I know you had your own reasons for leaving the ExrabiomesXL team , but i'm a fan of both your and ScottKillen's mod , and i think they would be better as one Epic mod , instead of two very good mods .
It's only a suggestion , but i'm really interested in your answer
With some editing of biome id's, you can play em both together. I'm doing that and with Highlands as well, I have so many biomes lol
Well, I'm readding the separate world type, for compatibility with older worlds that were generated without the mod (So they don't generate the mod's biomes), so you'll be able to use it if you change the world type with NBTExplorer.
Of course, new chunks will be drastically different at the edges of the ones currently generated in your world.
-------------------
Also, here's a preview of the new Wetland:
The willow leaves have a texture that is more like the willow "vine" texture, as I won't be using the willow "vine" anymore.
Looks beautiful. Can't wait for you to release this next version.
I really hope Forge will allow modders to add custom fog options to their biomes without having to change the graphic settings at some point because that would change the atmosphere of a few biomes alot.
I'm having a frustrating issue. After installing Biomes o' Plenty, biomes from Twilight Forest and Tropicraft started generating in the Overworld. Now, I have tried to edit the biome IDs to resolve this conflict, but they continue to generate. Being unable to find out what the biome IDs are for Tropicraft compounds the issue. I have ID Resolver and I'm wondering if this is causing the issue.
I'm having a frustrating issue. After installing Biomes o' Plenty, biomes from Twilight Forest and Tropicraft started generating in the Overworld. Now, I have tried to edit the biome IDs to resolve this conflict, but they continue to generate. Being unable to find out what the biome IDs are for Tropicraft compounds the issue. I have ID Resolver and I'm wondering if this is causing the issue.
Ask over on the Tropicraft forums what ids their biomes use. Then you'll have a better idea of what to assign the other biomes. ID Resolver doesn't change biome ids I think so it shouldn't cause problems.
I'm having a frustrating issue. After installing Biomes o' Plenty, biomes from Twilight Forest and Tropicraft started generating in the Overworld. Now, I have tried to edit the biome IDs to resolve this conflict, but they continue to generate. Being unable to find out what the biome IDs are for Tropicraft compounds the issue. I have ID Resolver and I'm wondering if this is causing the issue.
ID resolver does not effect biome ids. And there is a way to tell the IDs of the Tropicraft stuff, although indirectly... notice WHICH biomes it is replacing. Turn off half the mod's biomes, and start a world with a size setting of 1 (to see as many biomes as possible). If it doesn't have any tropicraft stuff, problem isn't in that batch, if it does, problem is in that batch. If there is a problem, still make sure to check the other half just in case it is centered in the middle of the IDs this mod uses. Keep narrowing it down until you pinpoint which biomes are the problem, and it would solve the question of how many are messed up. Edit those, and then edit the Twilight Forest config so that it also doesn't overlap, and all would be well.
I get entity load error for Jungle Spider and Rosester. tried different numbers not one is free.
2013-02-12 17:40:51 [SEVERE] [ForgeModLoader] The mod BiomesOPlenty has attempted to register an entity ID 0 which is already reserved. This could cause severe problems
2013-02-12 17:40:51 [SEVERE] [ForgeModLoader] The mod BiomesOPlenty has attempted to register an entity ID 1 which is already reserved. This could cause severe problems
How could I disable both mobs?
I am using atmosmobs, and mos creatures which work without problems
any idea what else I could do? what is the highest entity number allowed?
With mods that don't follow the latest Forge coding methods, the highest entity number that will work in multiplayer for creatures is 254 I believe, because the number is reduced to a byte when sending over the network. Non-mob entities can go way beyond that. Here you have the list of entity IDs already used by Minecraft: http://www.minecraft...lues#Entity_IDs
Depending on your loading order, other mods that are coded using old methods can silently fill up those slots. Traincraft in particular seemed to use loads of those.
@TDWP_FTW, you don't need anymore to used fixed entity IDs with Forge. You can use its auto-registration and have virtually unlimited entities without risk of conflicts with other mods. Look at Atmosmobs or Father Toast's mods' code, or look at my sig, or (maybe easiest) checkout these tutorials, in particular this section.
