Is it likely there will be forward compatibility from the current monolithic mod to the future individual biome mods, or is it more likely complete world regeneration will be required?
Unfortunately, no migration path is realistically possible. Even if you waited for every single planned component to be released before switching, there will still be gaps. We are planning on deprecating support for several old EBXL biomes that Vanilla has since cloned or at least implemented working alternatives to. This was one big reason I'd originally started on the update for 1.8 - people would be less likely to want to migrate existing worlds and wind up with gaps in the biome table.
You can't disable things by item ID any more because in Minecraft 1.7 it all works by namespaces. IDs get assigned dynamically by Forge as it goes along, so you can't disable a block by setting its ID to 0.
One side effect of the port to 1.7 was a reduction in configurability of the mod. It's a shame too, because I really believe in putting as many things as possible in the config - The very first code I submitted to the project years ago was the ability to tweak decoration densities.
On the bright side, I am going to provide better config options in the rewrite than we did in MC1.6. In fact, the absolute first thing I wrote this week was config file stuff, and I added two new options to the basic biome settings that we've never exposed before
As far as progress on the rewrite goes, there's a lot of technical mumbo jumbo I could share, but suffice it to say the basic framework is in place and I am using it to generate a biome. There aren't any custom trees or flowers yet, but the biome itself is appearing in world again.
Unfortunately, no migration path is realistically possible. Even if you waited for every single planned component to be released before switching, there will still be gaps. We are planning on deprecating support for several old EBXL biomes that Vanilla has since cloned or at least implemented working alternatives to. This was one big reason I'd originally started on the update for 1.8 - people would be less likely to want to migrate existing worlds and wind up with gaps in the biome table.
<snip>
Oh, wow. Thanks for the heads up on this! I didn't realize this was going to happen. I've just now really gotten my build going (with all the tech). I just might be stuck with congo mod version for a while then.
div class="quote-body">
Unfortunately, no migration path is realistically possible. Even if you waited for every single planned component to be released before switching, there will still be gaps. We are planning on deprecating support for several old EBXL biomes that Vanilla has since cloned or at least implemented working alternatives to. This was one big reason I'd originally started on the update for 1.8 - people would be less likely to want to migrate existing worlds and wind up with gaps in the biome table.
-snip-
Hm. Well, to make shifting from one to the other easier, which biomes are you planning to deprecate? I can at least disable any more of them generating.
Also, what happens to a generated biome that gets removed from the biome table?
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[Scott]: Things I have managed to get in the last five minutes, in order of ascending importance: cobblestone, planks, lapis lazuli, redstone, gold, coal, diamond. VERY LOST.
As far as which biomes are going away permanently? We're not 100% on this yet. But the most likely candidates are transitional biomes. With the way 1.7's worldgen works, things like Forested Island just don't make sense any more.
As far as the more unique biomes that vanilla copied from us with 1.7 (Birch Forest and Savanna, I'm looking at you)? We like them... but vanilla provides a halfway passable implementation now. I am not currently planning on throwing our implementations out by any means, and I certainly can't forgive their hideous acacia trees... but a solution to that issue is very low on my priority list.
We've discussed possibly disabling vanilla's versions of these biomes and dropping ours back in. But since we're providing the duplicate biome ID entry versions in 1.7 now... it's a tough call from a migration standpoint. Vanilla consumes 6 biome ID's to provide their versions of those two biomes plus their transitions, we use two. That's 8 biome ID's for what is effectively 2 biomes plus hilly variants, and there's not a pretty answer to that no matter how you look at it.
The list of biomes that I can promise that we have 100% no chance of abandoning under any circumstances whatsoever (at all, for real):
Autumn Woods
Redrock Ridge
Meadow
Rainforest
Redwood Forest
Green Hills
Green Swamp
Wasteland
I will be rewriting/consolidating those biomes in roughly the order shown.
We are probably also keeping Alpine, Glacier, Ice Wasteland, Shrubland, and maybe 2 or 3 others (in addition to whatever we decide to do about Birch and Savanna), but those are lower priority.
One thing we want to make sure we're doing with the biomes we do choose to provide is making every one of them interesting and useful. We've got a list of new content we want to add to every one of these biomes, plus there are the other non-biome submods we've been talking about for a while.
This is going to take me weeks of nightly work to rewrite cleanly... and I'm sorry I can't give a more straightforward answer than that, but I honestly don't know which of my favorite scenes is going to wind up on the cutting room floor until we've shot them all.
