The Meaning of Life, the Universe, and Everything.
Join Date:
8/31/2012
Posts:
46
Member Details
Since BoP doesnt generate wih default noise, a switch to BoP creates often ugly Chunkwalls (even with tools like Geographicaft running) so a check for smooth transition when generating new terrain would be cool and much appreciated if such thing is possible.
Especially troublesome if you go between versions of BoP (like, for MC 1.11.2 to 1.12) and biomes are removed from the mod.
Damn, the mod pack I am playing just updated it's version of BOP and now the option to disable the custom BOP soils has been removed. Is this coming back or is there a config setting I can toggle to mass turn them off again?
Well damn, I thought I could just edit out the BOP dirt and grass from the various biome json files but it appears these just rebuild themselves and over write the changes I made....
If I may, I'd like to give some feedback regarding the mangrove biome.
I grew up around mangrove islands and did plenty of boating around them as a kid. The way they are implemented with this mod is that they pretty much function like another swamp biome. But, they really are more like small islands in the real world.
I'm sorry I'm not posting an image here to help explain it but, basically they have these seed pods that resemble miniature bananas. These pods float around in the water and catch onto very shallow sand banks. Usually these banks are only about a foot or so deep. Over time these pods grow into the mangrove tree. These trees grow in all kinds of different directions and seldom have I seen any that grew straight up as suggested in the mod. I do understand that the ones in Minecraft are obviously an interpretation. Mangroves are quite amazing and as a kid they were a lot of fun to climb in.
But, I thought of a couple of ways that might better represent these trees and this environment. I think they would work better if they spawned as a separate biome altogether just like how the tropical island biome does. In fact, the mangroves that I've seen are almost always out in clumps with sand getting formed around their roots. You could do this with no change to anything. In fact, I was able to make this happen using the geographicraft mod. I found it to work fairly well. I just set it from a warm biome to an ocean biome.
It could become just a little bit better if the sand were better placed. So, when I made the mangroves into their own separate island biome, they spawn into the world with a sand barrier around them. That's not quite right. In fact, it would have been better if there were clumps of sand with trees growing in the sand and definately with trees surrounding the sand clumps. Imagine if you will, a circle of sand and then cover that sand with your mangrove models and then surround the sand with a ring of mangroves. But this would just be one "island." You would then have lots and lots of these "islands" all grouped together to form the biome. There should be some sort of spacing between these sand island clumps with water, but it would be better if that was randomized. Sometimes they would be far enough to row a boat through. Sometimes even huge enough to drive a motorboat through, but sometimes they would be almost no room at all. Maybe just enough to wade through.
You could look at pictures of Matanzas Bay for reference. Dog Key is an island in that place and it pretty much is what I'm trying to describe.
Thanks for reading! And thanks for all the super awesome tropical biomes.
I don't know if this has been suggested before, but I think it'd be a good idea to add biomeDepthOffset, biomeScaleOffset, biomeDepthWeight, and biomeScaleWeight to the custom options.
I mostly just want this so I can recreate the Neo-Beta preset with Biomes O' Plenty biomes, and those four options specifically are what you need to do that. I think playing on Beta terrain with BoP biomes could be really fun.
First off, I apologize if this has been asked and answered already. I have done several searches through the forums and not found an answer, which is why I am posting this.
I am running a server through serv.pro and using a custom mod pack that includes Biomes O'Plenty. I have set the level-type to BIOMESOP before the world is created, but it doesn't seem to create anything but vanilla biomes. I have tried the following steps several times, but each time has yielded the same result:
1: Do a full reinstall of the world to vanilla, which deletes all files, including all the .jar files for mods
2: Upload and install the files for the mods using FileZilla Portable
So you're renting a server somewhere? With Multicraft? Are you certain that you are allowed to edit the server.properties file on this server? I know of several hosting companies that actually make the server use a server.properties file that is stored somewhere inaccessible to the person renting their server, so they can force the restricted maximum number of people who can connect to the server.
If you want to edit other values of the server.properties file, their MultiCraft Portal typically has an option for this.
And if it does not, perhaps you could ask them to help you.
If this doesn't help, or all of this is simply not the case, what you could try to do is creating a BoP world locally on your client (or a local server) and then copy over just the level.dat file to your remote/rented/dedicated server. (Just make sure that the region folder is emptied by then.)
I apologize, I should have included more information in my post.
