Please don't take the post as a criticism of EBXL adding new biomes, don't get me wrong, I'm not in favour of modders being limited in the number of biomes they can add. The more choice, the better the game possibilities.Its the 255 limit that's the problem - and a secondary problem that every biome a modder lists as a possibility automatically demands an ID number whether its turned on or off by the user. If there was some way that when a biome was "false" in config it did not demand an ID number, that would go three quarters of the way to resolving the situation.I raised the issue on the Forge forum and got a decent response and acknowledgement of the problem from Lex Manos, but Forge doesn't have a solution in sight yet:"The problem is, amung other things, this section of code right here:As you can see, the biome data is sent as a byte array to the client, bytes can only hold 256 values {0-255}If we were to increase this limit anything that stored biomes as byte arrays would need to be modified which would break compatibility with the network, with world saves, and the like.Biome IDs are something that I want to address and have been talking to Mojang on and off about, But nothing has come out of it and I don't want to break compatibility with things just for this."So then I asked:"Is there any merit then in excluding biomes by config method from taking an ID number? Something like if user sets biome to -1 instead of false, it simply isn't assigned a number. That way the user could determine the mix of his 255 biomes. Is this also impossible?"To which he responded:"Yes, but that's all on the modder's end, not ours."if (idFromConfig != -1) { createBiome(idFromConfig);}So, is there anything you guys can do about it?Its not as if we are talking about a large number of mods - using just six at the moment puts me 40+ above the 255 limit, and that's NOT using all three of the major biome mods - by which I mean EBXL, Highlands and BOP. These are dimensional biomes and biomes thrown in by other mods - most of which are pretty crappy and I would gladly turn off, because its the other aspects - world gen / mobs etc that I use them for.I know from discussion lots of people are having this problem and its much worse in 1.7
Hey check this out,which was posted by Wulf_Jarson on The Lord of the Rings forums,copied from The Lord of the Rings FB page.
I don't know if this will help...
On Feb 15, Mevan posted this on facebook.
(The following is a copy/paste, from FB).
You may or may not know that the number of biomes in Minecraft is limited to 256, which has been a major setback in adding biomes.
With the possibility of new vanilla biome IDs being added in the future, and conflicts with other mods, we have had to be very careful in adding only important biomes so as to leave room for all the biomes we still need to add in the future.
No longer...
I've found ...a way to bypass this limit and create a new LOTR biome list, meaning the Middle-earth biomes are now completely separate from vanilla biomes. This list is still limited to 256 biomes, but there's no reason we can't make more lists if need be, so the amount of biomes we can add is now potentially infinite!
So no more messing around with biome IDs in config files, no more biome conflicts with other mods, and even better... we can now go completely crazy with adding sub-biomes and biome variations! This is an incredibly significant development and it will make the world of Minecraft Middle-earth much more fun to explore!
There are, as always, some downsides: this update to the biome system is likely to break old worlds. I may be able to find some way to avoid this, but I can't guarantee anything. Also: the F3 screen does not display the correct biome in Middle-earth. (e.g. in the Shire biome, "Extreme Hills" is displayed) Unfortunately that will be impossible to fix.
What do you think - would you like this change to be made?
(Also posted on FB Feb 15th).
Regarding the earlier post: you need not worry about your old worlds! I have managed to make the new biome system check for old biome IDs and convert them to the new IDs, so old worlds will work just fine with the new biomes.
So we'll definitely be going ahead with this new biome list development. Biomes, biomes and more biomes, here we come!
And in other biome-related news, some of you felt that rivers were too common in Middle-earth (they're actually no more common than they are in the Overworld) but I have managed to make them less common.
(End of copy/paste).
I looked back on this thread, Page 168 was active on Feb. 15th.
I looked a few pages after that but found no relevant posts.
I was scanning fast, so I may have missed one...
Hey Scott, glad to see you are still around! Thanks for the response.
On the changing biome ID and using duplicated numbers - yes, someone on the Highlands mod thread suggested this some time ago. It seems to work for him, but when I tried all I got was start up crashes. Maybe some mods I was using couldn't cope with the changes.
It seems that Highlands has already implemented disabling its biomes from asking for an ID number by setting the config to -1 - I also talked to the BOP guys - they understand and acknowledge the problem and know they have to address it eventually. There is a little consternation regarding the pain it will cause them to correct - but they also know that the simplest solution people are seeing at the moment is to remove the mod that has the largest number of (very similar) biomes just to free up space - and that mod so far for a lot of us is regrettably BOP, just because of its sheer size.
Interesting concept you have there, am reading it now.
Did you check out the LOTR biome solution that nickWtn3 posted just after your post? I wonder how Mevans is achieving that?
That's really interesting - thanks for posting that!
Mevans is using a custom terrain generator.
