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!
Thanks! Of course I'll put it in the OP.
I have to correct a rather ambiguous statement I made though. In the OP, when I said 30 new biomes, I meant since the last release of Better Biomes, which had 57. I'll just put a note under your video saying it was my mistake.
EDIT: Hmm, the video refuses to show up. I'll have to just have a link until I figure it out. Sorry.
Well thanks for that! Yeah, after milling around the world I was finding a heck of a lot of different biomes, kind of felt more like 30! But thank you nonetheless! :3
So I just released a new update, focused more on usefulness than bug-fixes for once. The config option for biome weightings means you can make your favourite biomes occur more often without switching off other biomes, and the biome info has gotten slightly more helpful.
The next few updates may take a little bit longer to get out, as they will be a lot more content based that the previous ones.
the quality is no where near biomes O' plenty or XL but it feels more bland/vanilla like something mojang would add
Of course, that's what new trees, stones, and varied biomes does - it makes it feel like Mojang had made it...
Now, I could either take this as a compliment, that you think that my work is on par with game developers who sold millions of copies of their game.
Or I could take it as an insult. While I admire BOP and EBXL, I fail to see how my mod appears bland by comparison. I have just as many biomes as BOP, and about 3 times as many as EBXL if their website is up to date. I have new stones, new trees, more varied villages, a helpful biome info display... in what way is Enhanced Biomes bland?
Look, if you have a valid criticism, I welcome you to explain it so that I can improve on that aspect of the mod. However I don't appreciate insulting responses that don't clearly point out the issue and that can't even be bothered to correctly capitalise and punctuate their sentences.
Greetings, I have been searching for a different biomes mod than BoP since I hear the coder is going to cease working on BoP after 1.7.2, which is a shame.
Your mod works great in singleplayer, however upon trying to make a server with typeEB, it crashes. I have a lot of mods loaded in, and couldnt determine which if any was causing the crash, so heres the log:
---- Minecraft Crash Report ----
// There are four lights!
Time: 4/14/14 1:41 PM
Description: Exception in server tick loop
java.lang.NullPointerException: Exception in server tick loop
at drzhark.customspawner.CustomSpawner.RemoveCustomSpawn(CustomSpawner.java:523)
at drzhark.customspawner.environment.EnvironmentSettings.populateSpawns(EnvironmentSettings.java:847)
at drzhark.customspawner.environment.EnvironmentSettings.updateSettings(EnvironmentSettings.java:260)
at drzhark.customspawner.utils.CMSUtils.addWorldEnvironment(CMSUtils.java:128)
at drzhark.customspawner.EventHooks.onWorldLoad(EventHooks.java:175)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_11_EventHooks_onWorldLoad_Load.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at net.minecraft.server.MinecraftServer.func_71247_a(MinecraftServer.java:221)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:236)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:373)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:662)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Greetings, I have been searching for a different biomes mod than BoP since I hear the coder is going to cease working on BoP after 1.7.2, which is a shame.
Your mod works great in singleplayer, however upon trying to make a server with typeEB, it crashes. I have a lot of mods loaded in, and couldnt determine which if any was causing the crash, so heres the log:
---- Minecraft Crash Report ----
// There are four lights!
Time: 4/14/14 1:41 PM
Description: Exception in server tick loop
java.lang.NullPointerException: Exception in server tick loop
at drzhark.customspawner.CustomSpawner.RemoveCustomSpawn(CustomSpawner.java:523)
at drzhark.customspawner.environment.EnvironmentSettings.populateSpawns(EnvironmentSettings.java:847)
at drzhark.customspawner.environment.EnvironmentSettings.updateSettings(EnvironmentSettings.java:260)
at drzhark.customspawner.utils.CMSUtils.addWorldEnvironment(CMSUtils.java:128)
at drzhark.customspawner.EventHooks.onWorldLoad(EventHooks.java:175)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_11_EventHooks_onWorldLoad_Load.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at net.minecraft.server.MinecraftServer.func_71247_a(MinecraftServer.java:221)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:236)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:373)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:662)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
It's an issue with the CustomSpawner mod. I'm not sure whether it's just that mod's fault or if it's a conflict with Enhanced Biomes, so I suggest trying to run the server with just CustomSpawner to see if it still crashes.
