• 1

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    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!
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    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..!
    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    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
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from Mackzwellz

    This list seems to be just what you're looking for:
    Ocean
    TropicalIsland
    JungleIsland
    MushroomIsland
    Beach
    BeachDunes
    SnowPines
    SnowForest
    SnowTaiga
    SnowPlains
    SnowHills
    Plains
    Forest
    ForestHills
    ForestLakes
    Pines
    Taiga
    Grassland
    Rainforest
    Jungle
    Swampland
    Desert
    Savanna
    SavannaForest
    Shrubland
    SandStoneHill
    River_ice
    River_normal
    River_green
    River_sand
    Jungle
    Swampland
    Taiga_Hills
    Ice_Ocean
    Ice_Beach
    Ice_Plains
    Ice_Forest
    Ice_Border
    SnowPine_Lake
    SnowPine_Beach
    SnowPine_Forest
    SnowPine_Field
    SnowPine_High
    SnowPine_Border
    Pine_Normal
    Pine_Hills
    Pine_Mix
    Pine_Valleys
    Pine_Border
    Forest_Normal
    Forest_High
    Forest_Lakes
    Forest_Plains
    Forest_Border
    Jungle_Flat
    Jungle_Flat_Lake
    Jungle_Flat_Open
    Jungle_Hilly
    Jungle_Deep
    Jungle_Flat
    Jungle_Vulcano
    Jungle_Vulcano
    Jungle_Border
    Tropical_Sea
    Tropical_Island
    Tropical_Island_Beach
    Tropical_Island_Small
    Tropical_Border
    RainForest_Flat
    RainForest_Field
    RainForest_Hills
    RainForest_Lakes
    RainForest_Swamp
    RainForest_Lake
    RainForest_Border
    Desert_Flat
    Desert_Hills
    Desert_lakes
    Desert_Oasis
    Desert_Border
    Savanna_Fields
    Savanna_Forest
    Savanna_Hills
    Savanna_Border
    Canyon_High1
    Canyon_High2
    Canyon_High3
    Canyon_Valley
    Canyon_Fields
    Canyon_Lake

    Underscores are spaces actually, don't know if it matters or not.


    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.
    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Ticlon

    Hey SoNick,

    I already released such a patch :P
    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! :P

    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..!
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    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.
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    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?
    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    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 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
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    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.
    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from t-master

    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!
    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    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!
    Posted in: Minecraft Mods
  • 1

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    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!
    Posted in: Minecraft Mods
  • 0

    posted a message on AtomicStryker's Infernal Mobs - Diablo Style Modifiers
    I figured as much! Thanks again for adding the feature, it's allowed me to enjoy this and the other mod working together!
    Posted in: Minecraft Mods
  • 0

    posted a message on AtomicStryker's Infernal Mobs - Diablo Style Modifiers
    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.
    Posted in: Minecraft Mods
  • To post a comment, please .