If you're referring to ExtraBiomes XL, stop acting like it's the only mod that can have certain biomes. I mean, yes, I used a lot of ideas from ExtraBiomes XL, but some of the ones in it were ones I suggested/made myself (I suggested the Mountain Ridge, and made the Marsh myself), and a lot of the new plants were also added by me or suggested by me. I did more than the ExtraBiomes XL team like to credit me for (If I'm even credited for anything anymore), and it's caused a lot of confusion. But that's another story for another time...
A lot of the biomes are also from my add-on for it called ExtraBiomes RPG. Things like the Cherry Blossom Grove, Ominous Woods, etc. And of course, there are a lot of new biomes as well, like the Fungi Forest, Parasitic Heap, etc. More than half of the biomes in my mod aren't in ExtraBiomes XL (And the ones that are, I've done better IMO), so I really don't see how that's "just like the last one."
Also, MisterFiber and ScottKillen have both said they like the mod, and both of our mods have their own advantages. ExtraBiomes XL is more "high tech" with much more customization and control at the core of the mod, whereas mine is more about the actual experience the mod gives. I'm not trying to make my mod all fancy and super compatible like ExtraBiomes XL, and I don't plan on doing so.
If you don't like it, don't use it. Simple as that. I'm not trying to beat MisterFiber and ScottKillen at having the better mod or anything, and I'm not trying to steal their userbase or anything. I just wanted to make a mod that I myself enjoyed. Releasing it publicly was probably a much worse idea than I thought it was, because there are people who feel like they're entitled to Forge support, or about ExtraBiomes XL vs Biomes O' Plenty.
It's getting old having to deal with people who can't read the opening post, which explains all of this. I typically don't respond to posts that ask about Forge or ExtraBiomes XL or whatever.
I apologize if I somehow seemed put off.
Some trees and biomes just appeared to be copies, but they aren't exactly original ideas of exrabiomes anyway...
It's interesting to hear that they didn't give you credit for all your efforts...[]
Thanks for the response.
Sorry if I struck a nerve :\
Because in 1.4, I'll have 6 less terrain override slots (For ModLoader custom blocks). I removed the Garden and Reef because those were the two ugliest biomes IMO, and they both had 3 blocks that were exclusive to those biomes.
Which -- along with your post saying you have several new biomes that are temporary -- what happens to an existing world that upgrades?
Kinda important: if I wanted to use this, and the worlds I make will fall apart, then I'm not likely to use this.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I did more than the ExtraBiomes XL team like to credit me for (If I'm even credited for anything anymore), and it's caused a lot of confusion. But that's another story for another time...
Hey, TD!
Just wanted to show you that you are and have been credited as one of the ExtrabiomesXLs authors...
Which -- along with your post saying you have several new biomes that are temporary -- what happens to an existing world that upgrades?
Kinda important: if I wanted to use this, and the worlds I make will fall apart, then I'm not likely to use this.
No, no, no. The biomes aren't temporary. The seasonal and holiday world types are temporary. Those 2 aren't meant for long term use, as they'll change with real world seasons/holidays.
Oh. Never saw that before. Thanks for mentioning it! I was referring to more exact credit, because I often have to explain to people that I did the code for the marsh biome in ExtraBiomes XL, or did quite a few textures for stuff, etc. Not saying I'm mad about that or anything, but it's caused quite a bit of confusion. Most people probably didn't even know I worked on the mod.
I also have an idea for a new biome: the Forbidden Forest. It has a canopy so thick, it doesn't let in any light. It also has mob spawners spawning hostile wolves, silverfish, spiders and cave spiders, and chests with loot.
Ah, found it! Forget I re-ordered the block IDs of the custom blocks, and since the particle that parasite blocks spawn uses the block ID of the parasite block itself, it messed up, cause I forgot to change it.
The fixed version has been uploaded, and I've also changed the swampy trees in the Ominous Woods biome to willow trees.