Serv.pro is a hosting service for Minecraft. And I am allowed to edit the server properties, or at least I can access the server.properties file in the File Manager section and change values and the values don't revert back to default after I've changed them.
Thank you for your reply; I'll try your suggestion.
Where have the Jade Cliffs, Canyons etc. gone? Well, I would definitely like to see them back...
I was also a huge fan of the Crag Biome, until it's unique blue-/greenish look was stripped from it. Why make a whole biome look duller than before?
Apart from that, I very much appreciate the good work put in this mod.
Truth to tell, I never liked the crag biome. I like the crags just fine. But crag stone? Not only was it ugly, it was completely useless except as an ugly bulk building material, and not strong enough to be worth using for that. I like crags a lot better without crag stone.
I don't know if this is useful or if this is the right place to post about it but I've been updating some of the wood textures to match 1.13, just for personal use. If they're useful to anyone else you can find them here... https://postimg.cc/gallery/2r40jk7cg/
In a single player world, I still have to set the generation type to BOP. Will this effect other biome generating mods if I use this? If I don't set this type, will the biomes still show up in a new world?
I am observing an issue of which I'm uncertain of the cause.
Mods involved or POSSIBLY involved are:
BiomesOPlenty-1.12.2-7.0.1.2399
CraftTweaker2-1.12-4.1.11.jar
What's happening:
Server startup errors like this one —
[09:47:16] [Server thread/ERROR] [FML]: Parsing error loading built-in advancement biomesoplenty:recipes/buildingblocks/fir_stairs
com.google.gson.JsonSyntaxException: Unknown recipe 'biomesoplenty:fir_stairs'
at net.minecraft.advancements.AdvancementRewards$Deserializer.deserialize(AdvancementRewards.java:171) ~[l$a.class:?]
at net.minecraft.advancements.AdvancementRewards$Deserializer.deserialize(AdvancementRewards.java:147) ~[l$a.class:?]
at com.google.gson.internal.bind.TreeTypeAdapter.read(TreeTypeAdapter.java:69) ~[TreeTypeAdapter.class:?]
at com.google.gson.Gson.fromJson(Gson.java:887) ~[Gson.class:?]
at com.google.gson.Gson.fromJson(Gson.java:952) ~[Gson.class:?]
at com.google.gson.internal.bind.TreeTypeAdapter$GsonContextImpl.deserialize(TreeTypeAdapter.java:162) ~[TreeTypeAdapter$GsonContextImpl.class:?]
at net.minecraft.util.JsonUtils.deserializeClass(SourceFile:439) ~[rc.class:?]
at net.minecraft.util.JsonUtils.deserializeClass(SourceFile:455) ~[rc.class:?]
at net.minecraft.advancements.Advancement$Builder.deserialize(SourceFile:203) ~[i$a.class:?]
at net.minecraft.advancements.AdvancementManager$1.deserialize(AdvancementManager.java:50) ~[ns$1.class:?]
at net.minecraft.advancements.AdvancementManager$1.deserialize(AdvancementManager.java:46) ~[ns$1.class:?]
at com.google.gson.internal.bind.TreeTypeAdapter.read(TreeTypeAdapter.java:69) ~[TreeTypeAdapter.class:?]
at net.minecraft.util.JsonUtils.gsonDeserialize(SourceFile:492) ~[rc.class:?]
at net.minecraft.util.JsonUtils.fromJson(SourceFile:532) ~[rc.class:?]
at net.minecraftforge.common.ForgeHooks.lambda$loadAdvancements$0(ForgeHooks.java:1356) ~[ForgeHooks.class:?]
at net.minecraftforge.common.crafting.CraftingHelper.findFiles(CraftingHelper.java:822) [CraftingHelper.class:?]
at net.minecraftforge.common.ForgeHooks.loadAdvancements(ForgeHooks.java:1338) [ForgeHooks.class:?]
at net.minecraftforge.common.ForgeHooks.loadAdvancements(ForgeHooks.java:1312) [ForgeHooks.class:?]
at net.minecraft.advancements.AdvancementManager.reload(AdvancementManager.java:69) [ns.class:?]
at net.minecraft.advancements.AdvancementManager.<init>(AdvancementManager.java:60) [ns.class:?]
at net.minecraft.world.WorldServer.init(WorldServer.java:156) [oo.class:?]
at net.minecraft.server.MinecraftServer.loadAllWorlds(MinecraftServer.java:298) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.init(DedicatedServer.java:270) [nz.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) [MinecraftServer.class:?]
at java.lang.Thread.run(Thread.java:748) [?:1.8.0_181]
This happens for pretty much all of the vanilla and BOP stair recipes.
