I have one question you didn't mention, is this compatible with IndustrialCraft? I know on there certain biomes have certain chances to spawn rubber trees which are CRUCIAL, so I'm not sure if they would spawn in other biomes or if I would just have to search through 60+ biomes and hope to find some vanilla swamp.
Glad to see you build up your own mod with your old and new ideas. The whole thing is amazing.
I especially like the giant flowers and glowing trees, these help me build up a fantastic garden.
and the new looks of Bayou and Redwood Forest are just stunning. Though the chunk-not-generate issue stops me from playing this mod in deep. I will wait until 1.4 update is out.
May I suggest making the maple and cherry blossom leaves into biome-independant blocks?
May I suggest making the maple and cherry blossom leaves into biome-independant blocks?
I might already have to remove blocks in 1.4, unless Risugami plans on adding another way to use custom terrain blocks, so I can't add anymore. I have 6 too many than 1.4's terrain.png will allow. If I do have to remove them, it'll be the giant flower blocks and coral blocks. The Garden and Reef are the ugliest biomes IMO, and I'd rather remove those than any other biome.
I am sorry if this is spam, because you may or may not know about this glitch. I noticed on the first page you mentioned chunks not loading , but I wasn't sure if my glitch was known or not.
On all the worlds that I create, I can only make it a few blocks away from spawn before I am unable to pick up any of the blocks that drop.
I just wanted to know if this is a bug that I can easily fix? If not, I can wait until the mod is updated =)
This mod looks amazing, and I can't wait to play it =)
Alright, I've released the final update for the mod before 1.4. Just waiting for MCP and ModLoader to update for 1.4 now. The changes in this update include:
- Garden biome removed
- Reef biome removed
- Giant flower blocks removed
- Reef/coral blocks removed
- Light and Dark world types removed
- Missing Biomes world type added
- Autumn world type added (Temporary, will only stay until December)
- Halloween world type added (Temporary, will only stay until mid-November)
- Dead Forest biome tweaked
- Spruce Forest biome tweaked - Lush Swamp biome tweaked
The Missing Biomes world type is basically like default, but with the "missing biomes" from past versions of Minecraft. The added biomes are: Rainforest, Savanna, Seasonal Forest, Shrubland, Tundra, Boreal Forest (Meant to represent the snowless taiga from Beta 1.8), and Lush Swamp (Meant to represent the green swamp from Beta 1.8). The vanilla biomes are still there, but it only adds those 7 instead of the other 52 biomes.
The Autumn world type only generates the Birch Forest, Dead Forest, Heathland, Maple Woods, Pasture, Seasonal Forest, and Woodlands.
The Halloween world type only generates the vanilla Swamp, Ominous Woods, Bog, and Dead Forest.
Also, here's a preview of the modified Dead Forest:
I saw in the initial post that there was a SMP version in the works, but didn't see any links. Is there a version for SMP? would love to have something like this for my server.
I saw in the initial post that there was a SMP version in the works, but didn't see any links. Is there a version for SMP? would love to have something like this for my server.
There used to be one, but it was very buggy (Some biomes that had custom blocks as top/filler, like the Wasteland with dried dirt, or the Quagmire with mud, wouldn't generate unless I removed them using custom top/filler blocks). I'll most likely be doing a Bukkit plugin when MCP, ModLoader, and Bukkit are updated to 1.4. I've never done anything with Bukkit before though, so I don't even know if I'll be able to.
-----------
Also, just released another tiny update:
- Original Rainforest biome renamed to Tropical Rainforest
- Added Rainforest biome based on Beta 1.7.3 and below's rainforest.
- Fixed Promised Land tree generation, and made the logs for them birch logs.
- Tweaked Arctic biome
- Tweaked Oasis biome
Because in 1.4, I'll have 6 less terrain override slots (For ModLoader custom blocks). I removed the Garden and Reef because those were the two ugliest biomes IMO, and they both had 3 blocks that were exclusive to those biomes.
I was looking through the posts to see if anyone else had mentioned this topic... when i go to a parasitic biome it will say loading chunks and corrupt, this also happened in the Autumn Biome in ExtrabiomesXL :s
I've tried it on multiple computers using different amounts of RAM, but it happened none the less...
Would love a reply to this problem thanks!
I want to use the one biome mod but the game doesn't do anything past converting world when creating a new world. Can you make an option that allows you to generate only chosen biomes?