Also, what happens to a generated biome that gets removed from the biome table?
Minecraft fails back as gracefully as can likely be expected. As long as the blocks in question are all still available (logs, etc...), the location will remain largely intact. I don't know what MC's logic for choosing a replacement biome is, but when I unplug the standalone Autumn Woods mod and fire up the old save, I find myself standing in a Plains biome instead... There are three or four things that they could be doing here. End result is that a new biome will be assigned and the world probably goes on as normal. Probably
Hmm! Well, thank you for the useful answers. (And hey, it looks like you're keeping my favorite biomes, so win-win there.)
On a random note: the area I'm building in used to have those pretty jungle vine-flowers, I forget their names. But I've noticed lately they're all gone. I was careful to avoid knocking them down. Did disabling the strawberries (I use Pam's Harvestcraft, & I try to limit the amount of duplicate foods), do something weird?
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[Scott]: Things I have managed to get in the last five minutes, in order of ascending importance: cobblestone, planks, lapis lazuli, redstone, gold, coal, diamond. VERY LOST.
Strawberries and gloriosa shouldn't be related, and I don't believe the 1.7 port has any way to shut the gloriosa off. Not sure what might have happened there.
If you can find some new gloriosa, they can be sheared and will spread just like vanilla vines. As far as strawberries go, you should actually be able to convert our strawberries to HC strawberries by putting two of them in the crafting table.
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Just curious (I apologize if this has already been answered, but I've gone through 5 pages of this post and am not waiting another ten minutes for another page to load): is there a version compatible with 1.7.2? I've checked the site, the last five pages of this post, and the original post/download links, but I haven't seen one marked for 1.7.2. I can live without it (I've got another biome mod installed that is also pretty good and has some similar trees) but I definitely like a lot of the woods and trees (especially since these actually work with Timber). I tried a 1.7.10 version and it's pretty laggy with a similar pack (it's the really tall trees in the mods- for some reason, 1.7.2 can handle it and 1.7.10 can't). Thanks!
Just curious (I apologize if this has already been answered, but I've gone through 5 pages of this post and am not waiting another ten minutes for another page to load): is there a version compatible with 1.7.2? I've checked the site, the last five pages of this post, and the original post/download links, but I haven't seen one marked for 1.7.2. I can live without it (I've got another biome mod installed that is also pretty good and has some similar trees) but I definitely like a lot of the woods and trees (especially since these actually work with Timber). I tried a 1.7.10 version and it's pretty laggy with a similar pack (it's the really tall trees in the mods- for some reason, 1.7.2 can handle it and 1.7.10 can't). Thanks!
No, we did not do a 1.7.2 version as it had a lot of bugs and 1.7.10 was more stable. Regarding the lag...that has a lot to do with issues within vanilla MC. We have found that the Fastcraft mod helps a lot with the lag issues. I've been playing on a server with our mod and Highlands and about 160 mods and we haven't had any lag issues, even in heavily forested areas.
No, we did not do a 1.7.2 version as it had a lot of bugs and 1.7.10 was more stable. Regarding the lag...that has a lot to do with issues within vanilla MC. We have found that the Fastcraft mod helps a lot with the lag issues. I've been playing on a server with our mod and Highlands and about 160 mods and we haven't had any lag issues, even in heavily forested areas.
And your computer still works after that?! I think my computer would die just trying to load that much lol.
Okay. It sucks, but I'll live. Composes another modpack series for 1.7.10 just so I can play with this mod Better than nothing!
Quick question. What is the internal mod name for red rock? I'm using xreliquary and I want to add red rock to the "mundane materials" list for the destruction catalyst. It deals with names however instead of numbers (Using the latest version for MC 1.7.10) I tried "extrabiomesxl:redrock", "extrabiomesxl:red_rock", "extrabiomes:redrock", and "extrabiomes:red_rock" with no luck. And I have no idea how to pull the block's name from inside Minecraft itself (Sorry if that's noobish of me ^^;)
Quick question. What is the internal mod name for red rock? I'm using xreliquary and I want to add red rock to the "mundane materials" list for the destruction catalyst. It deals with names however instead of numbers (Using the latest version for MC 1.7.10) I tried "extrabiomesxl:redrock", "extrabiomesxl:red_rock", "extrabiomes:redrock", and "extrabiomes:red_rock" with no luck. And I have no idea how to pull the block's name from inside Minecraft itself (Sorry if that's noobish of me ^^;)
If you're using NEI (usually a safe assumption), open your inventory and click the Options button in the lower left-hand corner. From there Tools > Data Dumps. From there, you can get the IDs for items, blocks, potions, enchantments, and biomes. It'll drop them in [your minecraft folder]/dumps as .csvs, which can generally be read by any spreadsheet program.
