Hmm I would like the possibility if the blocks of volcanos could be changed in the config file, so that it could be compatible with mods that add some volcanic stones or something like that. A compatibility with UBC would be nice since a few of the stones are supposed to be of volcanic origin.
Why not use the Lumberjack mod? It adds a special axe that has the ability to chop down trees and you still have your regular axe if you don't want to chop all blocks.
Hmm I don't know if this was asked before, but it would be cool if you could add mossy and cracked stone and brick variants and then use those the same way on dungeons and strongholds like on villages. (I hope that sentence makes sense somehow) kinda hate to see all this beautiful stone and then the vanilla style bricks in dungeons.
I've been testing out this mod on the "Dungeon Crawlers" modpack on technic, and I discovered a bizarre bug with wights and slime mobs from more quicksand mod. The bug is while the quicksand mod exists, wights are unspawnable.
Its seems forge has a confliction with them, and yet they have no related IDs.
BTW, here is the stagnant water related crash, I believe its potion ID related as eating the water petal gives a crash:
---- Minecraft Crash Report ----
// My bad.
Time: 4/5/16 3:52 AM
Description: Ticking entity
java.lang.ArrayIndexOutOfBoundsException: -15
at net.minecraft.potion.PotionEffect.func_76455_a(PotionEffect.java:105)
at net.minecraft.entity.EntityLivingBase.func_70679_bo(EntityLivingBase.java:524)
at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:293)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:318)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1561)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:288)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:63)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2006)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.potion.PotionEffect.func_76455_a(PotionEffect.java:105)
at net.minecraft.entity.EntityLivingBase.func_70679_bo(EntityLivingBase.java:524)
at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:293)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:318)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1561)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:288)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:63)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)
-- Entity being ticked --
Details:
Entity Type: null (net.minecraft.client.entity.EntityClientPlayerMP)
Entity ID: 401
Entity Name: Stormalisk
Entity's Exact location: 133.69, 81.27, 373.57
Entity's Block location: World: (133,81,373), Chunk: (at 5,5,5 in 8,23; contains blocks 128,0,368 to 143,255,383), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: 0.00, -0.72, 0.01
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1887)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
If it's the same crash I get when using the quicksand mod than it's more than a simple id related crash. I changed ids of the quicksand mod so it wouldn't conflict and it still crashes every time any potion effect of the betweenlands is applied.
You guys know that most mods are not compatible with the betweenlands. The only mod i think works with it are not enough items, fairy lights (maybe), and any mod that doesn't add stuff. But because we have the source, we can make addons just for the betweenlands like how fairy lights added a Betweenlands only lights to decorate with.
Well I use it with a bunch of mods and at the moment it works perfectly.
The More Fun Quicksands Mod, even if it generates stuff only in the overworld and nether will crash the game whenever one of the betweenlands potions is used or when in stagnant water.
I know this is supposed to be a standalone mod, but maybe it can be put on a list so that other players can see that they shouldn't use those mods together.
Will the Druid circles spawn in modded swamp biomes using the forge biome dictonary? Would be really cool if they do. If they do it would also be great if we could chose in which of the swamps it wouldn't generate.
Nope I don't mean better foliage round leafes. I mean the update of bop that made a little change to the leafes. Here a screenshot maybe thats a bit better than me trying to explain.
From the changelog:
Build 1.7.10-2.1.0.1638:
Adubbz: Added new better leaves textures
Could there be an option for the leaf blocks? at the moment they have round corners. In most cases thats ok, but what is with flowering oak? flowering oak has the rounded leaf blocks of bop and the normal oak leaf blocks. That looks a little bit strange if mixed together.
Say, for example, I wanted Gneiss, black granite, red granite, blue schist, and green schist type rocks to generate their biome types, but not chert, chalk, or ecolite.
Would it be possible to add config options to stop certain ones from world gen (similar to the way you can opt regular minecraft stone biomes on or off).
