Holy Tree Water Was Removed
Added Fir Tree 2x2 grow bigging fir tree
Added Cherry Fruit
Texture Cherry Leaves
Added Pine Tree - Pine Sapling - Pine Leaves - Pine Wood
Added Coconut Fruit the Palm
Added Bamboo Wood - Bamboo Plank Wood
Changed Tree Willow I See in real life nice tree willow
Removed Vines Willow
New Biome Pine Forest
Is Old name 'Origin Valley' New Name 'Classic Valley' Added Classic Tree - Classic Sapling - Classic Leaves - Classic Stone - Classic Cobblestone - Classic Gravel
- Snip -
And for those who want the actual changelog and not someone BSing you can check the previous page. It's in proper English too
At long last! It is here! After a load of work from myself, Amnet and ted we finally have a fine product to release to you all today!
To start off, let's review the changes in this version:
Version 0.5.2 (Release Candidate)
- Added an API for other mod developers
- Added support for Biomes O Plenty woods in Thermal Expansion sawmills
- Significantly compressed the amount of Block IDs used, however breaks existing worlds
- Updated to the latest Forge
- Changed various things to use IShearable
- Changed default biome ids to be compatible with Mo Creatures
- Made a proper fix for achievements and made them enabled by default (The config option is still there though for those that want it)
- Added Better World Generation 4 support
- Made shears instantly destroy Biomes O Plenty leaves
- Adjusted high grass hitbox to cover both blocks
- Fixed an issue causing sound files to be created on the desktop
- Biomes O Plenty saplings now work in the Forestry fermenter
- Biomes O Plenty flowers can now be used with bees
- Gave the different types Autumn and Cherry Leaves their own names
- Added Biome Dictionary support
- Added seeds on destroyed Biomes O Plenty grasses
- Carrots and potatoes now have a chance (1%) to be dropped from sprouts
- Added a random drop of apples when destroying apple leaves
- Added flowers to plants created on bonemeal use
- Tweaked the recipe for bamboo thatching
- Bamboo now acts as sticks
- Hopefully fixed saplings once and for all
- Added hardcoded foliage colours
- Added configurable spawn distance between villages in the BOP world type
- Added more biomes for villages to spawn in
- Tweaked cattail generation
- Renamed the texture files to reflect the in-game names
- You can now have different textures for the heart of every log
- Added Thaumcraft compatibility
- Updated the regular BOP music disc file (courtesy of Forstride), may require deleting the old bopdisc.ogg to take effect
- Allowed Forestry beehives to spawn on Biomes O Plenty certain blocks
- Fixed registering biomes for world types - BOP biomes now accessible in Large Biomes World Type
However, as some of you already know, this update breaks your existing worlds. But, with all the benefits this update provides, i'm sure most of you won't mind.
But for those of you who are hell bent with keeping your old worlds, we have a solution for you:
Quote from Biomes O Plenty Git »
1. Backup your world
2. Grab a copy of the Converter Patch Generator from here: https://github.com/t...Patch Generator (Click on the jar file and then 'View Raw' to download it)
im making a server, i cant tell everyone to do that
While we already have adjusted the default biome ids to be compatible by default, you can't rely on us to do everything involving ids for you. However you get the configs to be consistent between your server and the players is nothing to do with us, nor should it be.
ID Conflicts are a thing in modding, a thing that it is up to the user to deal with, not the developers. We'd rather spend our time doing other things than making sure our default ids are compatible with every minecraft mod on the planet.
I must say I absolutely love this mod. ExtraBiomesXL doesn't even compare really to the quality of the biomes offered. I'm not saying that to start a slag match or anything its just my opinion. The biomes in this mod are done so well and have so much more unique flavor. I'm glad to see more compatibilities added. Must be difficult or at least time consuming to work with other mods when you have so many biomes and factors to deal with.
I must say I absolutely love this mod. ExtraBiomesXL doesn't even compare really to the quality of the biomes offered. I'm not saying that to start a slag match or anything its just my opinion. The biomes in this mod are done so well and have so much more unique flavor. I'm glad to see more compatibilities added. Must be difficult or at least time consuming to work with other mods when you have so many biomes and factors to deal with.
Adds so much life to minecraft.
Thanks for that, it's nice to see that there still are a few thankful people here amongst the whining babies
There was a time when I made some snarky comments about this mod. I apologize for that- your team has obviously put a lot of effort into making this, and it shows. The new compatibilities are the tipping point for me to switch to this from EBXL, not to diminish that mod at all. So once again, I am sorry for what I said in the past, though I'm sure no one was keeping track. Thank you very much for making this.
Updated my previous post with a link to Biomes O Plenty 0.5.2 Release Candidate R1 which includes a fix for Thaumcraft aspects. So if you use Thaumcraft: Redownload!
There was a time when I made some snarky comments about this mod. I apologize for that- your team has obviously put a lot of effort into making this, and it shows. The new compatibilities are the tipping point for me to switch to this from EBXL, not to diminish that mod at all. So once again, I am sorry for what I said in the past, though I'm sure no one was keeping track. Thank you very much for making this.
It's fine man, glad to see people are starting to rethink their decisions after some of the recent changes.
Please note ours. While we understand English may not be your primary language please find a translation program that correctly translates both grammar and punctuation, as your last (removed) post caused confusion.
Thanks for your interest in this mod and we hope to understand you again in the future.
That's the power of cleaning up and refactoring some of the code. On the outside there is not much of a difference, but on the inside we did actually rewrite a lot of the stuff - most often making it from scratch. That is why we made it a Release Candidate so you guys can test if we didn't screw up something in the process.
Help please..
I download it properly I create the 'mods' folder and put the zip inside, and I download Forge but the mod doesn't work only the Forge.
Any idea?
And for those who want the actual changelog and not someone BSing you can check the previous page. It's in proper English too
You can change them in the config file.
im making a server, i cant tell everyone to do that
While we already have adjusted the default biome ids to be compatible by default, you can't rely on us to do everything involving ids for you. However you get the configs to be consistent between your server and the players is nothing to do with us, nor should it be.
ID Conflicts are a thing in modding, a thing that it is up to the user to deal with, not the developers. We'd rather spend our time doing other things than making sure our default ids are compatible with every minecraft mod on the planet.
Adds so much life to minecraft.
Thanks for that, it's nice to see that there still are a few thankful people here amongst the whining babies
It's fine man, glad to see people are starting to rethink their decisions after some of the recent changes.
Use the release candidate on the previous page. If trying to keep a current world built with BoP use the converter, at your own risk.
Back up your worlds and your minecraft folders folks...
Your suggestion has been noted.
Please note ours. While we understand English may not be your primary language please find a translation program that correctly translates both grammar and punctuation, as your last (removed) post caused confusion.
Thanks for your interest in this mod and we hope to understand you again in the future.
That is probably an ID conflict between those mods - check the config files and make sure that the biome IDs don't overlap.
That's the power of cleaning up and refactoring some of the code. On the outside there is not much of a difference, but on the inside we did actually rewrite a lot of the stuff - most often making it from scratch. That is why we made it a Release Candidate so you guys can test if we didn't screw up something in the process.
0-255.
I download it properly I create the 'mods' folder and put the zip inside, and I download Forge but the mod doesn't work only the Forge.
Any idea?