That option swaps the default vanilla biomes with tweaked biomes in the mod that TDWP_FTW feels would look nicer in vanilla. Thats my guess
Yep you're right, it adds mud blocks to swamp biomes, changes vines to some kind of ivy and populates terrain with new plants from the mod.
TDWP_FTW, I have to say that your mod is so damn awesome! It gave me the reason to finally play Minecraft again! Oh, and did you thought about adding a coral reef biome, it would add some variety to oceans as well?
They don't check for blocks on generation, as the buildings will just extended down until they hit something solid. It used to work with the ModLoader version, because I had edited the base class for village biome settings (MapGenVillage).
That'd be extremely complicated to write generation code for. It's something I know how to do, but it's not worth all the time and effort for something that only appears in one biome.
The mod used to have a Reef biome, but it looked really bad, so I removed it, then added it again, and removed it once again. It doesn't look nice, because the coral were blocks, and water can't move through blocks. I'd have to have them as entities, and I'm not sure how to do that, with the custom rendering/modelling and everything.
The mod used to have a Reef biome, but it looked really bad, so I removed it, then added it again, and removed it once again. It doesn't look nice, because the coral were blocks, and water can't move through blocks. I'd have to have them as entities, and I'm not sure how to do that, with the custom rendering/modelling and everything.
I wish I could help you with that, but Java is like a closed book for me. However, you can reuse some of the code from the Nandonalt's Coral Reef mod, it's very old, but the important thing is that corals were blocks AND water moved through them somehow. Hope it'll help. :3
Well S**T, everything was perfect I spent about 5 hours trying to get all my current mods to work together. Succes! ...
Now I tried to install them on a server (including BOP) and nothing is working I get a ton of ID conflicts which I solved using ID Resolver in SSP. How the hell am I supposed to resolve the IDs on smp?
Send me an error report, and I'll see if there's anything I can do to help.
Will it be possible to throw mud balls in a future update?
Maybe in the future. It'd be a neat thing to add, with a slowdown effect or something.
---------------
Also, I'm going to try to start doing versioning with the next update. So now I have to go through 99 pages and see how many updates I've made so I can make sure it's up to date.
Man, your mod is amazing!, love your biomes, im using it with mo'creatures, atmosmobs, underground biomes, and elemental creepers. Now my minecraft looks AWESOME!, great mod
Well S**T, everything was perfect I spent about 5 hours trying to get all my current mods to work together. Succes! ...
Now I tried to install them on a server (including BOP) and nothing is working I get a ton of ID conflicts which I solved using ID Resolver in SSP. How the hell am I supposed to resolve the IDs on smp?
It tells you how to do it on the ID Resolver thread. I haven't tried it but it looks simple enough.
Woah, 100 pages, look at that! I told you guys I'd be giving you something special, so here it is:
Good luck to those who enter! If you have any questions, feel free to post them. And don't forget to share this with your friends, family, co-workers, and anyone who is a fan of Minecraft!
--------------------------------------------
Also, I've released a new update, and started using version numbers! This is version 0.4.0 (40th update).
- Removed the Mutant and Undead Spider.
- Changed the Grasslands to be more like the old Swamps from Beta 1.7.3 and below.
- Tweaked the Mangrove a bit, and added mangrove logs/planks/etc.
- Changed the sky color of the Tropics to be a bit nicer.
- Changed the grass generation in the Prairie, so it now has tall, medium, and short grass.
- Changed the palm tree leaf texture, and used the old one for mangrove leaves.
- Fixed hardcoded mob IDs.
- Probably some other minor stuff that I can't remember off the top of my head.
Yep you're right, it adds mud blocks to swamp biomes, changes vines to some kind of ivy and populates terrain with new plants from the mod.
TDWP_FTW, I have to say that your mod is so damn awesome! It gave me the reason to finally play Minecraft again! Oh, and did you thought about adding a coral reef biome, it would add some variety to oceans as well?
I support this. Add some coral items as well! \o/
Though he isn't planning on adding new biomes.
They don't check for blocks on generation, as the buildings will just extended down until they hit something solid. It used to work with the ModLoader version, because I had edited the base class for village biome settings (MapGenVillage).
It's not something I can change. However, if it really bothers you, I guess I can add in a config option to disable custom sky colors from all biomes.
That'd be extremely complicated to write generation code for. It's something I know how to do, but it's not worth all the time and effort for something that only appears in one biome.
Try it without Magic Launcher.
The mod used to have a Reef biome, but it looked really bad, so I removed it, then added it again, and removed it once again. It doesn't look nice, because the coral were blocks, and water can't move through blocks. I'd have to have them as entities, and I'm not sure how to do that, with the custom rendering/modelling and everything.
I wish I could help you with that, but Java is like a closed book for me. However, you can reuse some of the code from the Nandonalt's Coral Reef mod, it's very old, but the important thing is that corals were blocks AND water moved through them somehow. Hope it'll help. :3
Mob Spawn Controls. You'll have to configure it yourself, though.
Think I will be on here often? Haha no.
Send me an error report, and I'll see if there's anything I can do to help.
Maybe in the future. It'd be a neat thing to add, with a slowdown effect or something.
---------------
Also, I'm going to try to start doing versioning with the next update. So now I have to go through 99 pages and see how many updates I've made so I can make sure it's up to date.
Because Forge is ultimately better, and allows me to do a lot more with the mod.
-------------
Also, we're almost at 100 pages! Just a few more posts, and I'll be announcing something special, as well as releasing a new update.
It tells you how to do it on the ID Resolver thread. I haven't tried it but it looks simple enough.
Good luck to those who enter! If you have any questions, feel free to post them. And don't forget to share this with your friends, family, co-workers, and anyone who is a fan of Minecraft!
--------------------------------------------
Also, I've released a new update, and started using version numbers! This is version 0.4.0 (40th update).
- Removed the Mutant and Undead Spider.
- Changed the Grasslands to be more like the old Swamps from Beta 1.7.3 and below.
- Tweaked the Mangrove a bit, and added mangrove logs/planks/etc.
- Changed the sky color of the Tropics to be a bit nicer.
- Changed the grass generation in the Prairie, so it now has tall, medium, and short grass.
- Changed the palm tree leaf texture, and used the old one for mangrove leaves.
- Fixed hardcoded mob IDs.
- Probably some other minor stuff that I can't remember off the top of my head.