Hey sir, I had a problem when I wanted to try the mod.
java.lang.ClassCastException: com.piggywiggy3.movillages.handlers.MapGenVillageEventHandler cannot be cast to enhancedbiomes.world.gen.MapGenVillageEB
at enhancedbiomes.world.ChunkProviderEnhancedBiomes.<init>(ChunkProviderEnhancedBiomes.java:101)
at enhancedbiomes.world.WorldTypeEnhancedBiomes.getChunkGenerator(WorldTypeEnhancedBiomes.java:25)
at net.minecraft.world.WorldProvider.func_76555_c(WorldProvider.java:77)
at net.minecraft.world.WorldServer.func_72970_h(WorldServer.java:681)
at net.minecraft.world.World.<init>(World.java:266)
at net.minecraft.world.WorldServer.<init>(WorldServer.java:101)
at WorldServerOF.<init>(WorldServerOF.java:69)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:65)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:153)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:706)
Hey sir, I had a problem when I wanted to try the mod.
java.lang.ClassCastException: com.piggywiggy3.movillages.handlers.MapGenVillageEventHandler cannot be cast to enhancedbiomes.world.gen.MapGenVillageEB
at enhancedbiomes.world.ChunkProviderEnhancedBiomes.<init>(ChunkProviderEnhancedBiomes.java:101)
at enhancedbiomes.world.WorldTypeEnhancedBiomes.getChunkGenerator(WorldTypeEnhancedBiomes.java:25)
at net.minecraft.world.WorldProvider.func_76555_c(WorldProvider.java:77)
at net.minecraft.world.WorldServer.func_72970_h(WorldServer.java:681)
at net.minecraft.world.World.<init>(World.java:266)
at net.minecraft.world.WorldServer.<init>(WorldServer.java:101)
at WorldServerOF.<init>(WorldServerOF.java:69)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:65)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:153)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:706)
You'd have to remove either Enhanced Biomes or Mo' Villages. I don't see why you would need Mo' Villages when my mod does all all that it does, and modifies my biomes as well as the default ones...
However, as it will come up with any other mods that change village generation, I'll add an option to disable it. The update should be out in a few minutes.
Of course, that's what new trees, stones, and varied biomes does - it makes it feel like Mojang had made it...
Now, I could either take this as a compliment, that you think that my work is on par with game developers who sold millions of copies of their game.
Or I could take it as an insult. While I admire BOP and EBXL, I fail to see how my mod appears bland by comparison. I have just as many biomes as BOP, and about 3 times as many as EBXL if their website is up to date. I have new stones, new trees, more varied villages, a helpful biome info display... in what way is Enhanced Biomes bland?
Look, if you have a valid criticism, I welcome you to explain it so that I can improve on that aspect of the mod. However I don't appreciate insulting responses that don't clearly point out the issue and that can't even be bothered to correctly capitalise and punctuate their sentences.
Could be that you didn't spend a few days taking the best screenshots possible or that nothing major that impacts gameplay was added as with those other mods.Those other mods were all about adding in completely different blocks and terrain gen, while yours is about slightly tweaking terrain gen and using mostly vanilla blocks (or at least adding stuff somewhat similar to vanilla blocks, such as the ores in different stone types suggested to death as of 14w02a due to obvious reasons).
And my previous comment is neutral so have fun deciding.
Could be that you didn't spend a few days taking the best screenshots possible or that nothing major that impacts gameplay was added as with those other mods.Those other mods were all about adding in completely different blocks and terrain gen, while yours is about slightly tweaking terrain gen and using mostly vanilla blocks (or at least adding stuff somewhat similar to vanilla blocks, such as the ores in different stone types suggested to death as of 14w02a due to obvious reasons).
And my previous comment is neutral so have fun deciding.
Ah, I see what you mean now. I've tried to keep the blocks essentially the same as vanilla blocks because I didn't want Enhanced Biomes to end up as a complete world overhaul, but as a biomes mod. Also, I've only added ores in my own new stone types (basalt, slate, shale, rhyolite, limestone and hardened sandstone), not Mojang's new-ish ones, simply because it was necessary if I was making stones biome-specific. With terrain gen though, I don't believe that BOP or EBXL modifies it, but I'll take another look.
Thanks for clearing up your previous comment. I'll put a poll up on whether I should modify more aspects of the game.
Does this mod use the temperature and humidity features that vanilla added? The thing that makes alike biomes generate near each other. Its been more then one case where I see a 'cold' biome next to a 'hot' one...
Does this mod use the temperature and humidity features that vanilla added? The thing that makes alike biomes generate near each other. Its been more then one case where I see a 'cold' biome next to a 'hot' one...
It does. You might be confused about what temperature category the biomes actually are. If you open the biome info (by default press 'i'), the colour of the temperature will tell you the category. Blue = Frozen, Green = Cool, Orange = Warm, Red = Hot.
You'd have to remove either Enhanced Biomes or Mo' Villages. I don't see why you would need Mo' Villages when my mod does all all that it does, and modifies my biomes as well as the default ones...
However, as it will come up with any other mods that change village generation, I'll add an option to disable it. The update should be out in a few minutes.