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[Scott]: Things I have managed to get in the last five minutes, in order of ascending importance: cobblestone, planks, lapis lazuli, redstone, gold, coal, diamond. VERY LOST.
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One thing I have been trying to utilize is the vanilla biome control thing. I can seem to avoid several EBXL biomes by disabling them, but the one biome I really need to get rid of- the vanilla jungle- I can't disable and I keep spawning in them. The game output said something about that feature not being finished, so before I update my modpack to have that feature and maybe find out it's still not finished, is it finished? It would be kind of dumb of me to update and then find out it doesn't have the feature I updated it for. And then there's the Treecapitator thing. I think the rainbow eucalyptus is too tall for Treecapitator to recognize as a tree until I chop it a bit (that and it doesn't drop logs from every block). I downloaded it in April, so if there's been a change in the last month and a half I haven't seen that fixes these please let me know (I'm not trying to be the annoying critical person here, just trying to let people know about some possible bugs that may or may not have been fixed. I'm not on my computer rright now so I don't know which version it is. Sorry.)
And then there's the Treecapitator thing. I think the rainbow eucalyptus is too tall for Treecapitator to recognize as a tree until I chop it a bit (that and it doesn't drop logs from every block).
Treecapitator is weird. If there's no block connected to the top bottom, or four sides it usually won't touch it. And since some of the custom trees in EBXL will go diagonally for looks, that means there's no connected sides. Which is why Treecapitator isn't grabbing them. I have the same problem with some of the trees from EBXL, Twilight Forest, and Natura. There's nothing they can do on this end (As far as I know)
One thing I have been trying to utilize is the vanilla biome control thing. I can seem to avoid several EBXL biomes by disabling them, but the one biome I really need to get rid of- the vanilla jungle- I can't disable and I keep spawning in them. The game output said something about that feature not being finished, so before I update my modpack to have that feature and maybe find out it's still not finished, is it finished? It would be kind of dumb of me to update and then find out it doesn't have the feature I updated it for. And then there's the Treecapitator thing. I think the rainbow eucalyptus is too tall for Treecapitator to recognize as a tree until I chop it a bit (that and it doesn't drop logs from every block). I downloaded it in April, so if there's been a change in the last month and a half I haven't seen that fixes these please let me know (I'm not trying to be the annoying critical person here, just trying to let people know about some possible bugs that may or may not have been fixed. I'm not on my computer rright now so I don't know which version it is. Sorry.)
Sorry, to be so long in responding. I was out storm chasing today and just got back home.
Actually there was a new version released April 27th that fixed treecapitator issues among other things. It was not the height...it was that some of the blocks were quarter and elbow logs. Bspkrs, fixed the issue and Allaryin uploaded the fix into our code in our last release. Regarding vanilla jungle biomes, some vanilla biomes are hard coded and cannot be turned off by any biome adding mod. I'm not sure what feature you are referring to about being finished.
We are in the process of a major rewrite to our mod and there is information about it on our blog. But it has nothing to do with being able to turn off vanilla biomes.
The only way to reliably remove all Vanilla biomes these days is to create a new world type and maintain full control over the biome selection process. BoP had to make their own world type a while back, otherwise several things they wanted to do would not be possible.
Sorry, to be so long in responding. I was out storm chasing today and just got back home.
Actually there was a new version released April 27th that fixed treecapitator issues among other things. It was not the height...it was that some of the blocks were quarter and elbow logs. Bspkrs, fixed the issue and Allaryin uploaded the fix into our code in our last release. Regarding vanilla jungle biomes, some vanilla biomes are hard coded and cannot be turned off by any biome adding mod. I'm not sure what feature you are referring to about being finished.
We are in the process of a major rewrite to our mod and there is information about it on our blog. But it has nothing to do with being able to turn off vanilla biomes.
In the config, there was a section with vanilla biomes and it looked like I could set their generation to false... maybe I was confused.
It looked like vanilla.<biomename>.enablegeneration=true and I thought it was talking about the biome itself. Attached picture shows more.
is there a config for this mod with mo creatures for 1.7.10?
