And here is the end result! http://millenaire.org/library/view.php?cid=123
Just download this file, extract it, and put the "Biome-Support" folder in your %appdata%/.minecraft/mods/millenaire-custom/mods directory and it works!
Nah, I totally didn't see that resource before and I owe you for pointing it out to me! You're getting credit!
Anyway, I don't have the modified files compiled and uploaded yet, but here are the resource files I used when working on this project; with a bit of modification by anyone they should be easy to adapt for other purposes as well!
Spreadsheet with list of biomes: https://docs.google....EZoUnJXME0/edit
BIOMES.txt, a simple document that I used to copy-paste in each set of "extra biomes" for those who wish to update anything else themselves: http://pastebin.com/eAf7fju4
Anyone is free to use and modify these files for whatever uses they want, I just ask for credit for compiling the resource in the first place. For instance, when I have more time I plan on modifying my own personal copy of the spreadsheet with columns for mobs to enable/disable by biome with DrZhark's latest version of Custom Mob Spawner..!
Finish!
I was doing it the hard way at first, comparing each culture's list of villages and then the first few Norman lone buildings to my full list of biomes and adding what seemed to make sense. However, on taking a break from it last night I had a breakthrough: Nearly every biome added by the mods I had listed can fit into a "Vanilla" biome type. By adding a column for nearest vanilla biome to my spreadsheet I was able to significantly reduce the amount of work required for each lone building! I re-did the few Norman lone buildings I had started updating to match this scheme, but the villages are staying with the list I created earlier in this topic.
I will be uploading the modified .txt files shortly, but in the meantime here are the files I worked from:
Spreadsheet with list of biomes: https://docs.google....EZoUnJXME0/edit
BIOMES.txt, a simple document that I used to copy-paste in each set of "extra biomes" for those who wish to update anything else themselves: http://pastebin.com/eAf7fju4
Anyone is free to use and modify these files for whatever uses they want, I just ask for credit for compiling the resource in the first place. For instance, when I have more time I plan on modifying my own personal copy of the spreadsheet with columns for mobs to enable/disable by biome with DrZhark's latest version of Custom Mob Spawner..!
I still haven't even started on the Byzantine stable but now that horses are going to officially be in Minecraft I feel like I have a deadline; this isn't just an add-on for usage by me and anyone else who wants inter-mod compatibility, it's something that might actually make it into the main mod..! =P
I already released such a patch http://millenaire.or...iew.php?cid=113
But feel free to update it, Highlands Support sounds great!
What I would love to see is Better World Generation 4 support, especially for the New 'gold' biomes.
I've got my spreadsheet ready for BWG4, but the sheer number of individual biomes added by the "Gold" Worldtype is staggering; I'd need a listing of EVERY biome and sub-biome added by the mod to ensure full coverage. As such a list was not offered when I asked in the topic I'll leave that task up to someone else for now.
Oh and a Byzantine Stable would be very nice. Horses for Millénaire villagers... We want a mod inter-crossing, Kinniken!
Yes, a small bit of research has shown that horses played a rather large role in the Byzantine culture! I don't really know how one would best implement interactions with them into this or any other mod, though..!
Thank you! That simplifies the work ahead of me by quite a lot! I now have the Biomes listed there in my "Biomes to add" spreadsheet along with the biomes for every world type except for Gold. I did a bit of flying around in creative mode in the Gold worldtype with the F3 menu up and the sheer number of biomes added is staggering! I do not feel that a list compiled by simply flying around and adding the biome names as I see them would ensure full coverage of the biomes added in that world type.
Hello!
I am working on compatibility patches for Millénaire for mods that add Biomes and I am unable to find a list of biomes that this mod adds. Biomes to spawn villages from that mod in are added by Biome name, and the OP does not give me the information I need, nor does a quick search of the topic.
Is this information readily available somewhere and I've missed it? If not, would someone be so kind as to provide it for me?
Okay!
So this mod already has partial support for ExtraBiomesXL and Biomes O' Plenty and it's nice, but I felt that villages were a little too few and far between compared to Minecraft with just the vanilla biomes. I also wanted to add support for the Highlands, another biomes mod. I have completed all village types and it seems to be working so far. When I am finished with the lone buildings I plan on releasing the add-on to the Millénaire library. Are there any other biome mods out there that I should add support for as well?