If you give me your list of mods I can try to figure out if there's a conflict somewhere, but otherwise I don't understand why they aren't spawning.
Hmm i use MoCreatures which probably the problem of this. also CustomMobSpawner but i already try without mo creatures, so that means Custom Mob Spawner?
Hmm i use MoCreatures which probably the problem of this.
Yeah, if you use Mo' Creatures you have to tamper around with the configs to allow mobs to spawn in modded biomes. Otherwise, they just spawn in Vanilla biomes.
Yeah, if you use Mo' Creatures you have to tamper around with the configs to allow mobs to spawn in modded biomes. Otherwise, they just spawn in Vanilla biomes.
i know that, but the normal mobs like zombie creeper and stuff
Thanks! Of course I'll put it in the OP.
I have to correct a rather ambiguous statement I made though. In the OP, when I said 30 new biomes, I meant since the last release of Better Biomes, which had 57. I'll just put a note under your video saying it was my mistake.
EDIT: Hmm, the video refuses to show up. I'll have to just have a link until I figure it out. Sorry.
The next few updates may take a little bit longer to get out, as they will be a lot more content based that the previous ones.
Of course, that's what new trees, stones, and varied biomes does - it makes it feel like Mojang had made it...
Now, I could either take this as a compliment, that you think that my work is on par with game developers who sold millions of copies of their game.
Or I could take it as an insult. While I admire BOP and EBXL, I fail to see how my mod appears bland by comparison. I have just as many biomes as BOP, and about 3 times as many as EBXL if their website is up to date. I have new stones, new trees, more varied villages, a helpful biome info display... in what way is Enhanced Biomes bland?
Look, if you have a valid criticism, I welcome you to explain it so that I can improve on that aspect of the mod. However I don't appreciate insulting responses that don't clearly point out the issue and that can't even be bothered to correctly capitalise and punctuate their sentences.
Your mod works great in singleplayer, however upon trying to make a server with typeEB, it crashes. I have a lot of mods loaded in, and couldnt determine which if any was causing the crash, so heres the log:
---- Minecraft Crash Report ----
// There are four lights!
Time: 4/14/14 1:41 PM
Description: Exception in server tick loop
java.lang.NullPointerException: Exception in server tick loop
at drzhark.customspawner.CustomSpawner.RemoveCustomSpawn(CustomSpawner.java:523)
at drzhark.customspawner.environment.EnvironmentSettings.populateSpawns(EnvironmentSettings.java:847)
at drzhark.customspawner.environment.EnvironmentSettings.updateSettings(EnvironmentSettings.java:260)
at drzhark.customspawner.utils.CMSUtils.addWorldEnvironment(CMSUtils.java:128)
at drzhark.customspawner.EventHooks.onWorldLoad(EventHooks.java:175)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_11_EventHooks_onWorldLoad_Load.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at net.minecraft.server.MinecraftServer.func_71247_a(MinecraftServer.java:221)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:236)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:373)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:662)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Mac OS X (x86_64) version 10.9.2
Java Version: 1.7.0_40, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 3719472624 bytes (3547 MB) / 4116709376 bytes (3926 MB) up to 4116709376 bytes (3926 MB)
JVM Flags: 2 total; -Xms4G -Xmx4G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 29, tallocated: 77
FML: MCP v9.01-pre FML v7.2.137.1054 Minecraft Forge 10.12.0.1054 31 mods loaded, 31 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
FML{7.2.137.1054} [Forge Mod Loader] (forge-1.7.2-10.12.0.1054-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Forge{10.12.0.1054} [Minecraft Forge] (forge-1.7.2-10.12.0.1054-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Aroma1997Core{1.0.2.0} [Aroma1997Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ArchimedesShips{1.7.2 v1.5.2} [Archimedes' Ships] (ArchimedesShips-1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Aroma1997CoreHelper{1.0.2.0} [Aroma1997Core|Helper] (Aroma1997Core-1.7.2-1.0.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
AromaBackup{0.0.0.2} [AromaBackup] (AromaBackup-1.7.2-0.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
autoshutdown{0.7.0} [Auto-Shutdown] (autoshutdown-0.7.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BattleTowers{1.4.5} [Battle Towers] (BattleTowers-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BiblioCraft{1.6.3} [BiblioCraft] (BiblioCraft[1.6.3][MC1.7.2].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
CarpentersBlocks{3.1.0} [Carpenter's Blocks] (Carpenter's Blocks v3.1.0 - MC 1.7+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
CustomSpawner{3.2.0.dev.R1} [DrZhark's CustomSpawner] (CustomMobSpawner 3.2.0-DEV-R2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MoCreatures{6.2.0.dev.R1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.2.0-DEV-R2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