That would be nice, hmm what also would be great if you could decide what type of stone should generate in which biome or biome type.
Is rsg intended only to alter current vanilla buildings or to also add new buildings on villages ? I would like to see a more evenly distributed lighting around the place and a couple extra buildings like some sort of food storage building, maybe with a chest containing only crops?
I use http://mods.curse.com/mc-mods/minecraft/230570-restructured for new buildings. The buildings can have the materials of the biome and you can even tell the mod what villagers can spawn in the new buildings, even chestloot can be configured for each building. It comes with a few Structures for villages and a few others.
What I would like for RSG is that you can disable Village buildings. That would be realy great if that would be possible, because I use another mod that adds own buildings to a village. So that I can have a custom church and so on without the vanilla buildings
Hmm I like both versions. With canyons and with tunels. would it be possible to make a version or config file to use both systems in the rewritten version? So that when a stream generates it will pick one method of generating?
Sorry if my english isn't that great at the moment.
0
Hmm I would like the possibility if the blocks of volcanos could be changed in the config file, so that it could be compatible with mods that add some volcanic stones or something like that. A compatibility with UBC would be nice since a few of the stones are supposed to be of volcanic origin.
0
Why not use the Lumberjack mod? It adds a special axe that has the ability to chop down trees and you still have your regular axe if you don't want to chop all blocks.
http://mods.curse.com/mc-mods/minecraft/223439-lumberjack
1
Hmm I don't know if this was asked before, but it would be cool if you could add mossy and cracked stone and brick variants and then use those the same way on dungeons and strongholds like on villages. (I hope that sentence makes sense somehow) kinda hate to see all this beautiful stone and then the vanilla style bricks in dungeons.
0
Hmm the bop Volcano biome could use a few more lava lakes instead of lhe water lakes that generate.
1
If it's the same crash I get when using the quicksand mod than it's more than a simple id related crash. I changed ids of the quicksand mod so it wouldn't conflict and it still crashes every time any potion effect of the betweenlands is applied.
0
Well I use it with a bunch of mods and at the moment it works perfectly.
0
I think I found an incompatible mod.
The More Fun Quicksands Mod, even if it generates stuff only in the overworld and nether will crash the game whenever one of the betweenlands potions is used or when in stagnant water.
I know this is supposed to be a standalone mod, but maybe it can be put on a list so that other players can see that they shouldn't use those mods together.
0
Will the Druid circles spawn in modded swamp biomes using the forge biome dictonary? Would be really cool if they do. If they do it would also be great if we could chose in which of the swamps it wouldn't generate.
0
Will the betweenlands be compatible with: http://mods.curse.com/mc-mods/minecraft/238891-dynamic-surroundings ?
Since dynamic surroundings use custom sounds and weather effects even in other dimensions.
0
Nope I don't mean better foliage round leafes. I mean the update of bop that made a little change to the leafes. Here a screenshot maybe thats a bit better than me trying to explain.
From the changelog:
0
Could there be an option for the leaf blocks? at the moment they have round corners. In most cases thats ok, but what is with flowering oak? flowering oak has the rounded leaf blocks of bop and the normal oak leaf blocks. That looks a little bit strange if mixed together.
0
That would be nice, hmm what also would be great if you could decide what type of stone should generate in which biome or biome type.
0
I use http://mods.curse.com/mc-mods/minecraft/230570-restructured for new buildings. The buildings can have the materials of the biome and you can even tell the mod what villagers can spawn in the new buildings, even chestloot can be configured for each building. It comes with a few Structures for villages and a few others.
0
What I would like for RSG is that you can disable Village buildings. That would be realy great if that would be possible, because I use another mod that adds own buildings to a village. So that I can have a custom church and so on without the vanilla buildings
0
Hmm I like both versions. With canyons and with tunels. would it be possible to make a version or config file to use both systems in the rewritten version? So that when a stream generates it will pick one method of generating?
Sorry if my english isn't that great at the moment.