So is anyone else still having the problems where the world just stops generating and you drop off the world? Has anyone found a work around for it...I really want to enjoy this mod...but that's killing it for me.
Someone made this suggestion earlier.... that doesn't work, it stops generating at the same exact spot every time.
I'd also like to note when I exit and save, when I come back...it starts me back a little bit...like I went back in time....I can't use beds or anything when this starts happening.
I'm having this exact same problem, right down to going "back" in time when exiting the game. It happens in various seeds. It's unfortunate, because this is a perfect mod in every other respect.
I'm having this exact same problem, right down to going "back" in time when exiting the game. It happens in various seeds. It's unfortunate, because this is a perfect mod in every other respect.
Yup...I keep creating worlds over and over....just keeps happening....sometimes I can explore for a really long time before it happens....then sometimes it's almost instant,,,,,it's very unfortunate indeed.
Ok, so, I'm stumped on the two remaining biomes I should add. Anyone have any ideas?
They need to be fantasy biomes, like the Fungi Forest and Mystic Grove. Currently, there are 42 realistic biomes (3 of which will be in the next update), and 6 fantasy biomes in the mod (1 of which will be in the next update), so I'd like to try to have the remaining 2 be fantasy biomes.
There'll be a total of 50 new biomes when I add them, and I probably won't add anymore biomes after that, unless I really want to add something.
Maybe you could add more desert-related biomes? An abundant source of sand is a bit hard to find now that there are so many other biomes.
Fantasy Biomes: Maybe one like "giant flower" biome? The tree trunks are very short (like maybe one block high) and either pink or yellow leaves branch-out like petals.
Another one would be mushroom valley. Much like the mushroom forrest, but far below sea level (like a giant crater or ravine) so it would look really cool from afar.
Hmm, Thanks for the help. I'll try it later tonight without Magic Launcher and post what happens
Hey, I was having the same problem as you and I think I've just figured it out. It's not to do with different versions of the official launcher or anything. Develsaa said something earlier that clued me in. If you have the Biomes O' Plenty mod sitting in the .minecraft/mods folder, try moving it to a different folder somewhere else. I set Magic Launcher to look in a different folder for where I've stored all my mods (well, all 3 of them so far) and it loads up just fine now.
1. Leaking nether biome. Has netherrack with some grass mixed in to where it looks like the nether is spreading and a few big holes in it with a lava cavern at the bottom. Maybe even a broken up nether stronghold (if possible).
2. Floating island biome. Floading islands with some sort of treasure on top. (i know, i know...terraria)
And is there a way to change the cave generation? Maybe some of the biomes can have biome specific caves to give more depth to the world, also more size variations of the gaves. Like big caverns with some parts that have water one block above to give the dripping water effect.
Fantasy Biomes: Maybe one like "giant flower" biome? The tree trunks are very short (like maybe one block high) and either pink or yellow leaves branch-out like petals.
That's right! I forgot about that. I had the idea for a flower biome like that with giant flowers a long time ago, but never really tried to implement it. That'll definitely be one of the two. I'll be renaming the current Garden biome (The one that looks like Minecraft Alpha) to Lush Valley, and naming the flower biome Garden.
As to the people suggesting a "leaking nether" biome or something of the sort, I don't want to have nether materials obtainable in the overworld.
And for floating islands, it wouldn't really be possible, as I'm not sure how to do advanced generation code like that. Also, I don't want to touch cave generation, so that's out of the question.
Like I said before, you have the mod installed twice. Once in the jar (Which is where it's supposed to go), and once in /mods/. Remove it from the /mods/ folder, and you should be good to go.
Hey, I was having the same problem as you and I think I've just figured it out. It's not to do with different versions of the official launcher or anything. Develsaa said something earlier that clued me in. If you have the Biomes O' Plenty mod sitting in the .minecraft/mods folder, try moving it to a different folder somewhere else. I set Magic Launcher to look in a different folder for where I've stored all my mods (well, all 3 of them so far) and it loads up just fine now.
First of all, let me clarify something for those of the TL;DR generation. When reading detailed reports of bugs, glitches, and issues, it helps more to read every single word, grasp every detail, and expect the person is smart enough to know what the hell they are doing in the first place, much moreso than the quick little "Uh, your mod is crashing my game!" comments with no details. Anyone who read their posts in full would know they did not say at any point that they had the mod installed in both the mods folder and the .jar at the same time. They were both listing the changes they made in multiple tests. Show some respect or you and your mod will likely get none. Now allow me to detail my experience thus far.
