Bug with recipe Dolomite Brick Stairs:If I use Dolomite Bricks for stairs recipe then I get Shale Brick Stairs instead Dolomite Brick Stairs.
Use latest EB version.
[added]
Also mining by pickaxe Dolomite Brick Slab drop Cobbled Dolomite Slab.
All brick stairs seem bugged to turn into something different. As for cobblestone stairs, most work correctly, but have an extra recipe showing in NEI that lets bricks turn into a different type of cobbled stair. . .
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
Hi smez1234. I'd like to include your mod in my new modpack, known as Mine-mize. It improves on many things in Minecraft that leave much to be desired, like graphics, biomes and a few other things that allow for full customization. If you could send me a PM saying if you're okay with me using your mod or not, that would be greatly appreciated.
Hey, I've been enjoying Enhanced Biomes for a while, so decided to do an examination of it. Here's the link.
Rollback Post to RevisionRollBack
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
I kind of like these ideas, though perhaps keep oak trees as apple-droppers. Then make cherry trees drop cherries at about the same rate and power as apples(or perhaps less power, but higher rate). As for the doors and buttons, more variety there won't do anything to take away from vanilla, and will add more options for the player.
I'm just waiting until I release a version for 1.8 to do this, because that's when Vanilla started doing it. Otherwise it would seem weird not to have the Vanilla versions.
Possible related problem: Dolomite Brick Stairs have name Cobbled Dolomite Stairs. In NEI I see 2 block named Cobbled Dolomite Stairs. One block texture fit to name and another block texture fit to Dolomite Brick Stairs.
I've fixed a couple of issues relating to the stairs. This is probably one of them. I'll make sure that I have before I release the update with what is now 10 months worth of changes.
Hello!, i like this mod a lot but im having troubles with the hardened sandstone, basically its like its not there, when i try to break the blobk it disapear, when i take it from creative mode and place it somewhere it disapear and take the block i was placing it in, with it, and when i step on it, the server (a personal server to play with a friend) kick us out for flying. Could you help me with this?
You probably don't have the mod loaded on the server. Similarly to how you install the mod normally, you have to put it in the server mods folder if you want to use it on a server.
All brick stairs seem bugged to turn into something different. As for cobblestone stairs, most work correctly, but have an extra recipe showing in NEI that lets bricks turn into a different type of cobbled stair. . .
That sounds worse than the bugs I fixed. Probably some mistake with the maths in there to transfer from metadata to block. Thanks for telling me, I'll get it fixed.
Hi smez1234. I'd like to include your mod in my new modpack, known as Mine-mize. It improves on many things in Minecraft that leave much to be desired, like graphics, biomes and a few other things that allow for full customization. If you could send me a PM saying if you're okay with me using your mod or not, that would be greatly appreciated.
Go ahead. I'll send you a PM soon, just wanted to tell you now that it's fine.
Love this mod! This looks amazing! But one thing I don't really like in your mod: The realism factor is kinda stopping you with having fun with fantasy biomes. While they won't work in this version of the mod, what if you made an addon to the current mod for fantasy biomes? Vanilla has them too in the form of the Ice Spikes and Mushroom Island biomes. And with the amount of work put into each biome, making a fantasy biome addon (and maybe an option to add ores into EB stones manually?) would completely sell me over from using BoP + UB + WTFOres in my future modpack. (oh yeah. Can I potentially use this in my soon-to-be modpack? I may or may not use it.) And I do have a few ideas on what to put in the addon if you want any ideas.
Love this mod! This looks amazing! But one thing I don't really like in your mod: The realism factor is kinda stopping you with having fun with fantasy biomes. While they won't work in this version of the mod, what if you made an addon to the current mod for fantasy biomes? Vanilla has them too in the form of the Ice Spikes and Mushroom Island biomes. And with the amount of work put into each biome, making a fantasy biome addon (and maybe an option to add ores into EB stones manually?) would completely sell me over from using BoP + UB + WTFOres in my future modpack. (oh yeah. Can I potentially use this in my soon-to-be modpack? I may or may not use it.) And I do have a few ideas on what to put in the addon if you want any ideas.
