Have a quick 1.7.10 question that I didn't see in the most recent 6 pages. Just out of curiosity, is it possible to grow mangroves? When I plant the saplings on sand, they just pop off after a few minutes. I seem to remember this discussion happening before but I just don't have the time to go through 600+pages trying to find it. Thank ya'll for your time and the great mod.
Have a quick 1.7.10 question that I didn't see in the most recent 6 pages. Just out of curiosity, is it possible to grow mangroves? When I plant the saplings on sand, they just pop off after a few minutes. I seem to remember this discussion happening before but I just don't have the time to go through 600+pages trying to find it. Thank ya'll for your time and the great mod.
i'm not sure but perhaps the sand is not deep enough? I THINK those trees have some lower logs after growth and they may need to grow down farther than the sapling is planted in.
i'm not sure but perhaps the sand is not deep enough? I THINK those trees have some lower logs after growth and they may need to grow down farther than the sapling is planted in.
Mangroves grow some logs below that act like roots, but they'll replace most blocks (except bedrock I think), and even if the roots can't grow, I don't see how that would cause the sapling to pop off after a few minutes. More likely it would just sit there and never grow.
On the other hand, I've seen BOP Willow saplings in a Forestry multifarm suddenly change metadata to 12 when nearby trees grew, and WAILA claimed they were Sacred Oak saplings (though the texture didn't show the "enchanted" effect for these counterfeit Sacred Oak saplings). If something similar happened to a Mangrove sapling, it might cause it to pop off, since the altered metadata would cause it to no longer recognize the sand as a valid spot for planting the sapling. See https://github.com/Glitchfiend/BiomesOPlenty/blob/BOP-1.7.10-2.1.x/src/main/java/biomesoplenty/common/blocks/BlockBOPColorizedSapling.java#L63-L70
Mangroves grow some logs below that act like roots, but they'll replace most blocks (except bedrock I think), and even if the roots can't grow, I don't see how that would cause the sapling to pop off after a few minutes. More likely it would just sit there and never grow.
On the other hand, I've seen BOP Willow saplings in a Forestry multifarm suddenly change metadata to 12 when nearby trees grew, and WAILA claimed they were Sacred Oak saplings (though the texture didn't show the "enchanted" effect for these counterfeit Sacred Oak saplings). If something similar happened to a Mangrove sapling, it might cause it to pop off, since the altered metadata would cause it to no longer recognize the sand as a valid spot for planting the sapling. See https://github.com/Glitchfiend/BiomesOPlenty/blob/BOP-1.7.10-2.1.x/src/main/java/biomesoplenty/common/blocks/BlockBOPColorizedSapling.java#L63-L70
So..... would that mean the answer is that I cannot plant and grow mangroves?
So..... would that mean the answer is that I cannot plant and grow mangroves?
I don't really know. I haven't tried it in a while (I admit I'm not currently using BoP), but I can think of a few things you could try:
1. Use bonemeal to quickly grow the mangrove trees (if they're somehow randomly changing metadata and thereby losing the ability to be planted on sand, this could work around it)
2. Watch the sapling for several minutes to see if it changes texture before popping off, which might indicate this is happening.
3. Look at the log files (I'm not sure they'd actually show anything related to this, though)
If my suspicions are correct, this will never happen.
I am just curious if the OP of this issue perhaps unloaded the chunk by going to far away, before coming back to find that the saplings have changed and/or popped off of their soil.
Nope. The texture doesn't change and I never left the area since I'm building forestry plots to farm the different types of trees. I was within sight of the saplings the whole time while building the next plot. The bonemeal seems to work just fine, so I have a workaround, I'll just have to keep it in mind when farming. Thanks ya'll.
Nope. The texture doesn't change and I never left the area since I'm building forestry plots to farm the different types of trees. I was within sight of the saplings the whole time while building the next plot. The bonemeal seems to work just fine, so I have a workaround, I'll just have to keep it in mind when farming. Thanks ya'll.
