Thanks for your offer and also for pointing these issues out. Don't worry, I've released a fix now.
Thx for fixing the problem. Everything works fine at the moment, now I'm gonna test compatibility with some of my chosen mods before starting my gameplay on modded survival
A minor problem (not technical one, rather it's regarding texture) I'm currently facing which is difficulty on differentiating between basalt smoothstone and basalt-coal ore. Both are just so similar as they are very dark, I think that's just my eyesight problem....
EDIT: Tested with Bibliocraft, Carpenter's block, More Furnace, Roguelike Dungeon, and FortuneOre. And they all worked fine especially FortuneOre (which replaces dropped item of ore blocks with ore chunks), More Furnace (modded furnaces also smelt blocks from your mod), and Carpenter's block.
I only seem to be able to generate Boreal Forests and Alpine Mountains.
The only mods I have installed that could possibly be impacting it are:
appliedenergistics2-rv0-alpha-78
buildcraft-6.0.5
roguelike dungeons-1.7.2-1.2.9
twlightforest-1.7.2-2.0.3
Thx for fixing the problem. Everything works fine at the moment, now I'm gonna test compatibility with some of my chosen mods before starting my gameplay on modded survival
A minor problem (not technical one, rather it's regarding texture) I'm currently facing which is difficulty on differentiating between basalt smoothstone and basalt-coal ore. Both are just so similar as they are very dark, I think that's just my eyesight problem....
EDIT: Tested with Bibliocraft, Carpenter's block, More Furnace, Roguelike Dungeon, and FortuneOre. And they all worked fine especially FortuneOre (which replaces dropped item of ore blocks with ore chunks), More Furnace (modded furnaces also smelt blocks from your mod), and Carpenter's block.
Coal ore: It's actually intended. After all, it would happen if you were searching for coal ore in real life. The same thing sort of happens with iron ore in sandstone, but it's a little more clear. It shouldn't really matter though, because basalt only generates under volcanoes and oceans, where you're unlikely to have a house.
Compatibility: Thanks, I'll add the info to the OP.
I only seem to be able to generate Boreal Forests and Alpine Mountains.
The only mods I have installed that could possibly be impacting it are:
appliedenergistics2-rv0-alpha-78
buildcraft-6.0.5
roguelike dungeons-1.7.2-1.2.9
twlightforest-1.7.2-2.0.3
Any Ideas?
Flowers: Since many of the biomes were made pre-1.7, they don't all take advantage of the new flowers. I'll work on it, but it's not exactly high-priority.
Biome generation: Try deleting your config files under "betterbiomes" and loading a new world again. If it doesn't work, send me your config files.
I only seem to be able to generate Boreal Forests and Alpine Mountains.
The only mods I have installed that could possibly be impacting it are:
appliedenergistics2-rv0-alpha-78
buildcraft-6.0.5
roguelike dungeons-1.7.2-1.2.9
twlightforest-1.7.2-2.0.3
Any Ideas?
Found the issue. It is fixed in the 2.0.1 release.
I had been a fan of BOP until now. nice work! You clearly understand something about biogeography if your using words like "riparian" and "xeric" !
Rainforest Valley doesn't seem to generate....it tries. First, chunks fail to load, so when I fly over in creative, the biome info shows that I'm in Rainforest Valley. Then, after a few seconds, the chunks render but they have reverted to the adjacent/surrounding biome.
I recommend adding saguaro/cardon cacti. I have MCEdit schematics. The cactus blocks generate and persist properly on top of wood (always >2 blocks tall, never beside another block...).
I found a video on this mod and before 1 minute of the showcase, I downloaded it. Awesome mod
Also, is this compatible with Biomes 'o' Plenty? That would make the ultimate adventure
Unfortunately, I don't believe it is compatible for two reasons:
There simply aren't enough non-variant biome ID's for all the biomes (I've used every ID from the end of Minecraft's biomes until 103, and the limit is 128)
At the moment, my biomes will only generate in my world type, due to the 1.7 changes, and BOP biomes won't be found in the same world.
I would like it to be compatible, of course, if only for the massive mix of biomes. Until Forge changes the biome limit and allows new biomes in the default world type though, it's not to be.
I had been a fan of BOP until now. nice work! You clearly understand something about biogeography if your using words like "riparian" and "xeric" !
Rainforest Valley doesn't seem to generate....it tries. First, chunks fail to load, so when I fly over in creative, the biome info shows that I'm in Rainforest Valley. Then, after a few seconds, the chunks render but they have reverted to the adjacent/surrounding biome.
I recommend adding saguaro/cardon cacti. I have MCEdit schematics. The cactus blocks generate and persist properly on top of wood (always >2 blocks tall, never beside another block...).