At the moment I have a 10 month update nearing completion, which has a lot of more interesting world generation. It's still realistic, just quite different. You may find what you're looking for there.
Once I have released that, and all the nagging bugs have been fixed, I'll probably have nothing left to do but start looking at fantasy biomes, so if you aren't satisfied by the next update, you can probably look forward to that.
Go ahead with the modpack. If you can, please notify me when you release the pack, whether EB is in it or not - it looks interesting, and I can always switch in EB myself.
At the moment I have a 10 month update nearing completion, which has a lot of more interesting world generation. It's still realistic, just quite different. You may find what you're looking for there.
Once I have released that, and all the nagging bugs have been fixed, I'll probably have nothing left to do but start looking at fantasy biomes, so if you aren't satisfied by the next update, you can probably look forward to that.
Go ahead with the modpack. If you can, please notify me when you release the pack, whether EB is in it or not - it looks interesting, and I can always switch in EB myself.
Ooh, sounds interesting! An update 10 months in coming! Anyway, I was thinking: Could you potentially add a way to customize ore generation? As in, you can add ores to a config to overlay the stone textures? Or is that not possible?
Ooh, sounds interesting! An update 10 months in coming! Anyway, I was thinking: Could you potentially add a way to customize ore generation? As in, you can add ores to a config to overlay the stone textures? Or is that not possible?
It will take me a little bit of work to set up, but yes, it can be done. I won't be easily able to replace ores already generating, but adding EB stone variants for ores that can't generate shouldn't be too hard.
It will take me a little bit of work to set up, but yes, it can be done. I won't be easily able to replace ores already generating, but adding EB stone variants for ores that can't generate shouldn't be too hard.
Also, can you make sure that stuff is still mined by selective mining tools? I heard somewhere that the UB ore addon titles their stone ores to something different than those machines/rituals are looking for.
Come to think of it, I'd probably want this in any of my packs, and considering I have so many ideas, that won't be easy. Will notify you when any public pack is released containing this mod.
I was wondering if you have OreDictionary support for your dirt blocks or possibly an API to allow things to spawn on the modified 'dirt' blocks you have?
Come to think of it, I'd probably want this in any of my packs, and considering I have so many ideas, that won't be easy. Will notify you when any public pack is released containing this mod.
Got it. Also fine with it, as long as you're sending me those links.
I was wondering if you have OreDictionary support for your dirt blocks or possibly an API to allow things to spawn on the modified 'dirt' blocks you have?
Okay, yes, it is possible to grow stuff on my dirt blocks, and any other mods' dirt blocks, as long as they have been programmed correctly.
Have your crop implement IPlantable.
Then, use this:
public EnumPlantType getPlantType(IBlockAccess world, int x, int y, int z) {
return EnumPlantType.InsertPlantTypeHere;
}
to set the type of soil that the plant will look for.
Finally, replace
public boolean canBlockStay(World p_149718_1_, int p_149718_2_, int p_149718_3_, int p_149718_4_) {
return true;
}
with
public boolean canBlockStay(World p_149718_1_, int p_149718_2_, int p_149718_3_, int p_149718_4_) {
Block block = p_149718_1_.getBlock(p_149718_2_, p_149718_3_ - 1, p_149718_4_);
return block.canSustainPlant(p_149718_1_, p_149718_2_, p_149718_3_ - 1, p_149718_4_, ForgeDirection.UP, this);
}
This should work nicely, and is the correct way to check for soils. Also, if you ever need to check during generation, use the block.canSustainPlant code, but replace 'this' with your crop.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/21/2015
Posts:
45
Member Details
Not sure if this had been mentioned previously but thought it couldn't hurt to repeat if it had.
My game kept crashing while I was in Twilight Forest. It turned out that the cause of the crash was the 'Seasons Mod' in the Enhanced Biomes .cfg file. If you have an issue with Twilight Forest crashing after it having worked fine previously try changing this "B:"Allow seasons module"=true" to false. It can be found in the general.cfg file.