Now, there's another piece of information that's relevant here: I mentioned CraftTweaker. I'm running a CraftTweaker script which goes through and patches ALL of the stair recipes to double their yield from 4 to 8. (Because dear mother of gods, the vanilla stair recipe is so horribly wasteful of material. 4 stairs from 6 full blocks? Seriously, Notch?!?)
That script looks like this (for each stair, using the fir_stairs above as an example):
Is the error occurring because of some extra initialization or re-initialization that BiomesOPlenty does that needs to be redone after CraftTweaker replaces the recipes? (I'm assuming that it's not BoP's fault since vanilla stairs seem to be affected as well, but I've been wrong before.) Or is this simply a race condition between CraftTweaker replacing the recipes and BiomesOPlenty registering advancements, and it just happens the advancement is being registered while CraftTweaker is in the middle of replacing the recipes? Or is there something else going on?
As far as I can see, this does not appear to affect gameplay once server startup is complete.
I apologize if this has been addressed already, but are there plans to update this to v 1.13 please? Not trying to rush anyone, would just like to know if it's planned and if any sort of expected release date has been announced yet? Really looking forward to it, please and thanks
EDIT: Oops forgot I asked this already, sorry!
There's no forge for 1.13 yet as far as I can tell, so most mod updating can't even start.
Can we please have the option to disable quicksand and poison ivy returned to the config file? It would make disabling it server-side much more simple, instead of having to google a string to slot into the properties file. It would also homogenize my SP and server instance which is useful in the case of needing to wipe a server or move hosts, or if someone besides myself is setting up the server, I won't need to rely on them to input the string.
Why were the jade cliffs removed? Wasn't that one of a lot of people's favourite biome?
Also why can you not simply use notepad to edit biome id's like before (now you need notepad ++)?
Especially troublesome if you go between versions of BoP (like, for MC 1.11.2 to 1.12) and biomes are removed from the mod.
Damn, the mod pack I am playing just updated it's version of BOP and now the option to disable the custom BOP soils has been removed. Is this coming back or is there a config setting I can toggle to mass turn them off again?
Well damn, I thought I could just edit out the BOP dirt and grass from the various biome json files but it appears these just rebuild themselves and over write the changes I made....
Oh I see what you mean. If I copy them out of the defaults folder and then modify them, it will take.
I've been playing in a world with BOP v1.0.7.2344.
When I attempt to upgrade to 2377 or 2381, I see the attached warning when I try to load my world.
I see that some stuff was removed and put in the new Familiar Fauna mod. Could that explain the missing references? Anything else?
I don't have a good sense of which errors to be worried about.
Hello BoP profesionals,
If I may, I'd like to give some feedback regarding the mangrove biome.
I grew up around mangrove islands and did plenty of boating around them as a kid. The way they are implemented with this mod is that they pretty much function like another swamp biome. But, they really are more like small islands in the real world.
I'm sorry I'm not posting an image here to help explain it but, basically they have these seed pods that resemble miniature bananas. These pods float around in the water and catch onto very shallow sand banks. Usually these banks are only about a foot or so deep. Over time these pods grow into the mangrove tree. These trees grow in all kinds of different directions and seldom have I seen any that grew straight up as suggested in the mod. I do understand that the ones in Minecraft are obviously an interpretation. Mangroves are quite amazing and as a kid they were a lot of fun to climb in.
But, I thought of a couple of ways that might better represent these trees and this environment. I think they would work better if they spawned as a separate biome altogether just like how the tropical island biome does. In fact, the mangroves that I've seen are almost always out in clumps with sand getting formed around their roots. You could do this with no change to anything. In fact, I was able to make this happen using the geographicraft mod. I found it to work fairly well. I just set it from a warm biome to an ocean biome.
It could become just a little bit better if the sand were better placed. So, when I made the mangroves into their own separate island biome, they spawn into the world with a sand barrier around them. That's not quite right. In fact, it would have been better if there were clumps of sand with trees growing in the sand and definately with trees surrounding the sand clumps. Imagine if you will, a circle of sand and then cover that sand with your mangrove models and then surround the sand with a ring of mangroves. But this would just be one "island." You would then have lots and lots of these "islands" all grouped together to form the biome. There should be some sort of spacing between these sand island clumps with water, but it would be better if that was randomized. Sometimes they would be far enough to row a boat through. Sometimes even huge enough to drive a motorboat through, but sometimes they would be almost no room at all. Maybe just enough to wade through.