Hey Risugami. Since 1.4 uses 13 more terrain slots than 1.3.2 (Leaving only 19 free sots), do you plan on making a solution for this? I mean, it's not a problem with ModLoader, but a lot of ModLoader mods, including mine, have more than 19 overrided textures.
Is this a dealbreaker for you? How will this effect BO'P for 1.4 if there is no workaround? Do you have a rough timeframe (a week, 6 months) for its release?
No complaints, just curious. Thank you for this awesome mod (the only one I've ever cared about), and the day it comes out for 1.4 will end my 6 month minecraft hiatus.
Is this a dealbreaker for you? How will this effect BO'P for 1.4 if there is no workaround? Do you have a rough timeframe (a week, 6 months) for its release?
No complaints, just curious. Thank you for this awesome mod (the only one I've ever cared about), and the day it comes out for 1.4 will end my 6 month minecraft hiatus.
I had to remove the Garden and Reef biome (They each use 3 blocks exclusive to those biomes, and they were the ugliest biomes IMO, so I removed them). Maybe when the Mod API is eventually out, and the rendering engine is changed (Textures won't use an atlas anymore, like terrain.png or item.png), I'll readd them, but for now, they're gone.
I don't really see the logic in the FAQ. First you say that you wont do a forge version (I can't see why not, but it's your mod) And then you say you will have a SMP bukkit version but there is no longer anyone porting MLMP to bukkit, there is only forge for bukkit.
I've never dealt with Bukkit coding before, and I've said previously that I don't even know if it'll be possible to port it. But if it's not possible, I'll probably make another vanilla server mod like I had done previously (With ModLoaderMP).
TDWP - before you move on, can you make an option for vanilla only - no new textures or blocks (including parasite)?
Just thinking ahead, if a few years from now I (or anyone) dusts off minecraft and this mod is long since not supported, all our worlds will look terrible when all the new blocks are stripped.
Yes, that means selecting this option would limit the person to only a handful of the new biomes, but at least the worlds will be preserved.
Oh and BTW - Grats! PC Gamer put you in the top 5 minecraft mods of all time
Rollback Post to RevisionRollBack
"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
TDWP - before you move on, can you make an option for vanilla only - no new textures or blocks (including parasite)?
Just thinking ahead, if a few years from now I (or anyone) dusts off minecraft and this mod is long since not supported, all our worlds will look terrible when all the new blocks are stripped.
Yes, that means selecting this option would limit the person to only a handful of the new biomes, but at least the worlds will be preserved.
Oh and BTW - Grats! PC Gamer put you in the top 5 minecraft mods of all time
Well, I plan on updating the mod as long as Minecraft updates. I mean, Minecraft will stop getting updates eventually (I wouldn't doubt if that time is next year some time), so I won't have to maintain the mod forever. And of course, if I stop updating the mod for whatever reason, I can hand it over for someone else to continue updating.
Removing all of the custom blocks from the mod would just ruin it completely IMO, even if it's an optional version. Quite a few biomes would be useless (Quagmire, Wasteland, etc.), and it just wouldn't be the same without them.
-----------
If anyone is wondering on when the mod will be updated for 1.4.2, I'm just waiting for ModLoader to update. MCP was updated for 1.4.2 yesterday, so I imagine ModLoader will be updated by at least next weekend. I'll keep the link to the 1.3.2 version when it is updated as well, for those don't want to update yet for whatever reason.
Also, some changes that will occur to the mod when I update include:
- Pastures will have random carrot and potato crops, like the wheat crops in it already.
- Ominous Woods will spawn witch huts and Bats.
- Deadlands will spawn Bats and Wither Skeletons.
- Bayou, Bog, Quagmire, and Wetlands will spawn witch huts
- Mystic Groves will spawn Witches at night.
- Badlands and Oases will spawn desert temples
- Tropical Rainforests will spawn jungle temples
Started your own biome mod?
Looks just like the last one you helped with.
Is there a story there? >.>
Yes, I did...?
If you're referring to ExtraBiomes XL, stop acting like it's the only mod that can have certain biomes. I mean, yes, I used a lot of ideas from ExtraBiomes XL, but some of the ones in it were ones I suggested/made myself (I suggested the Mountain Ridge, and made the Marsh myself), and a lot of the new plants were also added by me or suggested by me. I did more than the ExtraBiomes XL team like to credit me for (If I'm even credited for anything anymore), and it's caused a lot of confusion. But that's another story for another time...