How about a Slender Forest? I reffer to the old mythos and all and not Slender. A dark forest, mainly a retexturing of the woodlands biomes, with dark leaves like in ominous woods and brushes on the grounds. If possible inplement a fallen branch block.Endermen spawn here as frequent as zombies do in other biomes. Include it in the Dark, Fantasy, And realistic world type. (cus the Slendermans real). I would love you forever. (implementing smp would also be awesome).
Implement Slender's forest. You can remove it after halloween, it's just that Mr. Slender is the scariest thing in the world. Please.
Rollback Post to RevisionRollBack
I watch the Gingecast.......
I support the K7 projects.
Slender/Slenderman is stupid, overrated, and hardly scary at all.
Fine. It is the tax collectors forest. The Endermen are secretly evil bussiness men working for Obama and the U. S. government. Now that is pure terror. The Slenderman used to be terrifying, then came Slender, and now everyone knows about it. Same with the Scps. And Herobrine. I can only hope for another cool and less known creepypasta to come around. Maybe I'll create one.....
What side effects does this have on the game in terms of dungeon generation, village generation, color saturation, etc. ?
Also, when are you going to update to 1.4.2? I'm interested in trying these out, as Mojang kind of sucks with making biomes.
Dungeon Generation: Nothing
Village Generation: Villages spawn in more biomes. Check the Biomes list and check for biomes that say they spawn villages.
Color Saturation: You mean hard-coded colors? At least half of the biomes have hard-coded grass/foliage colors, and a few have hard-coded water and sky colors.
And I'll be updating to 1.4.2 whenever ModLoader is updated for it, which should hopefully be something this weekend.
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Okay.
First time I installed it, it crashed. I figured it was incompatible with Grey Goo.
Deleted bin folder, reran Minecraft, reinstalled every mod I have (Spawner GUI, Single Player Commands, and TooManyItems) except for Grey Goo.
Remembered to delete META-INF.
Black screen.
What happened?
EDIT: Okay, deleted Grey Goo's folder. STILL got a black screen. Is this mod just incompatible with everything?
No. However your manner of answering my question though not strait forward implies that I should know that the mod doesn't work with the update. I wouldn't of asked you for no reason if I knew that clearly, so you sir are just being rude. I would appreciate it if you added a little more respect to your comments. Not all mods only work on one version of the game.
Rollback Post to RevisionRollBack
http://cur.lv/50uhk <---Click here to watch people stream video games live 24/7
Okay.
First time I installed it, it crashed. I figured it was incompatible with Grey Goo.
Deleted bin folder, reran Minecraft, reinstalled every mod I have (Spawner GUI, Single Player Commands, and TooManyItems) except for Grey Goo.
Remembered to delete META-INF.
Black screen.
What happened?
EDIT: Okay, deleted Grey Goo's folder. STILL got a black screen. Is this mod just incompatible with everything?
its not updated to 1.4.2, so if you updated then it won't work
It looks like you still have files left over from Forge or something. Make sure your /mods/ folder in your Minecraft directory is empty.
Does it say 1.4.2 in the title?
I apologize if I somehow seemed put off.
Some trees and biomes just appeared to be copies, but they aren't exactly original ideas of exrabiomes anyway...
It's interesting to hear that they didn't give you credit for all your efforts...[]
Thanks for the response.
Sorry if I struck a nerve :\
*facepalm*
Which -- along with your post saying you have several new biomes that are temporary -- what happens to an existing world that upgrades?
Kinda important: if I wanted to use this, and the worlds I make will fall apart, then I'm not likely to use this.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Hey, TD!
Just wanted to show you that you are and have been credited as one of the ExtrabiomesXLs authors...
https://github.com/ExtrabiomesXL/ExtrabiomesXL/blob/master/extrabiomes/mcmod.info
Keep up the good work!
No, no, no. The biomes aren't temporary. The seasonal and holiday world types are temporary. Those 2 aren't meant for long term use, as they'll change with real world seasons/holidays.
Oh. Never saw that before. Thanks for mentioning it! I was referring to more exact credit, because I often have to explain to people that I did the code for the marsh biome in ExtraBiomes XL, or did quite a few textures for stuff, etc. Not saying I'm mad about that or anything, but it's caused quite a bit of confusion. Most people probably didn't even know I worked on the mod.