I don't think there is a lot of pain involved...in fact, early in the mod, biomes could be disabled by setting their id to -1. The problem came with the hate mail we got from those who did that an inadvertently toasted a world where they wanted those biomes...user response is a difficult problem to solve!
The real solution is something akin to what Mojang has done with block ids...and I think this will have to come as part of the elusive mod API (I here Sasquatch has been using the feature and really loves it )
Just a quick question on some more current things. How would I go about finding the Biome dictionary names for EBXL biomes? I'm planning to use Custom Ore Gen to add a Red Sand proxy to the Mountain Ridge biome, and I'm not sure what to call it in the command line. While Mountain Ridge may work because of possible localization support, I want to be sure about it and use the dictionary name.
I'm going to go out on a limb and guess that it is mountainRidge for the Mountain Ridge biome, though.
Just a quick question on some more current things. How would I go about finding the Biome dictionary names for EBXL biomes? I'm planning to use Custom Ore Gen to add a Red Sand proxy to the Mountain Ridge biome, and I'm not sure what to call it in the command line. While Mountain Ridge may work because of possible localization support, I want to be sure about it and use the dictionary name.
I'm going to go out on a limb and guess that it is mountainRidge for the Mountain Ridge biome, though.
Up until 3.15.8, we did not have explicit BiomeDictionary support - but I've fixed that. Let me compile the data and then I'll make a quick post on the blog containing the type flags we're using.
But you don't seem to be asking for the dictionary, you just appear to be asking for biome names themselves? In this case, the name for "Mountain Ridge" is in fact "Mountain Ridge". The name you see displayed in game is the name we register the biome as.
Hi Annyisa I was wondering if someone on you'r team could take a look at this crash.This is the first time I have had a world crash and I have no idea what's wrong.
This:
at com.google.common.io.ByteStreams$ByteArrayDataInputStream.readInt(ByteStreams.java:377)
at src.train.common.core.handlers.PacketHandler.onPacketData(PacketHandler.java:98)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
at com.google.common.io.ByteStreams$ByteArrayDataInputStream.readInt(ByteStreams.java:377)
at src.train.common.core.handlers.PacketHandler.onPacketData(PacketHandler.java:98)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
means that something went wrong with TrainCraft.
Of course! What was I thinking?!?
Sorry, Nick. The reason it took so long is because your logs show you are not using this mod.
I know I wasn't using exterbiomiesxl because with The Lord of the rings mod installed I was never in the spawn world and didn't whant to mess up The Lord of the rings terrain. Thanks Scott for the help anyways I know I can always get great advice from you and you're team including the wonderful help from Annyisa.
Thanks much, both for the download and the Biome table! Mildly Modded is that much closer to completion and preparation for public release...
I may as well ask now for permission to release it as a public pack, since that day shouldn't be too far off now anyways. As far as I know, there won't be any adf.ly links or anything of the sort involved with the modpack, but I'll update you if there are any chances of that changing. It shouldn't, mind you, as the downloads will be hosted through my Dropbox, but life happens.
I may as well ask now for permission to release it as a public pack, since that day shouldn't be too far off now anyways. As far as I know, there won't be any adf.ly links or anything of the sort involved with the modpack, but I'll update you if there are any chances of that changing. It shouldn't, mind you, as the downloads will be hosted through my Dropbox, but life happens.
I used EBXL and Lord of the Rings along with others in 1.6. The only way to get anything from the overworld into Lord of the Rings would be to take it there yourself!
I know I was afraid that EBXL would spawn there stuff in The Lord of the rings world it's self.
I know I was afraid that EBXL would spawn there stuff in The Lord of the rings world it's self.
No, our biomes wouldn't spawn there. Just like how they don't spawn in Twilight Forest or Tropicraft dimensions. As far as I know the only dimension adding mod they would spawn in would be a Mystcraft age and only if you created it that way.
No, our biomes wouldn't spawn there. Just like how they don't spawn in Twilight Forest or Tropicraft dimensions. As far as I know the only dimension adding mod they would spawn in would be a Mystcraft age and only if you created it that way.
Thanks for the last update! Think the best part was all flowers available for the Forestry apiaries.
EDIT: Forgot: also great is the now non-double-tap redwoods too
[not that I was 'killing' them before, but still....it's nice to only shoot them once for planks....Oh, I MEAN.....]
No, our biomes wouldn't spawn there. Just like how they don't spawn in Twilight Forest or Tropicraft dimensions. As far as I know the only dimension adding mod they would spawn in would be a Mystcraft age and only if you created it that way.
Oops...I'm always getting on people for not checking the OP when modders state that they don't want their mod in modpacks, and here I am in the opposite situation...
Well, I still like to let modders know that I'm using their mod, so it works out either way.
Is there any way to prevent the mostly cosmetic spawns like cattails?
Or cut the frequency of spawning of things like strawberries, leaf piles, and flowers?