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Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
Unfortunately, no migration path is realistically possible. Even if you waited for every single planned component to be released before switching, there will still be gaps. We are planning on deprecating support for several old EBXL biomes that Vanilla has since cloned or at least implemented working alternatives to. This was one big reason I'd originally started on the update for 1.8 - people would be less likely to want to migrate existing worlds and wind up with gaps in the biome table.
One side effect of the port to 1.7 was a reduction in configurability of the mod. It's a shame too, because I really believe in putting as many things as possible in the config - The very first code I submitted to the project years ago was the ability to tweak decoration densities.
On the bright side, I am going to provide better config options in the rewrite than we did in MC1.6. In fact, the absolute first thing I wrote this week was config file stuff, and I added two new options to the basic biome settings that we've never exposed before
As far as progress on the rewrite goes, there's a lot of technical mumbo jumbo I could share, but suffice it to say the basic framework is in place and I am using it to generate a biome. There aren't any custom trees or flowers yet, but the biome itself is appearing in world again.
Oh, wow. Thanks for the heads up on this! I didn't realize this was going to happen. I've just now really gotten my build going (with all the tech). I just might be stuck with congo mod version for a while then.
Also, what happens to a generated biome that gets removed from the biome table?
As far as which biomes are going away permanently? We're not 100% on this yet. But the most likely candidates are transitional biomes. With the way 1.7's worldgen works, things like Forested Island just don't make sense any more.
As far as the more unique biomes that vanilla copied from us with 1.7 (Birch Forest and Savanna, I'm looking at you)? We like them... but vanilla provides a halfway passable implementation now. I am not currently planning on throwing our implementations out by any means, and I certainly can't forgive their hideous acacia trees... but a solution to that issue is very low on my priority list.
We've discussed possibly disabling vanilla's versions of these biomes and dropping ours back in. But since we're providing the duplicate biome ID entry versions in 1.7 now... it's a tough call from a migration standpoint. Vanilla consumes 6 biome ID's to provide their versions of those two biomes plus their transitions, we use two. That's 8 biome ID's for what is effectively 2 biomes plus hilly variants, and there's not a pretty answer to that no matter how you look at it.
The list of biomes that I can promise that we have 100% no chance of abandoning under any circumstances whatsoever (at all, for real):
I will be rewriting/consolidating those biomes in roughly the order shown.
We are probably also keeping Alpine, Glacier, Ice Wasteland, Shrubland, and maybe 2 or 3 others (in addition to whatever we decide to do about Birch and Savanna), but those are lower priority.
One thing we want to make sure we're doing with the biomes we do choose to provide is making every one of them interesting and useful. We've got a list of new content we want to add to every one of these biomes, plus there are the other non-biome submods we've been talking about for a while.
This is going to take me weeks of nightly work to rewrite cleanly... and I'm sorry I can't give a more straightforward answer than that, but I honestly don't know which of my favorite scenes is going to wind up on the cutting room floor until we've shot them all.
Minecraft fails back as gracefully as can likely be expected. As long as the blocks in question are all still available (logs, etc...), the location will remain largely intact. I don't know what MC's logic for choosing a replacement biome is, but when I unplug the standalone Autumn Woods mod and fire up the old save, I find myself standing in a Plains biome instead... There are three or four things that they could be doing here. End result is that a new biome will be assigned and the world probably goes on as normal. Probably
Hmm! Well, thank you for the useful answers. (And hey, it looks like you're keeping my favorite biomes, so win-win there.)
On a random note: the area I'm building in used to have those pretty jungle vine-flowers, I forget their names. But I've noticed lately they're all gone. I was careful to avoid knocking them down. Did disabling the strawberries (I use Pam's Harvestcraft, & I try to limit the amount of duplicate foods), do something weird?
Strawberries and gloriosa shouldn't be related, and I don't believe the 1.7 port has any way to shut the gloriosa off. Not sure what might have happened there.
If you can find some new gloriosa, they can be sheared and will spread just like vanilla vines. As far as strawberries go, you should actually be able to convert our strawberries to HC strawberries by putting two of them in the crafting table.
