Okay, didn't know about that - I tend not to play with sound.
I'll get it fixed for the next version, which I promise I'm trying my best to complete.
I also noticed that mollisol (i dont know about the others) doesn't like to have crops planted in it, especially if it's from another mod. I usually build big farms so im having to travel far distances just to get regular minecraft dirt to plant crops on.
How do you config this mod. When i tried it came up with an error and didn't import the new config in minecraft!
It should be as simple as going into config/Enhanced Biomes/*.cfg.
If that's what you did, and you still got the error, can you post (in spoiler tags) the config file and the error message? I should be able to figure out what went wrong from that.
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This is a really nice mod. I like the new dirt and stone. I have one suggestion though- saguaro cactuses should replace normal cactuses entirely (no more normal cactuses at all)
EDIT: You should add an apple tree that drops apples, make the oak tree drop acorns, and make the cherry tree drop cherries. It would also be cool if you added fences, gates, and doors for all of the woods (including vanilla). I suggest this so that you can add buttons and the like for all of the stones without it being inconsistent. It would also be cool if you removed default "dirt" (and possibly stone if you go with my other suggestion) because I keep stumbling across it and its a bit strange. Or don't. You're the mod maker, not me.
Hi, is there a way to disable this mods biomes in the default world and only use them in the select world type? also I cant seem to get this mod to work with other animal/mob mods. will it work with ocean craft,animals+,etc
I've got a question about mod support - when using mods that add custom ores and the like (ex: Ars Magica 2), they tend to stick out like a sore thumb in biomes that use different types of stone. In addition, the new stone and grass blocks don't seem to work for a lot of recipes. Will a future update address this? Example: Having the different stone, dirt, and grass blocks be done in a similar way to how wool and clay work.
This is a really nice mod. I like the new dirt and stone. I have one suggestion though- saguaro cactuses should replace normal cactuses entirely (no more normal cactuses at all)
EDIT: You should add an apple tree that drops apples, make the oak tree drop acorns, and make the cherry tree drop cherries. It would also be cool if you added fences, gates, and doors for all of the woods (including vanilla). I suggest this so that you can add buttons and the like for all of the stones without it being inconsistent. It would also be cool if you removed default "dirt" (and possibly stone if you go with my other suggestion) because I keep stumbling across it and its a bit strange. Or don't. You're the mod maker, not me.
Okay, a couple of points you made here.
In regards to adding new stuff... I don't know. I'm trying to maintain the normal feel of Minecraft, just with more variation. Saguaro cacti are an example of me pushing my self-set limitation quite a lot. Acorns and cherries feel like pushing it a bit too far. I will think about it, but unless there is significant support for going down that path, I'll probably leave it alone.
Second point, about removing vanilla stuff and replacing it with mine. I leave it there for a couple of reasons. Firstly, because as above, I don't want to overhaul the game. Secondly, because various mods that haven't been coded to make use of Forge properly will break if I remove the only blocks they can grow or generate on. Trust me, it would make life much easier for me to remove them, but they're just too essential.
Finally, fences, gates etc. for all the woods. It's coming. That will be in the 1.8 release. There will probably be one more massive release for 1.7.10, and then that.
Hi, is there a way to disable this mods biomes in the default world and only use them in the select world type? also I cant seem to get this mod to work with other animal/mob mods. will it work with ocean craft,animals+,etc
It seems that there isn't. I'll add it to my list of things for the next update.
In terms of the mobs, other mods will be fine if they've been coded properly. Most haven't, so you'll encounter issues. Everything is good on my side, they just need to make use of the BiomeDictionary.
I've got a question about mod support - when using mods that add custom ores and the like (ex: Ars Magica 2), they tend to stick out like a sore thumb in biomes that use different types of stone. In addition, the new stone and grass blocks don't seem to work for a lot of recipes. Will a future update address this? Example: Having the different stone, dirt, and grass blocks be done in a similar way to how wool and clay work.
The new stone and grass will work fine with other mods that have made use of the OreDictionary, which allows various mods to automatically have crafting recipes using different forms of a block from other mods, in this case stone.
Their ores are more difficult to fix. I have all the code ready, but I'd need to go through and individually code compatibility for each mod. It's a work in progress. Essentially the plan is to use an 'overlay' ore texture on top of my stones, but I'd need them all to provide both the overlay texture and the list of ores.
Ah, I see. Well, most of the offending mods I use are some of the more common ones - Industrial Craft, Ars Magica, etc. I figure you'll get to them sooner or later. Thanks for the reply.
In regards to adding new stuff... I don't know. I'm trying to maintain the normal feel of Minecraft, just with more variation. Saguaro cacti are an example of me pushing my self-set limitation quite a lot. Acorns and cherries feel like pushing it a bit too far. I will think about it, but unless there is significant support for going down that path, I'll probably leave it alone.
Second point, about removing vanilla stuff and replacing it with mine. I leave it there for a couple of reasons. Firstly, because as above, I don't want to overhaul the game. Secondly, because various mods that haven't been coded to make use of Forge properly will break if I remove the only blocks they can grow or generate on. Trust me, it would make life much easier for me to remove them, but they're just too essential.
Finally, fences, gates etc. for all the woods. It's coming. That will be in the 1.8 release. There will probably be one more massive release for 1.7.10, and then that.
It seems that there isn't. I'll add it to my list of things for the next update.
In terms of the mobs, other mods will be fine if they've been coded properly. Most haven't, so you'll encounter issues. Everything is good on my side, they just need to make use of the BiomeDictionary.