Not sure why it wouldn't be working. I've seen it generate a couple of times while I'm testing code. It may not actually be trying to generate when you saw the display show Rainforest Valley. For some reason when you fly over an unloaded chunk, the biome info displays either Clay Hills, or like you said, Rainforest Valley. Also, Rainforest Valleys will only generate in Rainforest biomes. If you give me the seed and co-ordinates I'll have a look though.
I was thinking about adding a new form of cactus at one point, but saw it as less important than various other more technical features and fixes. Once I've got through most of the current To Do list I'll look into it.
Also, is it supposed to rain in Desert Archipelago? Because it is
I suspect there are rain/no rain issues in other biomes?
Thanks for pointing it out. I'll get that fixed.
It's most likely because the archipelago biomes are in a separate file to the desert biomes, and I just overlooked it. All the other biomes should be working fine.
Hey, I love your biomes mod! I thought they were really creative, and well thought out! They weren't just re-made vanilla biomes, which I loved! I made a mod showcase, and it would be awesome if you could put it on the main post, but if you can't that's cool too! Anyways, thanks for making the mod, and I hope it does really well in the days to come!
A minor problem (not technical one, rather it's regarding texture) I'm currently facing which is difficulty on differentiating between basalt smoothstone and basalt-coal ore. Both are just so similar as they are very dark, I think that's just my eyesight problem....
EDIT: Tested with Bibliocraft, Carpenter's block, More Furnace, Roguelike Dungeon, and FortuneOre. And they all worked fine especially FortuneOre (which replaces dropped item of ore blocks with ore chunks), More Furnace (modded furnaces also smelt blocks from your mod), and Carpenter's block.
The only mods I have installed that could possibly be impacting it are:
appliedenergistics2-rv0-alpha-78
buildcraft-6.0.5
roguelike dungeons-1.7.2-1.2.9
twlightforest-1.7.2-2.0.3
Any Ideas?
Coal ore: It's actually intended. After all, it would happen if you were searching for coal ore in real life. The same thing sort of happens with iron ore in sandstone, but it's a little more clear. It shouldn't really matter though, because basalt only generates under volcanoes and oceans, where you're unlikely to have a house.
Compatibility: Thanks, I'll add the info to the OP.
Flowers: Since many of the biomes were made pre-1.7, they don't all take advantage of the new flowers. I'll work on it, but it's not exactly high-priority.
Biome generation: Try deleting your config files under "betterbiomes" and loading a new world again. If it doesn't work, send me your config files.
OK, thanks for telling me. I'll look into it.
No. The Nether is so hopelessly unrealistic that I haven't bothered to try to add realistic biomes to it.
Found the issue. It is fixed in the 2.0.1 release.
Fixed this now, as well as adding a config option to turn off the new stone.
Includes also... Cherry blossoms or Sakura trees?
Whoops. XD
Sorry. Thanks for pointing it out. I certainly won't be making that mistake again.
And I was so happy about getting that update out...
I hope it works...
It's "typeEB" as "typeEnhancedBiomes" takes up too many characters (limit of 16).
I'll put the info in the OP.
Thankyou for the answer, btw nice mod, would love to see more biomes in the future
Rainforest Valley doesn't seem to generate....it tries. First, chunks fail to load, so when I fly over in creative, the biome info shows that I'm in Rainforest Valley. Then, after a few seconds, the chunks render but they have reverted to the adjacent/surrounding biome.
I recommend adding saguaro/cardon cacti. I have MCEdit schematics. The cactus blocks generate and persist properly on top of wood (always >2 blocks tall, never beside another block...).
I suspect there are rain/no rain issues in other biomes?
Unfortunately, I don't believe it is compatible for two reasons:
Not sure why it wouldn't be working. I've seen it generate a couple of times while I'm testing code. It may not actually be trying to generate when you saw the display show Rainforest Valley. For some reason when you fly over an unloaded chunk, the biome info displays either Clay Hills, or like you said, Rainforest Valley. Also, Rainforest Valleys will only generate in Rainforest biomes. If you give me the seed and co-ordinates I'll have a look though.
I was thinking about adding a new form of cactus at one point, but saw it as less important than various other more technical features and fixes. Once I've got through most of the current To Do list I'll look into it.
Thanks for pointing it out. I'll get that fixed.
It's most likely because the archipelago biomes are in a separate file to the desert biomes, and I just overlooked it. All the other biomes should be working fine.
EDIT: Yep, just missed adding the code. Whoops.
Hey, I love your biomes mod! I thought they were really creative, and well thought out! They weren't just re-made vanilla biomes, which I loved! I made a mod showcase, and it would be awesome if you could put it on the main post, but if you can't that's cool too! Anyways, thanks for making the mod, and I hope it does really well in the days to come!