Hi, I'm a modpack developer over on the FTB launcher. Over on the FTB forums, I noticed a supporter suggesting this mod. I would like to know if I can use your mod in my modpack.
Does anyone know if you could set up a mod pack that included this mod as well as a terrian generator mod, for example- Adding this and Alternate Terrain Generation so that you can have the insine generation with these cool biomes? Thanks
Does anyone know if you could set up a mod pack that included this mod as well as a terrian generator mod, for example- Adding this and Alternate Terrain Generation so that you can have the insine generation with these cool biomes? Thanks
The new version of Realistic Terrain Gen (not Ted's version) has support for these I believe.
Also, you can make your own ATG generator.cfg file to support this. It's actually fairly simple, and I've got a relatively simple file I use for it, though it's not perfect(Set it up in about 20 minutes, haven't really fine-tuned the spawn rates and some of the biomes show up in odd spots).
Rollback Post to RevisionRollBack
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
I am opening up a whitelist server for me and some friends, I added your mod, as well as Alternate Terrain Generation. In ATG There is a config section for your mod, but both mods require the Level-type. setting. how do i get both mods to work together.
Just wanted to mention that Growthcraft (Community Edition) now works with Enhanced Biomes again! I don't know if anyone was missing that mod, but the new maintainers are doing a great job at updating it.
All brick stairs seem bugged to turn into something different. As for cobblestone stairs, most work correctly, but have an extra recipe showing in NEI that lets bricks turn into a different type of cobbled stair. . .
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
Hi smez1234. I'd like to include your mod in my new modpack, known as Mine-mize. It improves on many things in Minecraft that leave much to be desired, like graphics, biomes and a few other things that allow for full customization. If you could send me a PM saying if you're okay with me using your mod or not, that would be greatly appreciated.
Hey, I've been enjoying Enhanced Biomes for a while, so decided to do an examination of it. Here's the link.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
Sorry for taking so long to reply to you all - I've been away without internet for a week.
I'm just waiting until I release a version for 1.8 to do this, because that's when Vanilla started doing it. Otherwise it would seem weird not to have the Vanilla versions.
I've fixed a couple of issues relating to the stairs. This is probably one of them. I'll make sure that I have before I release the update with what is now 10 months worth of changes.
You probably don't have the mod loaded on the server. Similarly to how you install the mod normally, you have to put it in the server mods folder if you want to use it on a server.
That sounds worse than the bugs I fixed. Probably some mistake with the maths in there to transfer from metadata to block. Thanks for telling me, I'll get it fixed.
Go ahead. I'll send you a PM soon, just wanted to tell you now that it's fine.
Thanks a lot for that. I'll put that link in the OP, but it's also got a fair bit of useful feedback for me.
Love this mod! This looks amazing! But one thing I don't really like in your mod: The realism factor is kinda stopping you with having fun with fantasy biomes. While they won't work in this version of the mod, what if you made an addon to the current mod for fantasy biomes? Vanilla has them too in the form of the Ice Spikes and Mushroom Island biomes. And with the amount of work put into each biome, making a fantasy biome addon (and maybe an option to add ores into EB stones manually?) would completely sell me over from using BoP + UB + WTFOres in my future modpack. (oh yeah. Can I potentially use this in my soon-to-be modpack? I may or may not use it.) And I do have a few ideas on what to put in the addon if you want any ideas.
I go by AquaBuzzardHR on my YouTube Channel. Link here: https://www.youtube.com/channel/UCyrxj072mhHlrhiv6RoZcWw
It is a channel about building and being creative, currently playing on the Lake Laogai SMP.
At the moment I have a 10 month update nearing completion, which has a lot of more interesting world generation. It's still realistic, just quite different. You may find what you're looking for there.
Once I have released that, and all the nagging bugs have been fixed, I'll probably have nothing left to do but start looking at fantasy biomes, so if you aren't satisfied by the next update, you can probably look forward to that.
Go ahead with the modpack. If you can, please notify me when you release the pack, whether EB is in it or not - it looks interesting, and I can always switch in EB myself.