A lot of the biomes are also from my add-on for it called ExtraBiomes RPG. Things like the Cherry Blossom Grove, Ominous Woods, etc. And of course, there are a lot of new biomes as well, like the Fungi Forest, Parasitic Heap, etc. More than half of the biomes in my mod aren't in ExtraBiomes XL (And the ones that are, I've done better IMO), so I really don't see how that's "just like the last one."
Also, MisterFiber and ScottKillen have both said they like the mod, and both of our mods have their own advantages. ExtraBiomes XL is more "high tech" with much more customization and control at the core of the mod, whereas mine is more about the actual experience the mod gives. I'm not trying to make my mod all fancy and super compatible like ExtraBiomes XL, and I don't plan on doing so.
If you don't like it, don't use it. Simple as that. I'm not trying to beat MisterFiber and ScottKillen at having the better mod or anything, and I'm not trying to steal their userbase or anything. I just wanted to make a mod that I myself enjoyed. Releasing it publicly was probably a much worse idea than I thought it was, because there are people who feel like they're entitled to Forge support, or about ExtraBiomes XL vs Biomes O' Plenty.
It's getting old having to deal with people who can't read the opening post, which explains all of this. I typically don't respond to posts that ask about Forge or ExtraBiomes XL or whatever.
If you're referring to ExtraBiomes XL, stop acting like it's the only mod that can have certain biomes. I mean, yes, I used a lot of ideas from ExtraBiomes XL, but some of the ones in it were ones I suggested/made myself (I suggested the Mountain Ridge, and made the Marsh myself), and a lot of the new plants were also added by me or suggested by me. I did more than the ExtraBiomes XL team like to credit me for (If I'm even credited for anything anymore), and it's caused a lot of confusion. But that's another story for another time...
A lot of the biomes are also from my add-on for it called ExtraBiomes RPG. Things like the Cherry Blossom Grove, Ominous Woods, etc. And of course, there are a lot of new biomes as well, like the Fungi Forest, Parasitic Heap, etc. More than half of the biomes in my mod aren't in ExtraBiomes XL (And the ones that are, I've done better IMO), so I really don't see how that's "just like the last one."
Also, MisterFiber and ScottKillen have both said they like the mod, and both of our mods have their own advantages. ExtraBiomes XL is more "high tech" with much more customization and control at the core of the mod, whereas mine is more about the actual experience the mod gives. I'm not trying to make my mod all fancy and super compatible like ExtraBiomes XL, and I don't plan on doing so.
If you don't like it, don't use it. Simple as that. I'm not trying to beat MisterFiber and ScottKillen at having the better mod or anything, and I'm not trying to steal their userbase or anything. I just wanted to make a mod that I myself enjoyed. Releasing it publicly was probably a much worse idea than I thought it was, because there are people who feel like they're entitled to Forge support, or about ExtraBiomes XL vs Biomes O' Plenty.
It's getting old having to deal with people who can't read the opening post, which explains all of this. I typically don't respond to posts that ask about Forge or ExtraBiomes XL or whatever.
Don't worry about the ones that complain. You have a fan base that praises you. Remember the old Native American tale of a Grandfather and his Grandson talking? The Grandfather told the boy that he had 2 wolves fighting a terrible war inside his heart. The boy, concerned, asked which would win. The Grandfather answered "the one I feed".
Don't feed the bad wolf, just feed the good ones. You will never be able to please everyone. As long as you are happy with the mod, screw what everyone else thinks. You were kind enough to share it with us. For that we owe you our thanks. Those looking for stories and conspiracies are just being trolls, enough said.
Your mod is amazing. You must really enjoy being outdoors and exploring. I'm looking forward to creating a good modloader type package for myself and my family to play on our LAN and this mod is going to be a primary add-in. We are using "the other mod" in one of our Forge based games. (We like to move around from game to game sometimes to kill the boredom that builds up from playing one too long)- and after having the best of biomes in forge and modloader games, we've been spoiled and refuse to play without either of them. I dream of a day when ID blocks are unlimited and processors don't puke blood when loading a client that has so much crammed in to it that you couldn't find all the new stuff if you searched for a year! Ah, but these are just dreams. Of course, so was going to the moon not that many years ago. Keep up the good work. You'll be up there with the stars in no time.