Testing this mod for a friend. Encountering different issues from them, but similar for a few others. As always I backup my existing .minecraft folder and reinstall fresh. With no other mods or texture packs installed, I start generating a new world. Game hangs on "Building Terrain" indefinitely. After about 5 minutes of staring at that screen, I check Task Manager and Resource Monitor for activity. Sure enough, it's doing something. One of my 1100T's cores averaging 50% usage and javaw.exe at the top of the memory/cpu usage with 16GB RAM available and 3.5GB of that in use. I let it sit there like that for another 5 minutes before being informed that others are experiencing the same issue and force-quitting javaw.exe in Task Manager. Restarted Minecraft while still watching Task Manager and Resource Monitor. Attempted to launch the 'new world' that was already there, and it again hangs on "Building Terrain." Rinse and repeat, deleting that world and creating a new one which still hangs. Next, taking into account one of your responders mentioned that Mojang had a new launcher, I tried it only to get the same hang. Checked that my Java was up-to-date, which it is. I'll be testing on the Technic Launcher, among others, in a moment and will repost if they have any success.
TDWP_FTW: I think you said before you didn't want to make a config option on disabling certain biomes. If so, was that a definite answer or would you reconsider adding the option along with the biome Ids in a config file?
That's right! I forgot about that. I had the idea for a flower biome like that with giant flowers a long time ago, but never really tried to implement it. That'll definitely be one of the two. I'll be renaming the current Garden biome (The one that looks like Minecraft Alpha) to Lush Valley, and naming the flower biome Garden.
As to the people suggesting a "leaking nether" biome or something of the sort, I don't want to have nether materials obtainable in the overworld.
And for floating islands, it wouldn't really be possible, as I'm not sure how to do advanced generation code like that. Also, I don't want to touch cave generation, so that's out of the question.
Hmm...for the last fantasy biome, perhaps a "Gallifrey" inspired overworld, with red sky, golden grass, silver trees?
Or...hmmm, something like Lothlorien perhaps, with giant silver-barked trees with golden leaves?
Still cannot get it to work properly, oh well reverting to your last one.
Again, I do not have any mods, other than this one, and no mods folder before modloader.
How about a ruins type thing link ancient greek with lots of vines, trees, and crumbling stonehenge like monuments, or a faerie forest with toadstools and mushrooms? Perhaps a rainbow in the sky, Lush, green, filled with clovers, trees, and the options for minor villages to spawn in?
Really Cool. Im going to try this out. I hope it works with bioshpere. Considering you have to choose in world options to use biosphere. Id hope it wont interfere with this mod? Either way, As i said, Im going to try this out.
Well I got mine to work. For me the culprit is confirmed: Magic Launcher.
I was only using it for Optifine anyhow so I threw Optifine into the .jar manually, loaded with the vanilla launcher and it worked. What an odyssey. Is there an achievement for this?
EDIT: scratch that...crashing a minute after gameplay...sigh...woe is me
I think its got something to do with McPatcher....If I leave it out of the equation, all is well. Use it and DOOOOM.
Plus I'm an idiot...don't really need McPatcher AND optifine. So hasta la vista McPatcher
"The designer knows he has achieved perfection not when there is nothing left to add but when there is nothing left to take away" - Antoine de Saint-Exupery
I'll be adding mod textures for my texture pack eventually. I play with vanilla textures now, so it's not really at the top of my to-do list, and with the mod and all, yeah...
As for ore distribution, I don't plan on changing it, although I'm going to have emeralds generate in a few biomes, since there are so many, and having to find and Extreme Hills biome would be kind of hard.
Also, to answer your other question on Page 10, about drier, grassier biomes, I have 3 biomes planned (Steppe, Chaparral, and Heathland) that are like that, along with the other 3 I'm going to be adding for a total of 50 new biomes.
Awesome. I'm glad you got the reply. And yeah, with the emeralds that was my biggest concern. Since there would be over 70 biomes total (I think if you include the vanilla ones that's about right), and only 2 of them would generate emeralds. That kind of stink
I'm excited for the texture pack when you finally get to it! Good luck on everything.
I just thought it might be worth posting some of the things I have found with this mod and Forge.
Currently I'm running a number of mods dependant on Forge and after a little experimentation I found a way to (sort of) make this mod compatible with forge.