Based upon what seems logical to me, here is a rough rundown of the Biomes added for each culture:
Mostly extra Rainforest-y biomes that weren't supported yet as well as a few swamps and a handful of regular forests and mountain-tops to mimic the Andes Mountains
This was actually a very tough culture for me to add Biomes for, as I am not very familiar with the real-life Hindi culture! Based upon the biomes already in the mod I guessed that they should be in deserts mostly with a few appearances in swamps and a handful in plains
Ticlon already had support for ExtraBiomesXL and Biomes O' Plenty built into this culture before it was added to Millénaire, so there were very few additions here by me.
Also coming eventually is an update to my Stable add-on building with a version for the Byzantine villages, but I'm not even going to give a ballpark estimate on that as today was the day I was going to start on it but this project distracted me first! =P
Right, I was starting a spreadsheet with Biome IDs and names for several Biome mods I've been adding to my game and I found a glitch in the current default Highlands config file: Tundra and Woodland Mountains are both given the ID of 175. This did not cause a crash in the quick-test I did but I cannot say which one overrides the other; the area near spawn in the world I was in had a small patch of a beautiful forest with pink trees in between a desert and a bog; I did no further testing as I was mainly just making sure that the game would generate a new world without crashing.
Is it recommended to load the byzantine fixes from the library or do they overwrite important changes of the millenaire mod itself?
I'm still on 4.3.2.1 for MC 1.4.7, but the byzantine fixes are several months older, so I'm a little bit torn between applying the fixes and not to.
Nah, you don't need the fixes; they were added to the mod in version 4.2.1. That was a good question, though!
Boom, found the link http://www.minecraft...20#entry8004074
Before the Millénaire Library we used that topic to post buildings, and as I was having issues with my laptop that prevented me from playing Ghost1974 graciously uploaded my work to the Library, and I posted an updated version after rebuilding my desktop and adding more features to the building.
Anyway, I'm headed out for the night soon but I'll be sure to check out 4.6.1 tomorrow!
As an addendum to Xeridanus' nice post: The real main reason that the Normans have the most features and everything is that they were the first culture in this mod, and for quite awhile they were the only one. Kinniken added the Hindi culture after a vacation IIRC as he felt he knew enough to make a separate culture in the game representing them.
Work started on the Japanese culture shortly afterwards, with Kinniken contacting several of the more active posters in his topic asking for help. Response was pretty good and many people submitted research on the Japanese culture, but someone (MineCrack, I believe?) just buckled down and made the buildings instead of sticking in the research stage like the rest of us. They have been improved by Kinniken and Raseru since then.
The Mayan culture I'm sure started as an add-on by someone. I want to say it was MinerMiah. I do know that it was officially added to the mod just before Kinniken launched the Millénaire library. The Byzantines as stated were made by Ticlon with several fixes by others after they were officially added to the mod.
Presently felinoel is working on an Inuit culture and I -think- there is another culture someone else is working on but I can't for the life of me remember what it is. Basically if you have an idea for a culture that existed in the 11th century then please make them! The more cultures the better!
It works, thank you!
Now to add duplicates of the common items so that it's not too overpowered..!
Edit: Done!
Notes:
1.) This will occasionally cause a performance hiccup when an Infernal Mob drops an item. This could be prevented by using the proper resolved names such as I believe rebelkeithy.mods.metallurgy.core.metalsets.ItemMetallurgySword or whatever, but that'd require re-typing it for EACH item. that doesn't sound like fun at all!
2.) Yes, there are quite a few chances for enchanted books to drop at the end. I figure this is fair because with this many types of item added you're a lot less likely to be able to combine two random drops to get a weapon with great enchantments.
1
http://millenaire.org/library/view.php?cid=123
Just download this file, extract it, and put the "Biome-Support" folder in your %appdata%/.minecraft/mods/millenaire-custom/mods directory and it works!