I've already explained why I don't like modpacks before. The mod is already simple to install, and if one extra step is really that hard to follow, then don't use it.
It's not worth being discredited just to be a part of some modpack with a bunch of crappy tech mods.
Hey, I had missed your answer.
I kind of understand where you're coming from but still think it's a pity. Sure, individually your mod is easy to install. The problem comes when like me you're chasing the ultimate Minecraft experience, and trying to get as many great mods to work together as possible as a result. Inevitably you stretch the limits of compatibility and of the engine and each new mod makes the whole mix more unstable and complex. Even when it's not bugs, setting up things like Ruins and Mob Spawn Control in a hundred biomes is very taxing. Then you get into bug reporting because you discover a lot of stuff that only a few people bother to test properly.
When you're finally done, after weeks of efforts, you realize that you can't share your efforts outside of your very private group of friends because half of the mod authors forbid modpacks or make you jump through hoops (individual PM's + waiting for the answer to 30 people? please kill me now). The net loser is the community. With the technic pack, despite all the people it made angry, huge strides ahead in ease of use were made and many people who wouldn't even have tried a mod got to play. In my ideal world we'd have five hundred such modpacks with constant competition for first place in user-friendliness.
See for instance the tasty mix I won't be able to send you a copy of as much as I'd like to (very few "crappy tech mods" in there ) :
where do you put it? i tried putting it in the Biomes O' plenty folder but it crashed minecraft... installation instructions would be wonderful, thanks!
EDIT: got it figured out... it just goes in the mods folder. derp.
Thanks for the advice on the generation issue. While I am figuring that out, I have another issue to content with. I use the Painterly Pack texture pack, and I had issues with the BoP grass textures and leaf textures graying out. I turned off the 'biome specific shading' options in the Painterly Pack, which cleared up almost all of it. There are still some issues (such as the very tall grass in the Marsh biome) that grays out. Any tweaks I can use to prevent this? I really love the Painterly Pack because of it's customizable textures.
EDIT: I think it may be related with the issue of the Tropicraft biome generation in the Overworld. It's mostly in transitions with other biomes.
With some editing of biome id's, you can play em both together. I'm doing that and with Highlands as well, I have so many biomes lol
This patch doesn't really do anything, I mean I see like, 1 bird or a rat every now and then, but thats about it.
Looks beautiful. Can't wait for you to release this next version.
Ask over on the Tropicraft forums what ids their biomes use. Then you'll have a better idea of what to assign the other biomes. ID Resolver doesn't change biome ids I think so it shouldn't cause problems.
ID resolver does not effect biome ids. And there is a way to tell the IDs of the Tropicraft stuff, although indirectly... notice WHICH biomes it is replacing. Turn off half the mod's biomes, and start a world with a size setting of 1 (to see as many biomes as possible). If it doesn't have any tropicraft stuff, problem isn't in that batch, if it does, problem is in that batch. If there is a problem, still make sure to check the other half just in case it is centered in the middle of the IDs this mod uses. Keep narrowing it down until you pinpoint which biomes are the problem, and it would solve the question of how many are messed up. Edit those, and then edit the Twilight Forest config so that it also doesn't overlap, and all would be well.
I can't go exploring ANYWHERE in my main world until I install this mod.
Hope your able to figure out how to make it compatible
Huh? Not only is it compatible, it actually requires Forge. You mean it's not compatible with the version of Forge you're using?
With mods that don't follow the latest Forge coding methods, the highest entity number that will work in multiplayer for creatures is 254 I believe, because the number is reduced to a byte when sending over the network. Non-mob entities can go way beyond that. Here you have the list of entity IDs already used by Minecraft: http://www.minecraft...lues#Entity_IDs
Depending on your loading order, other mods that are coded using old methods can silently fill up those slots. Traincraft in particular seemed to use loads of those.
@TDWP_FTW, you don't need anymore to used fixed entity IDs with Forge. You can use its auto-registration and have virtually unlimited entities without risk of conflicts with other mods. Look at Atmosmobs or Father Toast's mods' code, or look at my sig, or (maybe easiest) checkout these tutorials, in particular this section.