Ooh, sounds interesting! An update 10 months in coming! Anyway, I was thinking: Could you potentially add a way to customize ore generation? As in, you can add ores to a config to overlay the stone textures? Or is that not possible?
I go by AquaBuzzardHR on my YouTube Channel. Link here: https://www.youtube.com/channel/UCyrxj072mhHlrhiv6RoZcWw
It is a channel about building and being creative, currently playing on the Lake Laogai SMP.
It will take me a little bit of work to set up, but yes, it can be done. I won't be easily able to replace ores already generating, but adding EB stone variants for ores that can't generate shouldn't be too hard.
Also, can you make sure that stuff is still mined by selective mining tools? I heard somewhere that the UB ore addon titles their stone ores to something different than those machines/rituals are looking for.
I go by AquaBuzzardHR on my YouTube Channel. Link here: https://www.youtube.com/channel/UCyrxj072mhHlrhiv6RoZcWw
It is a channel about building and being creative, currently playing on the Lake Laogai SMP.
Hi needed permission to use this in my mod pack.
Modpack thread is as follows: Here
Come to think of it, I'd probably want this in any of my packs, and considering I have so many ideas, that won't be easy. Will notify you when any public pack is released containing this mod.
I go by AquaBuzzardHR on my YouTube Channel. Link here: https://www.youtube.com/channel/UCyrxj072mhHlrhiv6RoZcWw
It is a channel about building and being creative, currently playing on the Lake Laogai SMP.
Hey SMEZ1234,
I was wondering if you have OreDictionary support for your dirt blocks or possibly an API to allow things to spawn on the modified 'dirt' blocks you have?
Trying to get the Community Edition of Growthcraftto add support for EB!
Sorry everyone, been away for a little bit.
Go ahead. Good luck with your modpack.
Got it. Also fine with it, as long as you're sending me those links.
Okay, yes, it is possible to grow stuff on my dirt blocks, and any other mods' dirt blocks, as long as they have been programmed correctly.
Have your crop implement IPlantable.
Then, use this:
to set the type of soil that the plant will look for.
withFinally, replace
This should work nicely, and is the correct way to check for soils. Also, if you ever need to check during generation, use the block.canSustainPlant code, but replace 'this' with your crop.
Not sure if this had been mentioned previously but thought it couldn't hurt to repeat if it had.
My game kept crashing while I was in Twilight Forest. It turned out that the cause of the crash was the 'Seasons Mod' in the Enhanced Biomes .cfg file. If you have an issue with Twilight Forest crashing after it having worked fine previously try changing this "B:"Allow seasons module"=true" to false. It can be found in the general.cfg file.
Hi, I'm a modpack developer over on the FTB launcher. Over on the FTB forums, I noticed a supporter suggesting this mod. I would like to know if I can use your mod in my modpack.
My modpack is at: Here
Does anyone know if you could set up a mod pack that included this mod as well as a terrian generator mod, for example- Adding this and Alternate Terrain Generation so that you can have the insine generation with these cool biomes? Thanks
The new version of Realistic Terrain Gen (not Ted's version) has support for these I believe.
I go by AquaBuzzardHR on my YouTube Channel. Link here: https://www.youtube.com/channel/UCyrxj072mhHlrhiv6RoZcWw
It is a channel about building and being creative, currently playing on the Lake Laogai SMP.
Also, you can make your own ATG generator.cfg file to support this. It's actually fairly simple, and I've got a relatively simple file I use for it, though it's not perfect(Set it up in about 20 minutes, haven't really fine-tuned the spawn rates and some of the biomes show up in odd spots).
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
Hey there,
I am opening up a whitelist server for me and some friends, I added your mod, as well as Alternate Terrain Generation. In ATG There is a config section for your mod, but both mods require the Level-type. setting. how do i get both mods to work together.
Thanks
Just wanted to mention that Growthcraft (Community Edition) now works with Enhanced Biomes again! I don't know if anyone was missing that mod, but the new maintainers are doing a great job at updating it.