By "forestry plots" do you mean multifarms from the Forestry mod? If so, perhaps I can save you a little trouble. I did some experimentation a few months ago, and found some BoP trees that don't really work in Forestry multifarms:
Ethereal, Mangrove (the multifarm won't even plant them; looking at GitHub source revealed that they can only be planted on certain types of soil, not Forestry humus)
Hellbark, Palm, Pine, Sacred Oak (the multifarm will plant these on the humus, but they require other soil to actually grow)
Redwood (the sapling requires space around it to grow (it checks for air in a a 7w x 7l x 2h volume centered on the sapling) - though I just realized it might be possible to work around this one by replacing some of the farmland support blocks with something else, such as cobblestone, so that the multifarm will place humus and saplings spaced apart. I haven't tried it myself, so I'm not certain the multifarm will really behave that way)
By "forestry plots" do you mean multifarms from the Forestry mod? If so, perhaps I can save you a little trouble. I did some experimentation a few months ago, and found some BoP trees that don't really work in Forestry multifarms:
Ethereal, Mangrove (the multifarm won't even plant them; looking at GitHub source revealed that they can only be planted on certain types of soil, not Forestry humus)
Hellbark, Palm, Pine, Sacred Oak (the multifarm will plant these on the humus, but they require other soil to actually grow)
Redwood (the sapling requires space around it to grow (it checks for air in a a 7w x 7l x 2h volume centered on the sapling) - though I just realized it might be possible to work around this one by replacing some of the farmland support blocks with something else, such as cobblestone, so that the multifarm will place humus and saplings spaced apart. I haven't tried it myself, so I'm not certain the multifarm will really behave that way)
No, I just mean marked off plots of land with specific types of trees planted on them. Not using Forestry Mod
Hey I was using this mod and all was going fine, but then I installed the seus shaders mod with it. Both mods work okay together but whenever I enter a biome with custom sky colours (wasteland, dead forest ect) the sky stays the default colour from the seus mod. I tried asking over there and no one has been able to give me answer so I was wondering if anyone here knows a way I can have the seus shaders and still get the custom sky colours come into effect from biomes o plenty (for example the sky gets really dark in the dead forest) Thanks
I love this mod. Adds a new taste to mine craft. I don't understand what is happening to the world though sense I have loaded it. The black is what happens at a distance. Up close it turns white. The way it moves it seems to have something to do with either lighting or render distance. I messed with both those settings and they didn't effect it.
I don't have any optifine or shaders loaded but I did have them loaded for other versions. I just changed those settings and there wasn't a difference. I then closed the game and deleted optifine and the shaders and the problem still persisted.
Hey. I heard there was a way to configure biomes but I'm struggling a bit. I'm playing on minecraft 1.12.2 and using world painter to create a world. In this world I am using the outback biome but noticed it doesn't rain. How exactly do I get the "Outback" biomes to rain in my world (remembering that I can't use the settings when creating the world as I am creating the world with world painter) Thanks.
Hi! My question is about the rate of spawn of certain biomes.
I'm playing with minecraft 1.10.2 and I was trying to find biomes like Sacred Spring or Mystic Grooves, but I cannot find them. I've already tried the command /bop tpbiome X to teleport to the biomes I want, but the message I get is "Could Not Find Biome Mystic Grooves!", which means that there is not such a biome within 10,000 blocks of my position.
So, I would like to know if I can change the rate of generation of certain biomes. I saw that you can create specific config files for each biome, where you can for example, disable the gem spawning. But I cannot find a way to increase or decrease the rate of generation of biomes. Any idea? Thank you!
PS. I'm sorry if this question was already made before, this thread is too long to read it from the beggining...
Edit: also, I checked the biomes_ids.json file and the biomes I want are not disabled
I've been having the same problem. I generated a number of worlds, and teleported all over, performing searches for each biome on my list in 20,000 block increments. None of the worlds I made had any of the following biomes:
Some of the rest were pretty rare (Origin Island in particular comes to mind), but at least I was able to find it.
In the end I gave up and used Just Enough Dimensions to create separate dimensions for each biome, so I could at least look and see what they're like.