Hey, I had missed your answer.
I kind of understand where you're coming from but still think it's a pity. Sure, individually your mod is easy to install. The problem comes when like me you're chasing the ultimate Minecraft experience, and trying to get as many great mods to work together as possible as a result. Inevitably you stretch the limits of compatibility and of the engine and each new mod makes the whole mix more unstable and complex. Even when it's not bugs, setting up things like Ruins and Mob Spawn Control in a hundred biomes is very taxing. Then you get into bug reporting because you discover a lot of stuff that only a few people bother to test properly.
When you're finally done, after weeks of efforts, you realize that you can't share your efforts outside of your very private group of friends because half of the mod authors forbid modpacks or make you jump through hoops (individual PM's + waiting for the answer to 30 people? please kill me now). The net loser is the community. With the technic pack, despite all the people it made angry, huge strides ahead in ease of use were made and many people who wouldn't even have tried a mod got to play. In my ideal world we'd have five hundred such modpacks with constant competition for first place in user-friendliness.
See for instance the tasty mix I won't be able to send you a copy of as much as I'd like to (very few "crappy tech mods" in there ) :
Mod sorting data:
GuiAPI(GuiAPI:0.15.2): GuiAPI-0.15.2-1.4.6.jar ()
AS_MultiMine(Multi Mine:1.2.5): MultiMine_1.4.6.jar ()
ArsMagica(Ars Magica:Open Beta RC 5.32.272-Universal): ArsMagica_RC_5.32.272.zip ()
AtmosMobs(Atmosmobs mod:1.3.2): AtmosMobs.zip ()
mod_Audiotori(mod_Audiotori:Not available): Audiotori_r3__1_4_6.zip ()
BiomesOPlenty(Biomes O' Plenty:0.4.0): biomes-o-plenty-0.4.0.zip ()
Cogs(Cogs of the machine:0.1.2b): cogs-0.1.2b.zip ()
CustomSpawner(DrZhark's CustomSpawner:1.11): CustomMobSpawner 1.11.zip ()
MoCreatures(DrZhark's Mo'Creatures Mod:4.5.1): DrZharks MoCreatures Mod v4.5.1.zip ()
DungeonCrawler(Dungeon Crawler:0.2.2): DungeonCrawler 0.2.2 for MC 1.4.7.zip ()
DustMod(Runic Dust Mod:1.2): dustmod-v1.2_CORE.jar ()
DustDeco(Runic Dust Mod: Decorative dusts pack:2.1): dustmod-v1.2_DECORATIVE-PACK.jar (after:DustMod)
DustModDefaults(Runic Dust Mod: Default runes and inscriptions pack:1.5): dustmod-v1.2_DEFAULT-RUNES.jar (after:DustMod)
ExtrabiomesXL(ExtrabiomesXL:3.8.0): ExtrabiomesXL-universal-1.4.7-3.8.0.jar ()
CARuins(Cellular Automata Generator:0.0.2): Generator_mods_0.0.2.zip (after:ExtraBiomes,BiomesOPlenty)
GreatWallMod(Great Wall Mod:0.0.2): Generator_mods_0.0.2.zip (after:ExtraBiomes,BiomesOPlenty)
WalledCityMod(Walled City Generator:0.0.2): Generator_mods_0.0.2.zip (after:ExtraBiomes,BiomesOPlenty)
LavaMonsters(Lava Monsters:2.1): LavaMonsters 2.1 for MC 1.4.7.zip ()
mod_MAtmos(mod_MAtmos:Not available): matmos_packaged.zip ()