You could look at pictures of Matanzas Bay for reference. Dog Key is an island in that place and it pretty much is what I'm trying to describe.
Thanks for reading! And thanks for all the super awesome tropical biomes.
It might be called Estero Bay.
I don't know if this has been suggested before, but I think it'd be a good idea to add biomeDepthOffset, biomeScaleOffset, biomeDepthWeight, and biomeScaleWeight to the custom options.
I mostly just want this so I can recreate the Neo-Beta preset with Biomes O' Plenty biomes, and those four options specifically are what you need to do that. I think playing on Beta terrain with BoP biomes could be really fun.
Still the best biom mod around. Love thestalactites in the caves!
First off, I apologize if this has been asked and answered already. I have done several searches through the forums and not found an answer, which is why I am posting this.
I am running a server through serv.pro and using a custom mod pack that includes Biomes O'Plenty. I have set the level-type to BIOMESOP before the world is created, but it doesn't seem to create anything but vanilla biomes. I have tried the following steps several times, but each time has yielded the same result:
1: Do a full reinstall of the world to vanilla, which deletes all files, including all the .jar files for mods
2: Upload and install the files for the mods using FileZilla Portable
3: Change the level-type from DEFAULT to BIOMESOP
4: Start the world
I am running MC 1.10.2, Forge 12.18.3.2511
Any help with this would be appreciated
I apologize, I should have included more information in my post.
Serv.pro is a hosting service for Minecraft. And I am allowed to edit the server properties, or at least I can access the server.properties file in the File Manager section and change values and the values don't revert back to default after I've changed them.
Thank you for your reply; I'll try your suggestion.
Truth to tell, I never liked the crag biome. I like the crags just fine. But crag stone? Not only was it ugly, it was completely useless except as an ugly bulk building material, and not strong enough to be worth using for that. I like crags a lot better without crag stone.
I don't know if this is useful or if this is the right place to post about it but I've been updating some of the wood textures to match 1.13, just for personal use. If they're useful to anyone else you can find them here... https://postimg.cc/gallery/2r40jk7cg/
Check me on ver YouTubes — [youtube/bboiks]
In a single player world, I still have to set the generation type to BOP. Will this effect other biome generating mods if I use this? If I don't set this type, will the biomes still show up in a new world?
Ok. I'll grab the mod and have see what it looks like. Thanks.
G'day folks,
I am observing an issue of which I'm uncertain of the cause.
Mods involved or POSSIBLY involved are:
BiomesOPlenty-1.12.2-7.0.1.2399
CraftTweaker2-1.12-4.1.11.jar
What's happening:
Server startup errors like this one —
This happens for pretty much all of the vanilla and BOP stair recipes.
Now, there's another piece of information that's relevant here: I mentioned CraftTweaker. I'm running a CraftTweaker script which goes through and patches ALL of the stair recipes to double their yield from 4 to 8. (Because dear mother of gods, the vanilla stair recipe is so horribly wasteful of material. 4 stairs from 6 full blocks? Seriously, Notch?!?)
That script looks like this (for each stair, using the fir_stairs above as an example):
Now, my question:
Is the error occurring because of some extra initialization or re-initialization that BiomesOPlenty does that needs to be redone after CraftTweaker replaces the recipes? (I'm assuming that it's not BoP's fault since vanilla stairs seem to be affected as well, but I've been wrong before.) Or is this simply a race condition between CraftTweaker replacing the recipes and BiomesOPlenty registering advancements, and it just happens the advancement is being registered while CraftTweaker is in the middle of replacing the recipes? Or is there something else going on?
As far as I can see, this does not appear to affect gameplay once server startup is complete.
Ohhhhh! I didn't realize recipes could have names now. Thanks! I'll amend the scripts.
Hmm. That did not actually seem to help...
There's no forge for 1.13 yet as far as I can tell, so most mod updating can't even start.
Can we please have the option to disable quicksand and poison ivy returned to the config file? It would make disabling it server-side much more simple, instead of having to google a string to slot into the properties file. It would also homogenize my SP and server instance which is useful in the case of needing to wipe a server or move hosts, or if someone besides myself is setting up the server, I won't need to rely on them to input the string.