I actually have another problem, though, possibly related to using other dimensions: none of my extra dimensions with Biomes O Plenty will spawn any hostile mobs. The difficulty seems to be locked to Peaceful there. The menu doesn't show it as locked, but changing it has no effect.
I have a very simple question: If I have an already created world, with a world border of say 5000 blocks with everything pregenerated, is it possible to then change the frequency of biome generation in the bop config to modify how often I find biomes in newly generated parts of my world outside of the 5000 block radius? Or is this all determined when the world is first created?
I don't really know. I haven't tried it in a while (I admit I'm not currently using BoP), but I can think of a few things you could try:
1. Use bonemeal to quickly grow the mangrove trees (if they're somehow randomly changing metadata and thereby losing the ability to be planted on sand, this could work around it)
2. Watch the sapling for several minutes to see if it changes texture before popping off, which might indicate this is happening.
3. Look at the log files (I'm not sure they'd actually show anything related to this, though)
I've finally gotten around to trying to grow mangroves myself, and can confirm that the mangrove saplings pop off for me as well (while standing there watching them directly, so Robijnvogel's theory about chunk unloading definitely doesn't hold up), though 2 and 3 don't help with confirming my partial explanation for why it happens. Perhaps I can try making myself a custom build with a change to that function that checks whether the block below the sapling is valid.
Edit: my local change to make it mask the metadata bits (similar to what it does in the "damageDropped" method) before determining what blocks to check for below the sapling seems to allow mangrove saplings to stay planted more reliably, but I have yet to catch one with corrupted metadata to confirm my suspicions of what is happening.
Edit 2: after going far enough away for the chunk to unload and coming back, 1 of my 4 planted mangrove saplings showed corrupted metadata, as shown in the attached image. It changed back later, making it hard to tell whether this happens often enough to explain the popping-off behavior observed before.
I know this question has been asked before in the past, but for much, much older versions of BoP. Also, the last answer that I found relating to BoP with RTG basically said that the customization menu options you'd normally use aren't available in an RTG world. Not to mention that those menus are only accessible for single-player worlds, not servers. And then there's the detail that even then, the referenced options aren't present in current BoP releases.
So, with all that out of the way:
I have a private 1.10.2 server with a custom modpack which includes Biomes o'Plenty (1.10.2-5.0.0.2236) and uses RTG world generation. I want to disable poison ivy and quicksand, and all of the tools/weapons/armor made from mud, and possibly mud itself as well. How do I do it? Or am I stuck with them?
I know I should be able to disable quicksand by setting its block id to -1 in a biome file for each individual biome I want to remove it from (or so other past articles I've found say). And I can figure out what the biome config files for each biome should be named from biome_ids.json (according to https://github.com/Glitchfiend/BiomesOPlenty/wiki/Configuring-Biomes). But I don't know what biomes I need to modify (do I play safe and hit all of them...?), or how to derive a complete list of the biomes I need to change, or what syntax I need to use in there for block IDs, or whether that's the correct way to disable poison ivy as well (I hate poison ivy so much), let alone whether or how I can disable the mud items. (Come, on, really, weapons and armor made of mud...? Seriously? Clay I could almost see. But mud?)
Any configuration tips would be appreciated.
Also, feature suggestion — it would be nice if there were a designated "wildcard" biome ID that I could create a biome file for to have it applied to all biomes to make global changes like this, if I just don't want to see a specific thing — quicksand or whatever — anywhere, ever, without having to individually tweak 40 different biomes.
These are so many specific questions that I feel like you should just join the BoP Discord. And while you are at it, join RTG's as well.
Maybe I should. I have yet to dip my toes into Discord...
...actually I take that back, I tried to join a Discord for something recently (I don't remember what) and it wouldn't even render at all, just got a blank page. I haven't gotten around to trying it again, and have forgotten what it was about.
...actually I take that back, I tried to join a Discord for something recently (I don't remember what) and it wouldn't even render at all, just got a blank page. I haven't gotten around to trying it again, and have forgotten what it was about.
I invoked the nuclear option ... I asked my 17-year-old daughter for help.