The new stone and grass will work fine with other mods that have made use of the OreDictionary, which allows various mods to automatically have crafting recipes using different forms of a block from other mods, in this case stone.
Their ores are more difficult to fix. I have all the code ready, but I'd need to go through and individually code compatibility for each mod. It's a work in progress. Essentially the plan is to use an 'overlay' ore texture on top of my stones, but I'd need them all to provide both the overlay texture and the list of ores.
I just think its a bit weird that oak trees drop apples and other trees drop nothing. And I think you've already broken away from vanilla a bit with the new dirt stone types.
You should add an apple tree that drops apples, make the oak tree drop acorns, and make the cherry tree drop cherries. It would also be cool if you added fences, gates, and doors for all of the woods (including vanilla). I suggest this so that you can add buttons and the like for all of the stones without it being inconsistent.
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.
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.
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.
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.
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?
Can I use this in my modpack? Proper credit will be given.
Cheap custom skins! http://www.minecraftforum.net/forums/show-your-creation/shops-and-requests/art-shops/2583687-custom-skins
Go ahead. I assume you read the four points in the OP - just remember to send me a link to the pack once it is publicly released.
Thank you very much
Your mod is what makes my pack so good xD
It is still work in progress, but here is the link:
http://technicpack.net/modpack/standard-issue.693869
Cheap custom skins! http://www.minecraftforum.net/forums/show-your-creation/shops-and-requests/art-shops/2583687-custom-skins
Bug report: Version 1.7.10
When you hoe mollisol, it doesn't make a sound
(sorry if this was already reported)
Cheap custom skins! http://www.minecraftforum.net/forums/show-your-creation/shops-and-requests/art-shops/2583687-custom-skins
Okay, didn't know about that - I tend not to play with sound.
I'll get it fixed for the next version, which I promise I'm trying my best to complete.
Looks Nice
I also noticed that mollisol (i dont know about the others) doesn't like to have crops planted in it, especially if it's from another mod. I usually build big farms so im having to travel far distances just to get regular minecraft dirt to plant crops on.
Cheap custom skins! http://www.minecraftforum.net/forums/show-your-creation/shops-and-requests/art-shops/2583687-custom-skins
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.
How do you config this mod. When i tried it came up with an error and didn't import the new config in minecraft!
Maybe it conflict with come other mod? I not remember problem with it adding in my mods list (128 mods)
Most possible source of problem is biomes ids conflict with other mod that adding biomes.
It should be as simple as going into config/Enhanced Biomes/*.cfg.
If that's what you did, and you still got the error, can you post (in spoiler tags) the config file and the error message? I should be able to figure out what went wrong from that.
This is a really nice mod. I like the new dirt and stone. I have one suggestion though- saguaro cactuses should replace normal cactuses entirely (no more normal cactuses at all)
EDIT: You should add an apple tree that drops apples, make the oak tree drop acorns, and make the cherry tree drop cherries. It would also be cool if you added fences, gates, and doors for all of the woods (including vanilla). I suggest this so that you can add buttons and the like for all of the stones without it being inconsistent. It would also be cool if you removed default "dirt" (and possibly stone if you go with my other suggestion) because I keep stumbling across it and its a bit strange. Or don't. You're the mod maker, not me.
Hi, is there a way to disable this mods biomes in the default world and only use them in the select world type? also I cant seem to get this mod to work with other animal/mob mods. will it work with ocean craft,animals+,etc
I've got a question about mod support - when using mods that add custom ores and the like (ex: Ars Magica 2), they tend to stick out like a sore thumb in biomes that use different types of stone. In addition, the new stone and grass blocks don't seem to work for a lot of recipes. Will a future update address this? Example: Having the different stone, dirt, and grass blocks be done in a similar way to how wool and clay work.
Okay, a couple of points you made here.
In regards to adding new stuff... I don't know. I'm trying to maintain the normal feel of Minecraft, just with more variation. Saguaro cacti are an example of me pushing my self-set limitation quite a lot. Acorns and cherries feel like pushing it a bit too far. I will think about it, but unless there is significant support for going down that path, I'll probably leave it alone.
Second point, about removing vanilla stuff and replacing it with mine. I leave it there for a couple of reasons. Firstly, because as above, I don't want to overhaul the game. Secondly, because various mods that haven't been coded to make use of Forge properly will break if I remove the only blocks they can grow or generate on. Trust me, it would make life much easier for me to remove them, but they're just too essential.
Finally, fences, gates etc. for all the woods. It's coming. That will be in the 1.8 release. There will probably be one more massive release for 1.7.10, and then that.
It seems that there isn't. I'll add it to my list of things for the next update.
In terms of the mobs, other mods will be fine if they've been coded properly. Most haven't, so you'll encounter issues. Everything is good on my side, they just need to make use of the BiomeDictionary.
The new stone and grass will work fine with other mods that have made use of the OreDictionary, which allows various mods to automatically have crafting recipes using different forms of a block from other mods, in this case stone.
Their ores are more difficult to fix. I have all the code ready, but I'd need to go through and individually code compatibility for each mod. It's a work in progress. Essentially the plan is to use an 'overlay' ore texture on top of my stones, but I'd need them all to provide both the overlay texture and the list of ores.
Ah, I see. Well, most of the offending mods I use are some of the more common ones - Industrial Craft, Ars Magica, etc. I figure you'll get to them sooner or later. Thanks for the reply.
I just think its a bit weird that oak trees drop apples and other trees drop nothing. And I think you've already broken away from vanilla a bit with the new dirt stone types.
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.
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.
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.
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?