NEIPlugins(NEI Plugins:1.0.4.5): NEIPlugins-1.0.4.5.jar (required-after:NotEnoughItems)
ThermalExpansion(Thermal Expansion:2.2.0.0): ThermalExpansion-2.2.0.zip (required-after:Forge;after:BuildCraft|Core;after:CCTurtle;before:IC2;before:OmniTools)
OmniTools(OmniTools:3.0.2.0): OmniTools-3.0.2.zip (required-after:Forge;before:IC2)
PamHCApple(Pam's HarvestCraft Apple:1.0): Pam's HarvestCraft - Apple 1.01 (MC 1.4.6).zip ()
PamHCBean(Pam's HarvestCraft Bean:1.0): Pam's HarvestCraft - Bean 1.01 (MC 1.4.6).zip ()
PamHCBellpepper(Pam's HarvestCraft Bellpepper:1.0): Pam's HarvestCraft - Bellpepper 1.02 (MC 1.4.6).zip ()
PamHCBlueberry(Pam's HarvestCraft Blueberry:1.0): Pam's HarvestCraft - Blueberry 1.01 (MC 1.4.6).zip ()
PamHCCherry(Pam's HarvestCraft Cherry:1.0): Pam's HarvestCraft - Cherry 1.01 (MC 1.4.6).zip ()
PamHCChilipepper(Pam's HarvestCraft Chilipepper:1.0): Pam's HarvestCraft - Chili Pepper 1.01 (MC 1.4.6).zip ()
PamHCCorn(Pam's HarvestCraft Corn:1.0): Pam's HarvestCraft - Corn 1.01 (MC 1.4.6).zip ()
PamHCCotton(Pam's HarvestCraft Cotton:1.0): Pam's HarvestCraft - Cotton 1.01 (MC 1.4.6).zip ()
PamHCCucumber(Pam's HarvestCraft Cucumber:1.0): Pam's HarvestCraft - Cucumber 1.01 (MC 1.4.6).zip ()
PamHCGrape(Pam's HarvestCraft Grape:1.0): Pam's HarvestCraft - Grape 1.01 (MC 1.4.6).zip ()
PamHCLemon(Pam's HarvestCraft Lemon:1.0): Pam's HarvestCraft - Lemon 1.01 (MC 1.4.6).zip ()
PamHCLettuce(Pam's HarvestCraft Lettuce:1.0): Pam's HarvestCraft - Lettuce 1.01 (MC 1.4.6).zip ()
PamHCOnion(Pam's HarvestCraft Onion:1.0): Pam's HarvestCraft - Onion 1.01 (MC 1.4.6).zip ()
PamHCPeanut(Pam's HarvestCraft Peanut:1.0): Pam's HarvestCraft - Peanut 1.01 (MC 1.4.6).zip ()
PamHCRice(Pam's HarvestCraft Rice:1.0): Pam's HarvestCraft - Rice 1.03 (MC 1.4.6).zip ()
PamHCSalt(Pam's HarvestCraft - Salt:1.0): Pam's HarvestCraft - Salt 1.0 (MC 1.4.6).zip ()
PamHCStrawberry(Pam's HarvestCraft Strawberry:1.0): Pam's HarvestCraft - Strawberry 1.01 (MC 1.4.6).zip ()
PamHCTomato(Pam's HarvestCraft Tomato:1.0): Pam's HarvestCraft - Tomato 1.01 (MC 1.4.6).zip ()
PamHCWhitemushroom(Pam's HarvestCraft Whitemushroom:1.0): Pam's HarvestCraft - White Mushroom 1.0 (MC 1.4.6).zip ()
PamHCBase(Pam's HarvestCraft Base:1.0): Pam's HarvestCraft Base 1.03 (MC 1.4.6).zip ()
MelonSpawn(Pam's Melon Spawn:1.1): Pam's Melon Spawn 1.3 (MC 1.4.6).zip ()
SimpleRecipes(Pam's Simple Recipes:1.6): Pam's Simple Recipes 1.8.1 (MC 1.4.6).zip ()
PamWeeeFlowers(Pam's Weee! Flowers:1.0): Pam's Weee! Flowers 1.01 (MC 1.4.6).zip ()
PowerCrystalsCore(PowerCrystals Core:1.4.6R1.0.1): PowerCrystalsCore_1.0.1.zip ()
Primitive Mobs(Primitive Mobs mod:1.2): PrimitiveMobsv1.2.2a.zip ()
Railcraft(Railcraft:6.14.0.0): Railcraft_1.4.6-6.14.0.0.zip (required-after:Forge@[6.5.0.486,);after:BuildCraft|Core;after:BuildCraft|Energy;after:BuildCraft|Builders;after:BuildCraft|Factory;after:Forestry;after:IC2)