Have a quick 1.7.10 question that I didn't see in the most recent 6 pages. Just out of curiosity, is it possible to grow mangroves? When I plant the saplings on sand, they just pop off after a few minutes. I seem to remember this discussion happening before but I just don't have the time to go through 600+pages trying to find it. Thank ya'll for your time and the great mod.
i'm not sure but perhaps the sand is not deep enough? I THINK those trees have some lower logs after growth and they may need to grow down farther than the sapling is planted in.
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Mangroves grow some logs below that act like roots, but they'll replace most blocks (except bedrock I think), and even if the roots can't grow, I don't see how that would cause the sapling to pop off after a few minutes. More likely it would just sit there and never grow.
On the other hand, I've seen BOP Willow saplings in a Forestry multifarm suddenly change metadata to 12 when nearby trees grew, and WAILA claimed they were Sacred Oak saplings (though the texture didn't show the "enchanted" effect for these counterfeit Sacred Oak saplings). If something similar happened to a Mangrove sapling, it might cause it to pop off, since the altered metadata would cause it to no longer recognize the sand as a valid spot for planting the sapling. See https://github.com/Glitchfiend/BiomesOPlenty/blob/BOP-1.7.10-2.1.x/src/main/java/biomesoplenty/common/blocks/BlockBOPColorizedSapling.java#L63-L70
So..... would that mean the answer is that I cannot plant and grow mangroves?
I don't really know. I haven't tried it in a while (I admit I'm not currently using BoP), but I can think of a few things you could try:
1. Use bonemeal to quickly grow the mangrove trees (if they're somehow randomly changing metadata and thereby losing the ability to be planted on sand, this could work around it)
2. Watch the sapling for several minutes to see if it changes texture before popping off, which might indicate this is happening.
3. Look at the log files (I'm not sure they'd actually show anything related to this, though)
Nope. The texture doesn't change and I never left the area since I'm building forestry plots to farm the different types of trees. I was within sight of the saplings the whole time while building the next plot. The bonemeal seems to work just fine, so I have a workaround, I'll just have to keep it in mind when farming. Thanks ya'll.
By "forestry plots" do you mean multifarms from the Forestry mod? If so, perhaps I can save you a little trouble. I did some experimentation a few months ago, and found some BoP trees that don't really work in Forestry multifarms:
Ethereal, Mangrove (the multifarm won't even plant them; looking at GitHub source revealed that they can only be planted on certain types of soil, not Forestry humus)
Hellbark, Palm, Pine, Sacred Oak (the multifarm will plant these on the humus, but they require other soil to actually grow)
Redwood (the sapling requires space around it to grow (it checks for air in a a 7w x 7l x 2h volume centered on the sapling) - though I just realized it might be possible to work around this one by replacing some of the farmland support blocks with something else, such as cobblestone, so that the multifarm will place humus and saplings spaced apart. I haven't tried it myself, so I'm not certain the multifarm will really behave that way)
No, I just mean marked off plots of land with specific types of trees planted on them. Not using Forestry Mod
Hey I was using this mod and all was going fine, but then I installed the seus shaders mod with it. Both mods work okay together but whenever I enter a biome with custom sky colours (wasteland, dead forest ect) the sky stays the default colour from the seus mod. I tried asking over there and no one has been able to give me answer so I was wondering if anyone here knows a way I can have the seus shaders and still get the custom sky colours come into effect from biomes o plenty (for example the sky gets really dark in the dead forest) Thanks
I love this mod. Adds a new taste to mine craft. I don't understand what is happening to the world though sense I have loaded it. The black is what happens at a distance. Up close it turns white. The way it moves it seems to have something to do with either lighting or render distance. I messed with both those settings and they didn't effect it.
I don't have any optifine or shaders loaded but I did have them loaded for other versions. I just changed those settings and there wasn't a difference. I then closed the game and deleted optifine and the shaders and the problem still persisted.
Hey. I heard there was a way to configure biomes but I'm struggling a bit. I'm playing on minecraft 1.12.2 and using world painter to create a world. In this world I am using the outback biome but noticed it doesn't rain. How exactly do I get the "Outback" biomes to rain in my world (remembering that I can't use the settings when creating the world as I am creating the world with world painter) Thanks.
