot to mention I changed that, so I figured I'd do it now.
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 7cf3a456 --------
Generated 4/16/12 1:01 AM
Minecraft: Minecraft 1.2.5
OS: Mac OS X (x86_64) version 10.6.8
Java: 1.6.0_29, Apple Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: Intel HD Graphics 3000 OpenGL Engine version 2.1 APPLE-1.6.38, Intel Inc.
java.lang.SecurityException: SHA1 digest error for rs.class
at sun.security.util.ManifestEntryVerifier.verify(ManifestEntryVerifier.java:198)
at java.util.jar.JarVerifier.processEntry(JarVerifier.java:212)
at java.util.jar.JarVerifier.update(JarVerifier.java:199)
at java.util.jar.JarVerifier$VerifierStream.read(JarVerifier.java:449)
at sun.misc.Resource.getBytes(Resource.java:108)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:257)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at net.minecraft.client.Minecraft.a(SourceFile:250)
at net.minecraft.client.Minecraft.run(SourceFile:657)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 5ecf3b90 ----------
please help i use macbook pro and followed instructions
Aww, don't remove Grove... D: I feel that it definitely has something to it. I'm not quite sure what but it just seems... different from the other forests. More lush. Will we at least be able to keep our old groves? And can the updated addon be installed on top of the old one?
Considering ore generation is initiated in BiomeDecorator, which this mod uses for quite a lot, no. Compatibility patches are impossible to make without decompiling the other mod, as even if you change the code properly, you can't recompile without the rest of the mod, as it'll just give errors.
- Mystic Forest has been revamped, and has 4 new trees. The tree logs have a special property to them, which you'll see in-game!
- Deadlands now have a smoldering ash block instead of obsidian, and only Magma Cubes spawn during the day. Creepers will still spawn at night, however.
- Grove biome has been removed.
- Flies have been removed, however, fireflies are still in the add-on.
- Volcanoes, Tropics, and Mushroom biomes now spawn normally, as it's very hard to find them in the form of an island.
- Desert caves have regular sandstone now.
- Cacti will now generate 3 - 4 blocks high all the time, rather than 1 - 4.
I think that's about it. No new biomes for now though...If you already have the add-on installed, you will need to do a fresh install, as some classes have been removed.
Would you be able to add a "Spires" Biome? They look like this:
Spires:
It was figured out how to make them with the limited PTM functions in the Cubic Chunks Mod, however, it made all mountains everywhere like that instead of just in specific biomes. Seems like you guys are the ones to talk with about this.
Here is what Minecraft versions looked like, each pic with slightly different settings:
The settings. I'm not sure which picture these were responsible for:
Also, here is a list of Biome Ideas I posted a long time ago in hopes that they could be added to Minecraft for use with the Cubic Chunks Height Mod. btw: Once Cubic Chunks is finished updating for mc 1.2.5 I'll have to see if ExtraBiomesXL works with it. If not then I guarentee Robinton would be happy to work with you to make a merged class patch or something.
Deep Ocean trenches, clustered Archipelagos, mysterious Islands with underwater cave entrances, Tall craggy snow covered Mountains, Vast flat and duned Deserts, Rolling Plains, Lush Forests and Jungles, Complex and spooky underground Caves and Cavern systems, broad flat over-hanging Plateaus and monolithic Mesas, stone Arches and giant Boulders, cliffs of small and grand above ground and underground Ravines, bottomless Lakes for sea-monsters, overgrown spooky Marshes and alligator filled Everglades, mysterious bottomless Sinkholes, Glaciers and Ice Berg filled Seas, ancient Stonehenges and Rock Formations, precipitous Craters and Crater lakes, clusters of grassy Hills and Volcanos, shallow Streams and wide rushing Rivers, and clusters of tall stone Spires.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Also, a lot of the stuff you mentioned is a lot more complex than either of us (Or at least me, I'm not sure how much MisterFiber's skills have improved) are able to do. Not to mention, most of those are just general landforms, and not really things that could be considered their own biome.
Is there a way to make water lighter in general? That way only the really deep parts would be dark. At a real sunny beach you can see the bottom pretty well, at least until you get out rather far.
Oh and, I asked upthread but there are so many posts you probably didn't see- was the 'shores' experiment a failure because it looked bad or because it just didn't work? It seemed like you were on a good track and it'd be cool if it worked. REVOLUTIONISING BIOMES EVERYWHERE.
Well, it's supposed to be reminiscent of the Hallow from Terraria, which was my main inspiration for it in the first place. Also, I'm not really sure how to do particle hooks with ModLoader or Forge (If it even IS possible), otherwise I would've added some cooler particles other than the one I have already.
@civfan: The shores experiment was a failure because it just didn't work. I'm not really sure why, but it just didn't work as I intended it to.
Also, there's not really any way to "light up" the ocean floor without removing it from water completely. I'm not sure if you remember from one of the 1.2 pre-releases, but water had lighting removed, and it actually looked really cool in oceans, but there's no way to change that per biome, or else I would.