2
http://millenaire.org/library/view.php?cid=123
0
Anyway, I don't have the modified files compiled and uploaded yet, but here are the resource files I used when working on this project; with a bit of modification by anyone they should be easy to adapt for other purposes as well!
Spreadsheet with list of biomes: https://docs.google....EZoUnJXME0/edit
BIOMES.txt, a simple document that I used to copy-paste in each set of "extra biomes" for those who wish to update anything else themselves: http://pastebin.com/eAf7fju4
Anyone is free to use and modify these files for whatever uses they want, I just ask for credit for compiling the resource in the first place. For instance, when I have more time I plan on modifying my own personal copy of the spreadsheet with columns for mobs to enable/disable by biome with DrZhark's latest version of Custom Mob Spawner..!
0
I was doing it the hard way at first, comparing each culture's list of villages and then the first few Norman lone buildings to my full list of biomes and adding what seemed to make sense. However, on taking a break from it last night I had a breakthrough: Nearly every biome added by the mods I had listed can fit into a "Vanilla" biome type. By adding a column for nearest vanilla biome to my spreadsheet I was able to significantly reduce the amount of work required for each lone building! I re-did the few Norman lone buildings I had started updating to match this scheme, but the villages are staying with the list I created earlier in this topic.
I will be uploading the modified .txt files shortly, but in the meantime here are the files I worked from:
Spreadsheet with list of biomes: https://docs.google....EZoUnJXME0/edit
BIOMES.txt, a simple document that I used to copy-paste in each set of "extra biomes" for those who wish to update anything else themselves: http://pastebin.com/eAf7fju4
Anyone is free to use and modify these files for whatever uses they want, I just ask for credit for compiling the resource in the first place. For instance, when I have more time I plan on modifying my own personal copy of the spreadsheet with columns for mobs to enable/disable by biome with DrZhark's latest version of Custom Mob Spawner..!
I still haven't even started on the Byzantine stable but now that horses are going to officially be in Minecraft I feel like I have a deadline; this isn't just an add-on for usage by me and anyone else who wants inter-mod compatibility, it's something that might actually make it into the main mod..! =P
0
That is exactly what I wanted, thank you! I'll be sure to credit you when I release my work!
Edit: Ah, I didn't see the other page; quoted the post I'm replying to in order to make it clear.
0
I've got my spreadsheet ready for BWG4, but the sheer number of individual biomes added by the "Gold" Worldtype is staggering; I'd need a listing of EVERY biome and sub-biome added by the mod to ensure full coverage. As such a list was not offered when I asked in the topic I'll leave that task up to someone else for now.
Yes, a small bit of research has shown that horses played a rather large role in the Byzantine culture! I don't really know how one would best implement interactions with them into this or any other mod, though..!
0
0
I am working on compatibility patches for Millénaire for mods that add Biomes and I am unable to find a list of biomes that this mod adds. Biomes to spawn villages from that mod in are added by Biome name, and the OP does not give me the information I need, nor does a quick search of the topic.
Is this information readily available somewhere and I've missed it? If not, would someone be so kind as to provide it for me?
0
So this mod already has partial support for ExtraBiomesXL and Biomes O' Plenty and it's nice, but I felt that villages were a little too few and far between compared to Minecraft with just the vanilla biomes. I also wanted to add support for the Highlands, another biomes mod. I have completed all village types and it seems to be working so far. When I am finished with the lone buildings I plan on releasing the add-on to the Millénaire library. Are there any other biome mods out there that I should add support for as well?
Based upon what seems logical to me, here is a rough rundown of the Biomes added for each culture:
Mostly plains-y biomes with a few forests added
BOP:Deciduous Forest
BOP:Garden
BOP:Grove
BOP:Heathland
BOP:Maple Woods
BOP:Meadow
BOP:Orchard
BOP:Pasture
BOP:Prairie
BOP:Thicket
BOP:Woodland
Highlands:Autumn Forest
Highlands:Lowlands
Highlands:Meadow
Highlands:Mixed Forest
Highlands:Woodlands
Highlands:Valley
EBXL:Meadow
Base Game:Forest
Mostly extra Rainforest-y biomes that weren't supported yet as well as a few swamps and a handful of regular forests and mountain-tops to mimic the Andes Mountains
BOP:Bayou
BOP:Bog
BOP:Highland
BOP:Marsh
BOP:Ominous Woods
BOP:Temperate Rainforest
BOP:Tropical Rainforest
BOP:Tropics
Highlands:Bog
Highlands:Highlands
Highlands:Temperate Rainforest
Highlands:Tropics
Highlands:Tropical Islands
Highlands:Jungle Island
EBXL:Extreme Jungle
EBXL:Green Swamp
EBXL:Marsh
EBXL:Temperate Rainforest
A few plains, but there are also several forests to mimic the "Japanese-analog village hidden in the woods" trope from many video games.