Using the magic launcher and the latest version of forge (4.1.1.294) with a few other mods it loaded minecraft (after I removed Buildcraft 3 because of an ID conflict).
Unfortunately, once creating a world, it hanged at "Building Terrain" and I was unable to find the cause after scurrying through the forge logs.
Forge has an inbuilt Forge Modloader which is supposed to work with all mods that inherantly work with Modloader, which I've seen RecipeBook and other modloader mods. I'am sure its only a small matter of changing a bit of the code in Biomes O' Plenty that will make it compatible with Forge, but for now I'll have to stick with ExtraBiomesXL ( )
Idk if there is anyway to do it, but anyone ever think that having maybe ash rain down on the volcano biome for a weather? I think thatd be really cool and realistic. Im talking outta my A** though cause I havent found a volcano yet. But if its not implemented itd be cool. I think thatd be a texture pack though, instead of a mod?
Java is bulky, slow, hogs resources, passes out from exhaustion, and although it was big in the 90's is now typically only found on poorly designed websites. Much like Harry Knowles. So any time Minecraft crashes, blame Java.
Please stop reporting the "Building Terrain," "Converting World," and chunk generation glitches. I'm aware of the issues, and believe me, if I knew what was causing it, I'd try to fix it. It's hard to fix something when the console doesn't actually output an error, and when there isn't anything that I myself know of that might be causing it.
The only thing that I can think of it being is server lag. Because Minecraft singleplayer now runs a server and then acts like a client on said server, I imagine that it can get overloaded quite easy. However, I've played in multiple worlds for about 30 minutes each, just flying in a straight line, and chunks would generate fine. Not to mention, I don't know if it's a specific biome that's causing the lag, as I've gone through worlds with only one biome, of each biome (To get screenshots and test them and whatnot), and the worlds were created just fine, as well as chunk generation.
I know it's a pain in the ass to have to save and exit a world, go back, return to the point you were when you quit, etc., or having to keep creating a new world, and I really don't want to say it, but there's really nothing I can think of to do to fix this.
I'm having this exact same problem, right down to going "back" in time when exiting the game. It happens in various seeds. It's unfortunate, because this is a perfect mod in every other respect.
Yup...I keep creating worlds over and over....just keeps happening....sometimes I can explore for a really long time before it happens....then sometimes it's almost instant,,,,,it's very unfortunate indeed.
Similar to this
Maybe you could add more desert-related biomes? An abundant source of sand is a bit hard to find now that there are so many other biomes.
pic: https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTHWIawfMyaiBqYG0KFLYTbX4FsijDUWXbLyGyN9tHpYjhljrFKIw
Fantasy Biomes: Maybe one like "giant flower" biome? The tree trunks are very short (like maybe one block high) and either pink or yellow leaves branch-out like petals.
Another one would be mushroom valley. Much like the mushroom forrest, but far below sea level (like a giant crater or ravine) so it would look really cool from afar.
Hey, I was having the same problem as you and I think I've just figured it out. It's not to do with different versions of the official launcher or anything. Develsaa said something earlier that clued me in. If you have the Biomes O' Plenty mod sitting in the .minecraft/mods folder, try moving it to a different folder somewhere else. I set Magic Launcher to look in a different folder for where I've stored all my mods (well, all 3 of them so far) and it loads up just fine now.
2. Floating island biome. Floading islands with some sort of treasure on top. (i know, i know...terraria)
And is there a way to change the cave generation? Maybe some of the biomes can have biome specific caves to give more depth to the world, also more size variations of the gaves. Like big caverns with some parts that have water one block above to give the dripping water effect.
That's right! I forgot about that. I had the idea for a flower biome like that with giant flowers a long time ago, but never really tried to implement it. That'll definitely be one of the two. I'll be renaming the current Garden biome (The one that looks like Minecraft Alpha) to Lush Valley, and naming the flower biome Garden.
As to the people suggesting a "leaking nether" biome or something of the sort, I don't want to have nether materials obtainable in the overworld.
And for floating islands, it wouldn't really be possible, as I'm not sure how to do advanced generation code like that. Also, I don't want to touch cave generation, so that's out of the question.