Can you post an error log?
--- BEGIN ERROR REPORT 81bd3721 --------
Generated 25/10/12 4:43 PM
- Minecraft Version: 1.3.2
- Operating System: Mac OS X (x86_64) version 10.7.4
- Java Version: 1.6.0_35, Apple Inc.
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
- Memory: 432583800 bytes (412 MB) / 554369024 bytes (528 MB) up to 1069416448 bytes (1019 MB)
- JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
- ModLoader: Mods loaded: 3
ModLoader 1.3.2
mod_BiomesOPlenty Biomes O' Plenty - 1.3.2
Inventory Tweaks 1.43b (1.3.2)
- LWJGL: 2.4.2
- OpenGL: Intel GMA X3100 OpenGL Engine GL version 2.1 APPLE-7.0.52, Intel Inc.
- Is Modded: Very likely
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
- World MpServer Entities: 1 total; [atg['98AshG'/67, l='MpServer', x=1049.15, y=67.57, z=-176.45]]
- World MpServer Players: 1 total; [atg['98AshG'/67, l='MpServer', x=1049.15, y=67.57, z=-176.45]]
- World MpServer Chunk Stats: MultiplayerChunkCache: 30
- Forced Entities: 1 total; [atg['98AshG'/67, l='MpServer', x=1049.15, y=67.57, z=-176.45]]
- Retry Entities: 0 total; []
java.lang.NullPointerException
at aum.<init>(SourceFile:14)
at avb.b(SourceFile:1424)
at avb.a(SourceFile:1344)
at up.a(SourceFile:724)
at BlockParasite.a(BlockParasite.java:45)
at atd.E(SourceFile:225)
at net.minecraft.client.Minecraft.l(SourceFile:1264)
at net.minecraft.client.Minecraft.J(SourceFile:583)
at net.minecraft.client.Minecraft.run(SourceFile:535)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 90047b71 ----------
Ah, found it! Forget I re-ordered the block IDs of the custom blocks, and since the particle that parasite blocks spawn uses the block ID of the parasite block itself, it messed up, cause I forgot to change it.
The fixed version has been uploaded, and I've also changed the swampy trees in the Ominous Woods biome to willow trees.
Implement Slender's forest. You can remove it after halloween, it's just that Mr. Slender is the scariest thing in the world. Please.
I support the K7 projects.
Slender/Slenderman is stupid, overrated, and hardly scary at all.
Also, when are you going to update to 1.4.2? I'm interested in trying these out, as Mojang kind of sucks with making biomes.
Fine. It is the tax collectors forest. The Endermen are secretly evil bussiness men working for Obama and the U. S. government. Now that is pure terror. The Slenderman used to be terrifying, then came Slender, and now everyone knows about it. Same with the Scps. And Herobrine. I can only hope for another cool and less known creepypasta to come around. Maybe I'll create one.....
I support the K7 projects.
Dungeon Generation: Nothing
Village Generation: Villages spawn in more biomes. Check the Biomes list and check for biomes that say they spawn villages.
Color Saturation: You mean hard-coded colors? At least half of the biomes have hard-coded grass/foliage colors, and a few have hard-coded water and sky colors.
And I'll be updating to 1.4.2 whenever ModLoader is updated for it, which should hopefully be something this weekend.
First time I installed it, it crashed. I figured it was incompatible with Grey Goo.
Deleted bin folder, reran Minecraft, reinstalled every mod I have (Spawner GUI, Single Player Commands, and TooManyItems) except for Grey Goo.
Remembered to delete META-INF.
Black screen.
What happened?
EDIT: Okay, deleted Grey Goo's folder. STILL got a black screen. Is this mod just incompatible with everything?
No. However your manner of answering my question though not strait forward implies that I should know that the mod doesn't work with the update. I wouldn't of asked you for no reason if I knew that clearly, so you sir are just being rude. I would appreciate it if you added a little more respect to your comments. Not all mods only work on one version of the game.
its not updated to 1.4.2, so if you updated then it won't work