BOP:Bamboo Forest
BOP:Cherry Blossom Grove
BOP:Fungi Forest
BOP:Garden
BOP:Grassland
BOP:Heathland
BOP:Meadow
BOP:Ominous Woods
BOP:Pasture
BOP:Prairie
BOP:Sacred Springs
BOP:Steppe
BOP:Thicket
Highlands:Autumn Forest
Highlands:Lowlands
Highlands:Meadow
Highlands:Mixed Forest
Highlands:Forested Island
Highlands:Valley
EBXL:Forested Island
EBXL:Meadow
This was actually a very tough culture for me to add Biomes for, as I am not very familiar with the real-life Hindi culture! Based upon the biomes already in the mod I guessed that they should be in deserts mostly with a few appearances in swamps and a handful in plains
BOP:Bayou
BOP:Bog
BOP:Drylands
BOP:Dunes
BOP:Garden
BOP:Lush Desert
BOP:Marsh
BOP:Oasis
Highlands:Dunes
Highlands:Outback
Highlands:Sahel
Highlands:Desert Island
Highlands:Oasis
Ticlon already had support for ExtraBiomesXL and Biomes O' Plenty built into this culture before it was added to Millénaire, so there were very few additions here by me.
BOP:Garden
BOP:Grassland
BOP:Pasture
Highlands:Lowlands
Highlands:Savannah
Highlands:Valley
Also coming eventually is an update to my Stable add-on building with a version for the Byzantine villages, but I'm not even going to give a ballpark estimate on that as today was the day I was going to start on it but this project distracted me first! =P
0
0
Nah, you don't need the fixes; they were added to the mod in version 4.2.1. That was a good question, though!
0
http://www.minecraft...20#entry8004074
Before the Millénaire Library we used that topic to post buildings, and as I was having issues with my laptop that prevented me from playing Ghost1974 graciously uploaded my work to the Library, and I posted an updated version after rebuilding my desktop and adding more features to the building.
Anyway, I'm headed out for the night soon but I'll be sure to check out 4.6.1 tomorrow!
1
Work started on the Japanese culture shortly afterwards, with Kinniken contacting several of the more active posters in his topic asking for help. Response was pretty good and many people submitted research on the Japanese culture, but someone (MineCrack, I believe?) just buckled down and made the buildings instead of sticking in the research stage like the rest of us. They have been improved by Kinniken and Raseru since then.
The Mayan culture I'm sure started as an add-on by someone. I want to say it was MinerMiah. I do know that it was officially added to the mod just before Kinniken launched the Millénaire library. The Byzantines as stated were made by Ticlon with several fixes by others after they were officially added to the mod.
Presently felinoel is working on an Inuit culture and I -think- there is another culture someone else is working on but I can't for the life of me remember what it is. Basically if you have an idea for a culture that existed in the 11th century then please make them! The more cultures the better!
0
0
Now to add duplicates of the common items so that it's not too overpowered..!
Edit: Done!
Notes:
1.) This will occasionally cause a performance hiccup when an Infernal Mob drops an item. This could be prevented by using the proper resolved names such as I believe rebelkeithy.mods.metallurgy.core.metalsets.ItemMetallurgySword or whatever, but that'd require re-typing it for EACH item. that doesn't sound like fun at all!
2.) Yes, there are quite a few chances for enchanted books to drop at the end. I figure this is fair because with this many types of item added you're a lot less likely to be able to combine two random drops to get a weapon with great enchantments.