Just curious (I apologize if this has already been answered, but I've gone through 5 pages of this post and am not waiting another ten minutes for another page to load): is there a version compatible with 1.7.2? I've checked the site, the last five pages of this post, and the original post/download links, but I haven't seen one marked for 1.7.2. I can live without it (I've got another biome mod installed that is also pretty good and has some similar trees) but I definitely like a lot of the woods and trees (especially since these actually work with Timber). I tried a 1.7.10 version and it's pretty laggy with a similar pack (it's the really tall trees in the mods- for some reason, 1.7.2 can handle it and 1.7.10 can't). Thanks!
so
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No, we did not do a 1.7.2 version as it had a lot of bugs and 1.7.10 was more stable. Regarding the lag...that has a lot to do with issues within vanilla MC. We have found that the Fastcraft mod helps a lot with the lag issues. I've been playing on a server with our mod and Highlands and about 160 mods and we haven't had any lag issues, even in heavily forested areas.
And your computer still works after that?! I think my computer would die just trying to load that much lol.
Okay. It sucks, but I'll live. Composes another modpack series for 1.7.10 just so I can play with this mod Better than nothing!
so
All my social media whachamacallsems!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Youtube: youtube.com/c/puppyspirit36teamender
Twitter: twitter.com/kittykqtender
You should really try adding Fastcraft if you are going to play 1.7.10...it really makes a difference with the lag. =)
I use Fastcraft on my client side and it's great. Unfortunately I can't use it on my server because it doesn't support (or work on) Cauldron...
Quick question. What is the internal mod name for red rock? I'm using xreliquary and I want to add red rock to the "mundane materials" list for the destruction catalyst. It deals with names however instead of numbers (Using the latest version for MC 1.7.10) I tried "extrabiomesxl:redrock", "extrabiomesxl:red_rock", "extrabiomes:redrock", and "extrabiomes:red_rock" with no luck. And I have no idea how to pull the block's name from inside Minecraft itself (Sorry if that's noobish of me ^^;)
If you're using NEI (usually a safe assumption), open your inventory and click the Options button in the lower left-hand corner. From there Tools > Data Dumps. From there, you can get the IDs for items, blocks, potions, enchantments, and biomes. It'll drop them in [your minecraft folder]/dumps as .csvs, which can generally be read by any spreadsheet program.
One thing I have been trying to utilize is the vanilla biome control thing. I can seem to avoid several EBXL biomes by disabling them, but the one biome I really need to get rid of- the vanilla jungle- I can't disable and I keep spawning in them. The game output said something about that feature not being finished, so before I update my modpack to have that feature and maybe find out it's still not finished, is it finished? It would be kind of dumb of me to update and then find out it doesn't have the feature I updated it for. And then there's the Treecapitator thing. I think the rainbow eucalyptus is too tall for Treecapitator to recognize as a tree until I chop it a bit (that and it doesn't drop logs from every block). I downloaded it in April, so if there's been a change in the last month and a half I haven't seen that fixes these please let me know (I'm not trying to be the annoying critical person here, just trying to let people know about some possible bugs that may or may not have been fixed. I'm not on my computer rright now so I don't know which version it is. Sorry.)
so
All my social media whachamacallsems!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Youtube: youtube.com/c/puppyspirit36teamender
Twitter: twitter.com/kittykqtender
Treecapitator is weird. If there's no block connected to the top bottom, or four sides it usually won't touch it. And since some of the custom trees in EBXL will go diagonally for looks, that means there's no connected sides. Which is why Treecapitator isn't grabbing them. I have the same problem with some of the trees from EBXL, Twilight Forest, and Natura. There's nothing they can do on this end (As far as I know)
Sorry, to be so long in responding. I was out storm chasing today and just got back home.
Actually there was a new version released April 27th that fixed treecapitator issues among other things. It was not the height...it was that some of the blocks were quarter and elbow logs. Bspkrs, fixed the issue and Allaryin uploaded the fix into our code in our last release. Regarding vanilla jungle biomes, some vanilla biomes are hard coded and cannot be turned off by any biome adding mod. I'm not sure what feature you are referring to about being finished.
We are in the process of a major rewrite to our mod and there is information about it on our blog. But it has nothing to do with being able to turn off vanilla biomes.
The only way to reliably remove all Vanilla biomes these days is to create a new world type and maintain full control over the biome selection process. BoP had to make their own world type a while back, otherwise several things they wanted to do would not be possible.
We do not currently provide our own world type.
In the config, there was a section with vanilla biomes and it looked like I could set their generation to false... maybe I was confused.
It looked like vanilla.<biomename>.enablegeneration=true and I thought it was talking about the biome itself. Attached picture shows more.
so
All my social media whachamacallsems!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Youtube: youtube.com/c/puppyspirit36teamender
Twitter: twitter.com/kittykqtender
is there a config for this mod with mo creatures for 1.7.10?