I especially like the giant flowers and glowing trees, these help me build up a fantastic garden.
and the new looks of Bayou and Redwood Forest are just stunning. Though the chunk-not-generate issue stops me from playing this mod in deep. I will wait until 1.4 update is out.
May I suggest making the maple and cherry blossom leaves into biome-independant blocks?
PS. This seems to be my first post on the forum
I might already have to remove blocks in 1.4, unless Risugami plans on adding another way to use custom terrain blocks, so I can't add anymore. I have 6 too many than 1.4's terrain.png will allow. If I do have to remove them, it'll be the giant flower blocks and coral blocks. The Garden and Reef are the ugliest biomes IMO, and I'd rather remove those than any other biome.
I am sorry if this is spam, because you may or may not know about this glitch. I noticed on the first page you mentioned chunks not loading , but I wasn't sure if my glitch was known or not.
On all the worlds that I create, I can only make it a few blocks away from spawn before I am unable to pick up any of the blocks that drop.
I just wanted to know if this is a bug that I can easily fix? If not, I can wait until the mod is updated =)
This mod looks amazing, and I can't wait to play it =)
- Garden biome removed
- Reef biome removed
- Giant flower blocks removed
- Reef/coral blocks removed
- Light and Dark world types removed
- Missing Biomes world type added
- Autumn world type added (Temporary, will only stay until December)
- Halloween world type added (Temporary, will only stay until mid-November)
- Dead Forest biome tweaked
- Spruce Forest biome tweaked
- Lush Swamp biome tweaked
The Missing Biomes world type is basically like default, but with the "missing biomes" from past versions of Minecraft. The added biomes are: Rainforest, Savanna, Seasonal Forest, Shrubland, Tundra, Boreal Forest (Meant to represent the snowless taiga from Beta 1.8), and Lush Swamp (Meant to represent the green swamp from Beta 1.8). The vanilla biomes are still there, but it only adds those 7 instead of the other 52 biomes.
The Autumn world type only generates the Birch Forest, Dead Forest, Heathland, Maple Woods, Pasture, Seasonal Forest, and Woodlands.
The Halloween world type only generates the vanilla Swamp, Ominous Woods, Bog, and Dead Forest.
Also, here's a preview of the modified Dead Forest:
There used to be one, but it was very buggy (Some biomes that had custom blocks as top/filler, like the Wasteland with dried dirt, or the Quagmire with mud, wouldn't generate unless I removed them using custom top/filler blocks). I'll most likely be doing a Bukkit plugin when MCP, ModLoader, and Bukkit are updated to 1.4. I've never done anything with Bukkit before though, so I don't even know if I'll be able to.
-----------
Also, just released another tiny update:
- Original Rainforest biome renamed to Tropical Rainforest
- Added Rainforest biome based on Beta 1.7.3 and below's rainforest.
- Fixed Promised Land tree generation, and made the logs for them birch logs.
- Tweaked Arctic biome
- Tweaked Oasis biome
Because in 1.4, I'll have 6 less terrain override slots (For ModLoader custom blocks). I removed the Garden and Reef because those were the two ugliest biomes IMO, and they both had 3 blocks that were exclusive to those biomes.
I've tried it on multiple computers using different amounts of RAM, but it happened none the less...
Would love a reply to this problem thanks!
Is this a dealbreaker for you? How will this effect BO'P for 1.4 if there is no workaround? Do you have a rough timeframe (a week, 6 months) for its release?
No complaints, just curious. Thank you for this awesome mod (the only one I've ever cared about), and the day it comes out for 1.4 will end my 6 month minecraft hiatus.
I had to remove the Garden and Reef biome (They each use 3 blocks exclusive to those biomes, and they were the ugliest biomes IMO, so I removed them). Maybe when the Mod API is eventually out, and the rendering engine is changed (Textures won't use an atlas anymore, like terrain.png or item.png), I'll readd them, but for now, they're gone.
Not my problem. It's how Minecraft handles it.
I've never dealt with Bukkit coding before, and I've said previously that I don't even know if it'll be possible to port it. But if it's not possible, I'll probably make another vanilla server mod like I had done previously (With ModLoaderMP).
Looks just like the last one you helped with.
Is there a story there? >.>
Just thinking ahead, if a few years from now I (or anyone) dusts off minecraft and this mod is long since not supported, all our worlds will look terrible when all the new blocks are stripped.
Yes, that means selecting this option would limit the person to only a handful of the new biomes, but at least the worlds will be preserved.