DungeonPack{1.7.2-2.0} [DungeonPack] (DungeonPack-1.7.2-2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
dynamicswordskills{1.7.2-1.1} [Dynamic Sword Skills] (dynamicswordskills-1.7.2-1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Dynmap{1.9.4-alpha-1-73} [Dynmap] (Dynmap-HEAD-forge-10.12.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
enhancedbiomes{2.0.2 for MC 1.7.2} [Enhanced Biomes] (Enhanced Biomes 2.0.2 for MC 1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
EzTimeKeeper{1.1.0} [Time Keeper] (EzTimeKeeper-1.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
InfernalMobs{1.4.8} [Infernal Mobs] (InfernalMobs-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
radixcore{1.0.0} [RadixCore] (RadixCore-1.0.0 MC-1.7.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
mca{4.0.1} [Minecraft Comes Alive] (MCA-4.0.1 MC-1.7.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
millenaire{5.2.0b5} [Millénaire] (millenaire-5.2b5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
moreplayermodels{1.7.2} [MorePlayerModels] (MorePlayerModels_1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
AS_MultiMine{1.3.7} [Multi Mine] (MultiMine-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
NetherDungeons{1.2.1} [Nether Dungeons] (NetherDungeons-1.7.2-v-1.2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
RopesPlus{1.5.8} [Ropes+] (RopePlus-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
TwilightForest{2.0.3} [The Twilight Forest] (twilightforest-1.7.2-2.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
walkingdeadmod{1.7.2} [WalkingDead Mod] (walkingdeadmod-1.7.2-2.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
warpbook{1.0.22} [Warp Book] (warp-book-1.7.2-1.0.22.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
weaponmod{1.7.2 v1.14.2} [Balkon's WeaponMod] (weaponmod-1.14.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
YAFM{1.0.2} [Yet Another Food Mod] (yafm-1.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 10; []
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
It's an issue with the CustomSpawner mod. I'm not sure whether it's just that mod's fault or if it's a conflict with Enhanced Biomes, so I suggest trying to run the server with just CustomSpawner to see if it still crashes.
java.lang.ClassCastException: com.piggywiggy3.movillages.handlers.MapGenVillageEventHandler cannot be cast to enhancedbiomes.world.gen.MapGenVillageEB
at enhancedbiomes.world.ChunkProviderEnhancedBiomes.<init>(ChunkProviderEnhancedBiomes.java:101)
at enhancedbiomes.world.WorldTypeEnhancedBiomes.getChunkGenerator(WorldTypeEnhancedBiomes.java:25)
at net.minecraft.world.WorldProvider.func_76555_c(WorldProvider.java:77)
at net.minecraft.world.WorldServer.func_72970_h(WorldServer.java:681)
at net.minecraft.world.World.<init>(World.java:266)
at net.minecraft.world.WorldServer.<init>(WorldServer.java:101)
at WorldServerOF.<init>(WorldServerOF.java:69)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:65)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:153)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:706)
Can you help me solve it?
I assume that you've also got the following mod installed:
http://www.minecraftforum.net/topic/2525968-forge-172-164-sp-mo-villages-villages-in-more-biomes/
You'd have to remove either Enhanced Biomes or Mo' Villages. I don't see why you would need Mo' Villages when my mod does all all that it does, and modifies my biomes as well as the default ones...
However, as it will come up with any other mods that change village generation, I'll add an option to disable it. The update should be out in a few minutes.
And my previous comment is neutral so have fun deciding.
Ah, I see what you mean now. I've tried to keep the blocks essentially the same as vanilla blocks because I didn't want Enhanced Biomes to end up as a complete world overhaul, but as a biomes mod. Also, I've only added ores in my own new stone types (basalt, slate, shale, rhyolite, limestone and hardened sandstone), not Mojang's new-ish ones, simply because it was necessary if I was making stones biome-specific. With terrain gen though, I don't believe that BOP or EBXL modifies it, but I'll take another look.
Thanks for clearing up your previous comment. I'll put a poll up on whether I should modify more aspects of the game.
No, they spawn in my biomes too...
Oasis:
Shield:
EDIT: Ah, got it. It'll be fixed in the next release.
It does. You might be confused about what temperature category the biomes actually are. If you open the biome info (by default press 'i'), the colour of the temperature will tell you the category. Blue = Frozen, Green = Cool, Orange = Warm, Red = Hot.
If you give me your list of mods I can try to figure out if there's a conflict somewhere, but otherwise I don't understand why they aren't spawning.
Well, I'll remove the Mo' Villages.
Yeah, if you use Mo' Creatures you have to tamper around with the configs to allow mobs to spawn in modded biomes. Otherwise, they just spawn in Vanilla biomes.
Website: http://lightningpig333.com