RedPowerCore(RedPower:2.0pr6): RedPowerCore-2.0pr6.zip ()
RedPowerBase(RP Base:2.0pr6): RedPowerCore-2.0pr6.zip (required-after:RedPowerCore)
RedPowerWiring(RP Wiring:2.0pr6): RedPowerDigital-2.0pr6.zip (required-after:RedPowerBase)
RedPowerLogic(RP Logic:2.0pr6): RedPowerDigital-2.0pr6.zip (required-after:RedPowerBase)
RedPowerLighting(RP Lighting:2.0pr6): RedPowerDigital-2.0pr6.zip (required-after:RedPowerBase)
Revamp(Rivvest's Enhancements to Villager and Mob Performance:0.4.1): revamp-0.4.1.zip ()
RopesPlus(Ropes+:1.3.5): RopePlus_1.4.6.zip ()
AS_Ruins(Ruins Spawning System:9.0): Ruins_1.4.6.zip (after:ExtraBiomes)
Kabo_ShowMonsters(Show Monsters:v3.2.146): ShowMonstersv3.2.146-Forge.zip ()
mod_SmartMoving(mod_SmartMoving:Not available): Smart Moving Client for ModLoader or Minecraft Forge.zip ()
mod_SmartRender(mod_SmartRender:Not available): Smart Moving Client for ModLoader or Minecraft Forge.zip ()
SpecialMobs(Special Mobs:2.3): SpecialMobs 2.3 for MC 1.4.7.zip ()
StevesCarts(Steve's Carts:2.0.0.a48): StevesCarts2.0.0.a48.zip ()
Thaumcraft(Thaumcraft:3.0.2c): Thaumcraft3.0.2c.zip (required-after:Forge@[6.6.0.491,);after:BuildCraft|Core;after:BuildCraft|Energy;after:Forestry;after:IC2)
ThermalExpansion|Factory(Factory:2.2.0.0): ThermalExpansion-2.2.0.zip (required-after:ThermalExpansion)
ThermalExpansion|Energy(Energy:2.2.0.0): ThermalExpansion-2.2.0.zip (required-after:ThermalExpansion|Factory)
ThermalExpansion|NEI(NEI:2.2.0.0): ThermalExpansion-2.2.0.zip (required-after:ThermalExpansion)
ThermalExpansion|Transport(Transport:2.2.0.0): ThermalExpansion-2.2.0.zip (required-after:ThermalExpansion|Factory)
AS_UpdateCheck(AtomicStryker Update Check Mod:1.0.5): UpdateCheckerMod_1.4.6.zip ()
weaponmod(Balkon's WeaponMod:1.4.6 v1.10.3): Weaponmod.zip ()
WitchesandMore(Witches and More....:1.1.5): WitchesandMore147 V115.zip ()
XReliquary(Xeno's Reliquary:1.0.3): XReliquary1.05.jar ()
CustomOreGen(Custom Ore Generation:[1.4.6]v2): CustomOreGen.[1.4.6]v2.Common.zip (after:*
mod_CustomOreGen(mod_CustomOreGen:Not available): CustomOreGen.[1.4.6]v2.Common.zip (after:*
MSC(Mob Spawn Controls:2.0.0): Forge_MSC2Beta.zip (after:*)
where do you put it? i tried putting it in the Biomes O' plenty folder but it crashed minecraft... installation instructions would be wonderful, thanks!
EDIT: got it figured out... it just goes in the mods folder. derp.
Feed my dragons please
Any tool should do. I usually grab a Hoe just because it's convenient.
Ok, so I have a Forestry issue of sorts....
here is a link to my other thread over there....
http://www.minecraftforum.net/topic/700588-forestry-for-minecraft-trees-bees-and-more-1705-updated-08012013/page__st__7580#entry20895269
Any ideas? I am completely stumped right now, it makes no sense to me at all....
EDIT: I think it may be related with the issue of the Tropicraft biome generation in the Overworld. It's mostly in transitions with other biomes.