Am using it on a server, and it's choking up while loading new chunks. While we have a lot of mods, most of the world gen has been turned off or way down, except for ones that we couldn't find means to, like this one, so it's currently the leading suspect and making it a hard argument to keep it.
On Feb 15, Mevan posted this on facebook.
(The following is a copy/paste, from FB).
You may or may not know that the number of biomes in Minecraft is limited to 256, which has been a major setback in adding biomes.
With the possibility of new vanilla biome IDs being added in the future, and conflicts with other mods, we have had to be very careful in adding only important biomes so as to leave room for all the biomes we still need to add in the future.
No longer...
I've found ...a way to bypass this limit and create a new LOTR biome list, meaning the Middle-earth biomes are now completely separate from vanilla biomes. This list is still limited to 256 biomes, but there's no reason we can't make more lists if need be, so the amount of biomes we can add is now potentially infinite!
So no more messing around with biome IDs in config files, no more biome conflicts with other mods, and even better... we can now go completely crazy with adding sub-biomes and biome variations! This is an incredibly significant development and it will make the world of Minecraft Middle-earth much more fun to explore!
There are, as always, some downsides: this update to the biome system is likely to break old worlds. I may be able to find some way to avoid this, but I can't guarantee anything. Also: the F3 screen does not display the correct biome in Middle-earth. (e.g. in the Shire biome, "Extreme Hills" is displayed) Unfortunately that will be impossible to fix.
What do you think - would you like this change to be made?
(Also posted on FB Feb 15th).
Regarding the earlier post: you need not worry about your old worlds! I have managed to make the new biome system check for old biome IDs and convert them to the new IDs, so old worlds will work just fine with the new biomes.
So we'll definitely be going ahead with this new biome list development. Biomes, biomes and more biomes, here we come!
And in other biome-related news, some of you felt that rivers were too common in Middle-earth (they're actually no more common than they are in the Overworld) but I have managed to make them less common.
(End of copy/paste).
I looked back on this thread, Page 168 was active on Feb. 15th.
I looked a few pages after that but found no relevant posts.
I was scanning fast, so I may have missed one...
Mevans is using a custom terrain generator.
I don't think there is a lot of pain involved...in fact, early in the mod, biomes could be disabled by setting their id to -1. The problem came with the hate mail we got from those who did that an inadvertently toasted a world where they wanted those biomes...user response is a difficult problem to solve!
The real solution is something akin to what Mojang has done with block ids...and I think this will have to come as part of the elusive mod API (I here Sasquatch has been using the feature and really loves it )
I'm going to go out on a limb and guess that it is mountainRidge for the Mountain Ridge biome, though.
Change Log
Bugfix:
Up until 3.15.8, we did not have explicit BiomeDictionary support - but I've fixed that. Let me compile the data and then I'll make a quick post on the blog containing the type flags we're using.
But you don't seem to be asking for the dictionary, you just appear to be asking for biome names themselves? In this case, the name for "Mountain Ridge" is in fact "Mountain Ridge". The name you see displayed in game is the name we register the biome as.
It looks like you ran out of memory. You might try increasing the memory allocated to Minecraft as you have a lot of large mods installed.
If that doesn't work let me know and I'll have to see if Scott or Allaryin have time to look at it as Shecky is not available.
This:
means that something went wrong with TrainCraft.
Of course! What was I thinking?!?
Sorry, Nick. The reason it took so long is because your logs show you are not using this mod.
As threatened, here it is:
I may as well ask now for permission to release it as a public pack, since that day shouldn't be too far off now anyways. As far as I know, there won't be any adf.ly links or anything of the sort involved with the modpack, but I'll update you if there are any chances of that changing. It shouldn't, mind you, as the downloads will be hosted through my Dropbox, but life happens.
Feel. free! Permission is given in the OP.
No, our biomes wouldn't spawn there. Just like how they don't spawn in Twilight Forest or Tropicraft dimensions. As far as I know the only dimension adding mod they would spawn in would be a Mystcraft age and only if you created it that way.
Thanks for the last update! Think the best part was all flowers available for the Forestry apiaries.
EDIT: Forgot: also great is the now non-double-tap redwoods too
[not that I was 'killing' them before, but still....it's nice to only shoot them once for planks....Oh, I MEAN.....]
Oops...I'm always getting on people for not checking the OP when modders state that they don't want their mod in modpacks, and here I am in the opposite situation...
Well, I still like to let modders know that I'm using their mod, so it works out either way.
Currently they spawn in the Mountain Ridge biome. I always play with Metallurgy and with that on I can find them in pretty much any biome.
Or cut the frequency of spawning of things like strawberries, leaf piles, and flowers?
Am using it on a server, and it's choking up while loading new chunks. While we have a lot of mods, most of the world gen has been turned off or way down, except for ones that we couldn't find means to, like this one, so it's currently the leading suspect and making it a hard argument to keep it.