I tried this and had no luck. Unsure of what i'm doing wrong :/
I've been having the same problem. I generated a number of worlds, and teleported all over, performing searches for each biome on my list in 20,000 block increments. None of the worlds I made had any of the following biomes:
Bamboo Forest, Bayou, Eucalyptus Forest, Glacier, Mangrove, Mystic Forest, Overgrown Cliffs, Sacred Springs, Tropical Rainforest.
Some of the rest were pretty rare (Origin Island in particular comes to mind), but at least I was able to find it.
In the end I gave up and used Just Enough Dimensions to create separate dimensions for each biome, so I could at least look and see what they're like.
I actually have another problem, though, possibly related to using other dimensions: none of my extra dimensions with Biomes O Plenty will spawn any hostile mobs. The difficulty seems to be locked to Peaceful there. The menu doesn't show it as locked, but changing it has no effect.
I have a very simple question: If I have an already created world, with a world border of say 5000 blocks with everything pregenerated, is it possible to then change the frequency of biome generation in the bop config to modify how often I find biomes in newly generated parts of my world outside of the 5000 block radius? Or is this all determined when the world is first created?
I've finally gotten around to trying to grow mangroves myself, and can confirm that the mangrove saplings pop off for me as well (while standing there watching them directly, so Robijnvogel's theory about chunk unloading definitely doesn't hold up), though 2 and 3 don't help with confirming my partial explanation for why it happens. Perhaps I can try making myself a custom build with a change to that function that checks whether the block below the sapling is valid.
Edit: my local change to make it mask the metadata bits (similar to what it does in the "damageDropped" method) before determining what blocks to check for below the sapling seems to allow mangrove saplings to stay planted more reliably, but I have yet to catch one with corrupted metadata to confirm my suspicions of what is happening.
Edit 2: after going far enough away for the chunk to unload and coming back, 1 of my 4 planted mangrove saplings showed corrupted metadata, as shown in the attached image. It changed back later, making it hard to tell whether this happens often enough to explain the popping-off behavior observed before.
Was the scythe tool removed? I can't seem to craft it.
I know this question has been asked before in the past, but for much, much older versions of BoP. Also, the last answer that I found relating to BoP with RTG basically said that the customization menu options you'd normally use aren't available in an RTG world. Not to mention that those menus are only accessible for single-player worlds, not servers. And then there's the detail that even then, the referenced options aren't present in current BoP releases.
So, with all that out of the way:
I have a private 1.10.2 server with a custom modpack which includes Biomes o'Plenty (1.10.2-5.0.0.2236) and uses RTG world generation. I want to disable poison ivy and quicksand, and all of the tools/weapons/armor made from mud, and possibly mud itself as well. How do I do it? Or am I stuck with them?
I know I should be able to disable quicksand by setting its block id to -1 in a biome file for each individual biome I want to remove it from (or so other past articles I've found say). And I can figure out what the biome config files for each biome should be named from biome_ids.json (according to https://github.com/Glitchfiend/BiomesOPlenty/wiki/Configuring-Biomes). But I don't know what biomes I need to modify (do I play safe and hit all of them...?), or how to derive a complete list of the biomes I need to change, or what syntax I need to use in there for block IDs, or whether that's the correct way to disable poison ivy as well (I hate poison ivy so much), let alone whether or how I can disable the mud items. (Come, on, really, weapons and armor made of mud...? Seriously? Clay I could almost see. But mud?)
Any configuration tips would be appreciated.
Also, feature suggestion — it would be nice if there were a designated "wildcard" biome ID that I could create a biome file for to have it applied to all biomes to make global changes like this, if I just don't want to see a specific thing — quicksand or whatever — anywhere, ever, without having to individually tweak 40 different biomes.
Maybe I should. I have yet to dip my toes into Discord...
...actually I take that back, I tried to join a Discord for something recently (I don't remember what) and it wouldn't even render at all, just got a blank page. I haven't gotten around to trying it again, and have forgotten what it was about.
I invoked the nuclear option ... I asked my 17-year-old daughter for help.