Oh and BTW - Grats! PC Gamer put you in the top 5 minecraft mods of all time
Well, I plan on updating the mod as long as Minecraft updates. I mean, Minecraft will stop getting updates eventually (I wouldn't doubt if that time is next year some time), so I won't have to maintain the mod forever. And of course, if I stop updating the mod for whatever reason, I can hand it over for someone else to continue updating.
Removing all of the custom blocks from the mod would just ruin it completely IMO, even if it's an optional version. Quite a few biomes would be useless (Quagmire, Wasteland, etc.), and it just wouldn't be the same without them.
-----------
If anyone is wondering on when the mod will be updated for 1.4.2, I'm just waiting for ModLoader to update. MCP was updated for 1.4.2 yesterday, so I imagine ModLoader will be updated by at least next weekend. I'll keep the link to the 1.3.2 version when it is updated as well, for those don't want to update yet for whatever reason.
Also, some changes that will occur to the mod when I update include:
- Pastures will have random carrot and potato crops, like the wheat crops in it already.
- Ominous Woods will spawn witch huts and Bats.
- Deadlands will spawn Bats and Wither Skeletons.
- Bayou, Bog, Quagmire, and Wetlands will spawn witch huts
- Mystic Groves will spawn Witches at night.
- Badlands and Oases will spawn desert temples
- Tropical Rainforests will spawn jungle temples
Yes, I did...?
If you're referring to ExtraBiomes XL, stop acting like it's the only mod that can have certain biomes. I mean, yes, I used a lot of ideas from ExtraBiomes XL, but some of the ones in it were ones I suggested/made myself (I suggested the Mountain Ridge, and made the Marsh myself), and a lot of the new plants were also added by me or suggested by me. I did more than the ExtraBiomes XL team like to credit me for (If I'm even credited for anything anymore), and it's caused a lot of confusion. But that's another story for another time...
A lot of the biomes are also from my add-on for it called ExtraBiomes RPG. Things like the Cherry Blossom Grove, Ominous Woods, etc. And of course, there are a lot of new biomes as well, like the Fungi Forest, Parasitic Heap, etc. More than half of the biomes in my mod aren't in ExtraBiomes XL (And the ones that are, I've done better IMO), so I really don't see how that's "just like the last one."
Also, MisterFiber and ScottKillen have both said they like the mod, and both of our mods have their own advantages. ExtraBiomes XL is more "high tech" with much more customization and control at the core of the mod, whereas mine is more about the actual experience the mod gives. I'm not trying to make my mod all fancy and super compatible like ExtraBiomes XL, and I don't plan on doing so.
If you don't like it, don't use it. Simple as that. I'm not trying to beat MisterFiber and ScottKillen at having the better mod or anything, and I'm not trying to steal their userbase or anything. I just wanted to make a mod that I myself enjoyed. Releasing it publicly was probably a much worse idea than I thought it was, because there are people who feel like they're entitled to Forge support, or about ExtraBiomes XL vs Biomes O' Plenty.
It's getting old having to deal with people who can't read the opening post, which explains all of this. I typically don't respond to posts that ask about Forge or ExtraBiomes XL or whatever.
Don't worry about the ones that complain. You have a fan base that praises you. Remember the old Native American tale of a Grandfather and his Grandson talking? The Grandfather told the boy that he had 2 wolves fighting a terrible war inside his heart. The boy, concerned, asked which would win. The Grandfather answered "the one I feed".
Don't feed the bad wolf, just feed the good ones. You will never be able to please everyone. As long as you are happy with the mod, screw what everyone else thinks. You were kind enough to share it with us. For that we owe you our thanks. Those looking for stories and conspiracies are just being trolls, enough said.
Your mod is amazing. You must really enjoy being outdoors and exploring. I'm looking forward to creating a good modloader type package for myself and my family to play on our LAN and this mod is going to be a primary add-in. We are using "the other mod" in one of our Forge based games. (We like to move around from game to game sometimes to kill the boredom that builds up from playing one too long)- and after having the best of biomes in forge and modloader games, we've been spoiled and refuse to play without either of them. I dream of a day when ID blocks are unlimited and processors don't puke blood when loading a client that has so much crammed in to it that you couldn't find all the new stuff if you searched for a year! Ah, but these are just dreams. Of course, so was going to the moon not that many years ago. Keep up the good work. You'll be up there with the stars in no time.