First of all, let me clarify something for those of the TL;DR generation. When reading detailed reports of bugs, glitches, and issues, it helps more to read every single word, grasp every detail, and expect the person is smart enough to know what the hell they are doing in the first place, much moreso than the quick little "Uh, your mod is crashing my game!" comments with no details. Anyone who read their posts in full would know they did not say at any point that they had the mod installed in both the mods folder and the .jar at the same time. They were both listing the changes they made in multiple tests. Show some respect or you and your mod will likely get none. Now allow me to detail my experience thus far.
Testing this mod for a friend. Encountering different issues from them, but similar for a few others. As always I backup my existing .minecraft folder and reinstall fresh. With no other mods or texture packs installed, I start generating a new world. Game hangs on "Building Terrain" indefinitely. After about 5 minutes of staring at that screen, I check Task Manager and Resource Monitor for activity. Sure enough, it's doing something. One of my 1100T's cores averaging 50% usage and javaw.exe at the top of the memory/cpu usage with 16GB RAM available and 3.5GB of that in use. I let it sit there like that for another 5 minutes before being informed that others are experiencing the same issue and force-quitting javaw.exe in Task Manager. Restarted Minecraft while still watching Task Manager and Resource Monitor. Attempted to launch the 'new world' that was already there, and it again hangs on "Building Terrain." Rinse and repeat, deleting that world and creating a new one which still hangs. Next, taking into account one of your responders mentioned that Mojang had a new launcher, I tried it only to get the same hang. Checked that my Java was up-to-date, which it is. I'll be testing on the Technic Launcher, among others, in a moment and will repost if they have any success.
Hmm...for the last fantasy biome, perhaps a "Gallifrey" inspired overworld, with red sky, golden grass, silver trees?
Or...hmmm, something like Lothlorien perhaps, with giant silver-barked trees with golden leaves?
Again, I do not have any mods, other than this one, and no mods folder before modloader.
How about a ruins type thing link ancient greek with lots of vines, trees, and crumbling stonehenge like monuments, or a faerie forest with toadstools and mushrooms? Perhaps a rainbow in the sky, Lush, green, filled with clovers, trees, and the options for minor villages to spawn in?
I was only using it for Optifine anyhow so I threw Optifine into the .jar manually, loaded with the vanilla launcher and it worked. What an odyssey. Is there an achievement for this?
EDIT: scratch that...crashing a minute after gameplay...sigh...woe is me
I think its got something to do with McPatcher....If I leave it out of the equation, all is well. Use it and DOOOOM.
Plus I'm an idiot...don't really need McPatcher AND optifine. So hasta la vista McPatcher
Awesome. I'm glad you got the reply. And yeah, with the emeralds that was my biggest concern. Since there would be over 70 biomes total (I think if you include the vanilla ones that's about right), and only 2 of them would generate emeralds. That kind of stink
I'm excited for the texture pack when you finally get to it! Good luck on everything.
Currently I'm running a number of mods dependant on Forge and after a little experimentation I found a way to (sort of) make this mod compatible with forge.
Using the magic launcher and the latest version of forge (4.1.1.294) with a few other mods it loaded minecraft (after I removed Buildcraft 3 because of an ID conflict).
Unfortunately, once creating a world, it hanged at "Building Terrain" and I was unable to find the cause after scurrying through the forge logs.
Forge has an inbuilt Forge Modloader which is supposed to work with all mods that inherantly work with Modloader, which I've seen RecipeBook and other modloader mods. I'am sure its only a small matter of changing a bit of the code in Biomes O' Plenty that will make it compatible with Forge, but for now I'll have to stick with ExtraBiomesXL ( )
Also, thirding the Lothlorien suggestion.
Please stop reporting the "Building Terrain," "Converting World," and chunk generation glitches. I'm aware of the issues, and believe me, if I knew what was causing it, I'd try to fix it. It's hard to fix something when the console doesn't actually output an error, and when there isn't anything that I myself know of that might be causing it.
The only thing that I can think of it being is server lag. Because Minecraft singleplayer now runs a server and then acts like a client on said server, I imagine that it can get overloaded quite easy. However, I've played in multiple worlds for about 30 minutes each, just flying in a straight line, and chunks would generate fine. Not to mention, I don't know if it's a specific biome that's causing the lag, as I've gone through worlds with only one biome, of each biome (To get screenshots and test them and whatnot), and the worlds were created just fine, as well as chunk generation.
I know it's a pain in the ass to have to save and exit a world, go back, return to the point you were when you quit, etc., or having to keep creating a new world, and I really don't want to say it, but there's really nothing I can think of to do to fix this.